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    Sunday, October 18, 2020

    Factorio The Engineer's table

    Factorio The Engineer's table


    The Engineer's table

    Posted: 18 Oct 2020 06:36 AM PDT

    When i see, when i look. I need to take a break from this game urgently.

    Posted: 18 Oct 2020 05:22 AM PDT

    Kovarex u235 counter with reset

    Posted: 18 Oct 2020 03:52 AM PDT

    Kovarex BUT it's big brain time

    Posted: 17 Oct 2020 09:48 AM PDT

    Factorio is changing what I dream about.

    Posted: 18 Oct 2020 06:23 AM PDT

    I've noticed the more I play Factorio, the more I have dreams about efficiency and order. The dreams usually have nothing to do with the game itself and instead revolve around other random things in my life like how to organize tasks/people at work the most efficiently. Anybody else have Factorio based dreams? Nightmares? Has it bled into other parts of your life?

    submitted by /u/PsychNomad
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    My engine setup I created at the start of the game, and copied all over the base when I needed more.

    Posted: 18 Oct 2020 06:20 AM PDT

    Kovarex BUT it's train time | No bot, belt or circuit network tricks, just train scheduling

    Posted: 18 Oct 2020 07:31 AM PDT

    Factorio 1.0 100% Speedrun WR by Nefrums - 6:33:06 - All achievements (including 20 million green circuits)

    Posted: 17 Oct 2020 12:23 PM PDT

    Expensive x1000 Game calls for big "early" builds. 1 Day 17 Hours play time so far.

    Posted: 17 Oct 2020 06:52 PM PDT

    This is what 2.08 GW of nuclear power looks like

    Posted: 17 Oct 2020 02:16 PM PDT

    Finally made it!!! After 420h i get the rocket - achievement

    Posted: 18 Oct 2020 07:57 AM PDT

    The "Lively Bastard" achievement

    Posted: 17 Oct 2020 12:26 PM PDT

    The "Lively Bastard" achievement

    Most of the time when someone posts about the Lazy Bastard achievement, someone usually asks about the opposite, "what if you hand-craft everything?". I've seen a few posts about this, but they were either old with different science recipes or focused on other aspects such as amount of resources.

    I wanted to answer the question, how long would it take if you handcraft EVERYTHING?

    The first problem, is what counts? Engines are not hand-craft-able, and you would probably want to count them here. But what about steel or sulfuric acid? So I figured the engineer can do everything, including fluid, but that I needed to break the final answer into 3 different categories.

    Second, speed. I'm assuming a crafting speed of 1, which follows the game. I'm assuming a mining speed of 0.5 items/sec, matching the electric mining drill; a water speed of 1200 fluid/sec, matching the offshore pump; a crude oil speed of 1000 fluid/sec, matching a 100% yield pump-jack; and always advanced oil processing.

    Edit: a 100% yield is actually 10 fluid/sec, not 1000. Thanks /u/oconnor663! And this ended up adding 19 hours to the time.

    Third, I'm assuming zero productivity bonuses.

    Before I delve into the math, here is the final answer:

    1. To do absolutely everything, including mining and smelting.

    3,900,412 seconds or 65,006 minutes or 1,083 hours or 45.1 days

    2) If you exclude mining stone, coal, iron ore, copper ore, water, and oil.

    2,715,998 seconds or 45,266 minutes or 754 hours or 31.4 days

    3) If you also exclude smelting bricks, iron plates, copper plates, steel plates, advanced oil processing, heavy oil cracking, and light oil cracking.

    1,053,652 seconds or 17,560 minutes or 292 hours or 12.2 days

    Okay, so now all the math.

    First, I had to figure out the bare minimum research. I used https://davemcw.com/factorio/tech-tree/, clicked on the rocket silo, and then counted everything lit up. I hovered over each technology to get the research pack count, and then summed them up. To account for the rocket, I assumed 1000 space science.

    https://i.imgur.com/57QY0ng.png

    Next, kirkmcdonald calculator did the heavy lifting. I put in the science pack amount as a minute rate, added 1000 space science to account for the rocket building, ignored the satellite (since I'm not actually making space science), and then also the rocket silo since it seems important.

    https://i.imgur.com/vTDGUJW.png

    This list came from the CSV feature of the calculator. I added in the time per craft as well as items from the craft. The only time this fell apart was oil processing, (and Kirk himself has posted how difficult it was under the hood), so there I just multiplied the number of buildings by the craft time. Also, I'm assuming the engineer is crafting the rocket parts and then putting the finished part into the silo.

    For the curious, the highest time for a "normal craft" is advanced [red] circuits, about 30% longer than copper cables. The shortest time is concrete for the silo, followed by transport belts (for logistic [green] science).

    As a side bonus, you to get minimum resources to actually win the game (minus stuff to build your base)

    • 19,667 stone [ore]
    • 25,692 coal
    • 274,560 iron ore
    • 238,023 copper ore
    • 907,957 water
    • 677,735 crude oil
    submitted by /u/n_slash_a
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    The Bot Bus (a proof of concept)

    Posted: 18 Oct 2020 07:21 AM PDT

    Hi All

    Someone in the weekly question thread asked to share my work, so here it is.

    I had the idea of having a bot bus instead of belts, but wasn't sure if throguhput would be enough. With recent posts here about separated networks, I came up with a solution, that limits bot flying time to single blocks.

    Mainbus: This is the main bus. Each section is a separate network. Requests are delivered over the borders using chests and inserters. It looks like many bots, but there are surprisingly low numbers needed for each section.

    Production Module: These are hooked into the bus, using the same technique with chests and inserters.

    Map View: shows the separated networks and the busy flow of bots

    Main Transport: There is quiet some logic applied here. Requests from the production modules and blocks further down get wired together, subtracted by the logistic network content and applied to requester chests in the next block. The signal can be split to multiple chests to achiev higher troughput. The inserters are the limiting factor at ~27items/s and the number of stacks per chest with 48

    Production Module Transport: Feeding the modules works similar. The request of each module is applied to requester chests to the bus.

    Request and Provide: Each module has it's constant combinators to set the request and provided product. I chose to set it to the amount consumed in 1 minute, which seems enough buffer to keep up. Items in the network are subtracted, so it only requests whats missing.

    Debug: This is not so nice, as it needs 3 combinators for each item to calculate number of stacks. Warning and alarm limit are set to 40 and 48 stacks, and turn on the lamp yellow or red, if requested stacks exceed this. The number of chests is factored in. This can be removed, once the system is equilibrated, but is quiet helpful on expansion.

    Proof: I found it works quiet well. In this example I build red, green and blue science up to 672spm. Not sure how good it will scale further, but should be ok. One could always slap down more roboports, bots and insterer/chest combos. It's quiet power hungry, though.

    Todo:

    What's missing are indicators for inserter troughput limit.

    Something I did not include is automated control of the bot number. I put them in manually until there is enough.

    Also not included is the unloading station in the front of the bus which is needed in a real world base.

    However, it could be tuned further, I'm sure.

    pastebin won't let me post the blueprint book. it contains banned words :s

    submitted by /u/skob17
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    My Bufferless Oil Processing Distribution Center

    Posted: 18 Oct 2020 03:40 AM PDT

    My Bufferless Oil Processing Distribution Center

    Hello guys,

    I thought I would show you my favourite system to distribute the various oily fluids. It only uses one tank for each fluid and works well for me up to 100spm with decent module production. By that time I usually start building a bigger setup somewhere else, which also works on this principle but is implemented slightly different.

    My Oil Distribution Array: Upwards is the cracking, plastics, etc, and to the right everything is sent to the base.

    How it works is that there is only one tank for each fluid. Then each cracking step is controlled by a circuit condition. The heavy-to-light cracking only activates if there's more heavy oil than light oil. The same for light-to-petroleum-cracking which only turns on if there is more light oil than petroleum. And this system will work as long as the biggest draw is from petroleum, which is usually the case if you're making modules which require a lot of plastic. Lubricant production is always activated since you normally use it in only very small amounts. The same for Sulphuric Acid, because this keeps the drain on the petroleum which is what you need.

    Circuit condition for Light-to-Petroleum Cracking (ignore the speed modules)

    What's nice is that it just works. You set it up without worrying about ratios, and it will keep you going well past you first few rockets. Start by building only a few refineries and a few cracking plants. Then, if your light oil backs up and you're running out of petroleum, just add a few more light-to-petroleum-cracking. Need more plastic? Just add more plastic plants, the system will balance automatically. It's also very easy to connect to a light display where you can very quickly see what the state of your fluids is.

    And this also means you don't need large tank buffers of fluids, you just need sufficient cracking, and it will never back up. The liquids will go directly to where it's needed and not over-produce. This means you'll immediately see a bottleneck after you expand production, and not an hour later when you're halfway across the map.

    Of course, there are lots of ways to build your oil processing, but I think this way is easy, and it looks really cool.

    submitted by /u/stringweasel
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    Looks like red circuits are my bottleneck right now...

    Posted: 17 Oct 2020 12:13 PM PDT

    Anyone have a good peninsula map seed/string?

    Posted: 18 Oct 2020 01:55 AM PDT

    I want a peninsula spawn without biter bases, just one connection to the mainland and a large ocean beside it. The peninsula should be big enough to fit a medium-sized base on it.

    Thanks in advance!

    submitted by /u/NorseKSPnerd
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    Help me!

    Posted: 18 Oct 2020 06:51 AM PDT

    Just started playing the game today all I can think about is automating everything now, can't wait for my day off from work to go home and play more.

    Also any good youtubers for tutorials

    Thanks guys

    submitted by /u/Hyperborealz
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    Factorio with low saturation, low brightness and high contrast can be scary

    Posted: 18 Oct 2020 08:22 AM PDT

    Coal Liquefaction World

    Posted: 18 Oct 2020 08:16 AM PDT

    I just took a closer look at the coal liquefaction recipe which I've never used, and felt intrigued. Maybe I could make a world with barely any oil patches but way too much coal. Since the recipe does not use crude oil maybe a modified world that starts you off with a source of 25 heavy oil is another option.

    Have any of you ever experimented with it? What is it even meant for?

    submitted by /u/Ripest_Tomato
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    various savegame titles showing diverse feelings from playing factorio

    Posted: 17 Oct 2020 11:28 AM PDT

    3GW of solar under construction

    Posted: 17 Oct 2020 10:17 PM PDT

    3GW of solar under construction

    I plan to redo my nuke plant, but the last couple nights it isnt something I have wanted to dive into. So I something simpler, came up with my own solar tile. So here it is being built!

    https://preview.redd.it/1f75f4xpfst51.png?width=1440&format=png&auto=webp&s=0163ba3bd295c8433279435ac59df273d8899798

    Lesson learned, personal roboport is now how you plop 3GW of solar at once. Next time I will build a roboport into the tile, then go back and delete the ports later and replace with a panel. I do have a train delivering me panels, accumulators and sub stations, but this is taking too long with personal roboport.

    Second lesson, while coming up with a tile that has a decent solar/accumulator ratio, think big, I kept trying to make my tile small and neat so I could fit it into odd spots in unused factory space. Staying small limits design possibilities when in the end you plan to plop 3GW at once.

    Third lesson, I erred on the side of accumulators, figuring, buffer is good. But when scaled up to this level, a couple extra accumulators per tile ammounts to a LOT of accumulators extra. My next plop will err on the side of panels to make up for it.

    In a future play through I will make 2 different tiles, one large perfect ratio, for large plops, and one small one where it isnt as important, for filling in space by smelters and such. And roboports, heck I have 10s of thousands robots doing nothing, why am I doing this with a personal roboport.

    submitted by /u/CatHerder75
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    New player, first factory. biters are almost all blue but my turrets still use piercing rounds. just got to blue science. what do i focus on in the five or so minutes i have between running back and forth maintaining everything? I don't have any good oil deposits, just a bit of plastic and sulfur

    Posted: 18 Oct 2020 02:26 AM PDT

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