Factorio The Engineer's table |
- The Engineer's table
- When i see, when i look. I need to take a break from this game urgently.
- Kovarex u235 counter with reset
- Kovarex BUT it's big brain time
- Factorio is changing what I dream about.
- My engine setup I created at the start of the game, and copied all over the base when I needed more.
- Kovarex BUT it's train time | No bot, belt or circuit network tricks, just train scheduling
- Factorio 1.0 100% Speedrun WR by Nefrums - 6:33:06 - All achievements (including 20 million green circuits)
- Expensive x1000 Game calls for big "early" builds. 1 Day 17 Hours play time so far.
- This is what 2.08 GW of nuclear power looks like
- Finally made it!!! After 420h i get the rocket - achievement
- The "Lively Bastard" achievement
- The Bot Bus (a proof of concept)
- My Bufferless Oil Processing Distribution Center
- Looks like red circuits are my bottleneck right now...
- Anyone have a good peninsula map seed/string?
- Help me!
- Factorio with low saturation, low brightness and high contrast can be scary
- Coal Liquefaction World
- various savegame titles showing diverse feelings from playing factorio
- 3GW of solar under construction
- 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 06:36 AM PDT
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When i see, when i look. I need to take a break from this game urgently. Posted: 18 Oct 2020 05:22 AM PDT
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Kovarex u235 counter with reset Posted: 18 Oct 2020 03:52 AM PDT
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Kovarex BUT it's big brain time Posted: 17 Oct 2020 09:48 AM PDT
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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? [link] [comments] | ||
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
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Kovarex BUT it's train time | No bot, belt or circuit network tricks, just train scheduling Posted: 18 Oct 2020 07:31 AM PDT
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Posted: 17 Oct 2020 12:23 PM PDT
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Expensive x1000 Game calls for big "early" builds. 1 Day 17 Hours play time so far. Posted: 17 Oct 2020 06:52 PM PDT
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This is what 2.08 GW of nuclear power looks like Posted: 17 Oct 2020 02:16 PM PDT
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Finally made it!!! After 420h i get the rocket - achievement Posted: 18 Oct 2020 07:57 AM PDT
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The "Lively Bastard" achievement Posted: 17 Oct 2020 12:26 PM PDT
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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 [link] [comments] | ||
My Bufferless Oil Processing Distribution Center Posted: 18 Oct 2020 03:40 AM PDT
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Looks like red circuits are my bottleneck right now... Posted: 17 Oct 2020 12:13 PM PDT
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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! [link] [comments] | ||
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 [link] [comments] | ||
Factorio with low saturation, low brightness and high contrast can be scary Posted: 18 Oct 2020 08:22 AM PDT
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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? [link] [comments] | ||
various savegame titles showing diverse feelings from playing factorio Posted: 17 Oct 2020 11:28 AM PDT
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3GW of solar under construction Posted: 17 Oct 2020 10:17 PM PDT
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Posted: 18 Oct 2020 02:26 AM PDT
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