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    Wednesday, October 7, 2020

    Factorio Might as well Jump

    Factorio Might as well Jump


    Might as well Jump

    Posted: 06 Oct 2020 11:40 PM PDT

    there comes a part in all games where people say "fuck it, if it works it works."

    Posted: 06 Oct 2020 04:32 PM PDT

    I'm now going to stay in my castle forever.

    Posted: 06 Oct 2020 05:03 PM PDT

    My whole base runs on 783 solar panels. I know this entire reddit has (probably) more than that but this is my own personal best in the amount of solar panels.

    Posted: 07 Oct 2020 06:08 AM PDT

    Early game belt based science balancer

    Posted: 07 Oct 2020 03:07 AM PDT

    Not going to lie, I bought Factorio for the trains

    Posted: 06 Oct 2020 04:59 PM PDT

    So I got stoned and made this overengineered and awesome unloader.

    Posted: 06 Oct 2020 08:25 PM PDT

    How many cars do you have?

    Posted: 07 Oct 2020 03:12 AM PDT

    I started a new world for my grid megabase, decided on no biters and I tweaked settings for minimal trees, so I am actually using cars a lot. I find myself leaving them everywhere, often when building I find myself at the end pretty far from my car, but hey, build a new one is easier then walking back. I think I have about 30 cars littered across my base now, Tonight I even spidertron and am still using cars a lot and continue to litter them everywhere.

    submitted by /u/CatHerder75
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    IVTN, Over 1 year old.. still basically unnoticed..

    Posted: 06 Oct 2020 07:52 PM PDT

    Intangir's Vanilla Train Network v1.0 (IVTN)

    Released over a year ago now, Just reminder that this exists. This is a totally vanilla train managing/routing system that utilizes a smart depot, very carefully controlled release of just the necessary number of trains. It is intended to prevent trains from all rushing towards 1 station as it opens, and prevent trains from cluttering up the network and requiring stackers when waiting for a station. Requires less space, has no pile ups, no special track configurations, did i say needs no mods?, and has worked perfectly well for probably thousands of hours now on 1k SPM and 5k SPM bases, as well as small/simple bases.

    The design is a catch all solution for large and small train network management, its features and capabilities rival and surpass (in my opinion) every other vanilla system, and most modded systems, very easy to use, no mods needed.

    I put probably hundreds of hours into developing and testing it, most of it spent painstakingly tinkering with combinators, I'd hope others can get some enjoyment out of it, I made it for everyone, and it was a lot of work.

    I've tried to raise awareness of this more than a few times, on reddit, social media, and discord and with big youtubers.. everyone who has tried it has told me they love it, but I just can't seem to get all that many people to even give it a chance. If you like trains you'll love this system.

    Features

    • No Mods needed

    • Easy Implementation (basic trains and circuits, and blueprints make it easy to use)

    • quick setup of new stations (just change a few things before connecting it)

    • supports many trains per resource

    • no stackers needed leading upto any stations

    • has a skip station to skip returning to depo with supply (optional and unneeded)

    • Faster response than HTN and LTN because even on the demand side, trains are dispatched from the depot fully loaded

    • no routing stations needed along the route (like with omnistop), so trains can move full speed from depot to station and station to depot

    • no special track layout requirements

    • can have multiple depots far separated across the network

    • auto recovers from sync/state issues, and can operate fine out of sync most of the time too

    • two variations of depot lanes are blueprinted

    Limitations

    • Each train needs to be dedicated to a specific resource

    • needs a depot lane for every train, the depot essentially becomes the global stacker for all trains

    • If you don't fully setup the a station name, the station signal, and the train itself correctly it will lead to very confusing state issues (follow tutorial video carefully, every issue a user has raised, and every issue ive seen myself has been from a setup issue, either bad name, bad signal, or i forgot to connect it to the network!)

    • The network requires both green and red wires connecting all supply/request stations and depots

    How to video (Youtube): https://www.youtube.com/watch?v=Nz1pv4YnFM8 (for v0.9 but usage remains the same)

    v1.0 update: https://www.youtube.com/watch?v=1f5a1MIf2Gk

    Blueprints: on factorioprints: https://factorioprints.com/view/-LpyJCHt58gu5__MLNZ4

    submitted by /u/intangir_v
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    A Bottleneck Discussion with a Friend Got Me Thinking About How People Handle Them Differently

    Posted: 07 Oct 2020 03:33 AM PDT

    Me and a friend who also plays Factorio were talking about the game and we came upon the topic of how we each handled bottlenecks in the game.

    His method is to use a calculator/mods to calculate what the best ratio is for a specific manufacturing line he wants. His method certainly works because he almost never runs into bottlenecks and his belts are almost never completely saturated yet his manufacturing lines are almost always at full functionality unless a random biter chews on one of his belts.

    I on the other hand do minimal calculating and have direct involvement in handling a bottleneck. I observe the belts, and supply chains from top to bottom and make sure that everything is supplied with minimal assistance from a calculator/planner mod. The only time I used one was to properly do a nuclear cell line, but I stopped once I figured out that you can just use circuits to regulate production. If I notice an area bottlenecking, I just throw down more miners, assemblers and smelters to fix it or even exceed the needs of the manufacturing line in case I need to expand.

    That discussion got me curious if anyone else does my less effective "direct involvement" method, letting a calculator do most of the work for you, or maybe even a different way of handling bottlenecks.

    submitted by /u/Sairiel
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    Do refineries/chemical plants perhaps need a buff, or a second tier?

    Posted: 07 Oct 2020 07:38 AM PDT

    I'm working toward making a 1 rocket per minute base for the first time, and one thing that really stuck out to me is how absolutely insanely the petroleum production requirements scale up. I must have 100 refineries dedicated to doing nothing but making petroleum (with the 20:5:17 ratio) and honestly it looks and feels kind of silly compared to other factory systems. It feels to me like the whole oil system in the game underperforms for how massive refineries and chemical plants are supposed to be. And also the amount of space the whole setup demands.

    Does anybody else agree that it would make sense to have a second tier of refinery and chemical plant to cut down on the silly sprawl? Or have the base factories simply take in and process more?

    submitted by /u/lobsterbash
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    Finally secured my island from pesky bugs, time to expand the factory

    Posted: 06 Oct 2020 03:47 PM PDT

    Mini 45 SPM base - My first blueprint book

    Posted: 06 Oct 2020 08:58 AM PDT

    1st Trial Run At Megabase. Hit The 500 SPM Milestone

    Posted: 06 Oct 2020 10:26 PM PDT

    My first time trying to create a mall

    Posted: 06 Oct 2020 10:46 AM PDT

    UI Scaling Bug

    Posted: 07 Oct 2020 08:31 AM PDT

    Not sure where to report, and it is probably blocked from my work PC anyhow.

    When you use the UI scaling to 150% the power armor equipment grid is almost unusable. Putting a few things into it causes the section below to fill with data and push up, which shrinks the grid area vertically and makes only a small bit of the grid visible, inside a scrollable box. The more you put in there the smaller the box gets until its just a sliver.

    The list below the grid should be the part that scrolls.

    I have poor eyesight and its hard to play on anything lower than 150% and still be able to read the text for things like stack sizes.

    submitted by /u/eberkain
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    My current unloader scheme, 2-8 train (LTN) to 8 belts

    Posted: 06 Oct 2020 10:43 PM PDT

    Why does this not work?

    Posted: 07 Oct 2020 07:50 AM PDT

    Krastorio 2 Extended Endgame; thoughts and feelings

    Posted: 06 Oct 2020 06:23 PM PDT

    Krastorio 2 Extended Endgame; thoughts and feelings

    The factory must sprawl

    Firstly, congratulations and thank you to the mod developers - they've done a fantastic job. It seems like whenever they were faced with a decision between 'sensible and balanced', or 'hella fun', they've gone with the latter. This mod is hella fun.

    My playthrough broke down into several distinct phases. The early game is similar to vanilla. There are a few twists - new recipes, new intermediaries, new ores, new buildings - but my usual main bus approach got me ticking along. I took my time, expanded slowly, and felt my way along. That squiggle to the north-west is where I started out.

    Once I'd unlocked the early-game science cards, I started building out my intended rail city-block. Each repeating module consists of four blocks. Trains can only ever turn right, which means it's much easier to handle traffic. Initially, at least. The length of each block is governed by the reach of the early-game roboports. They can connect to a roboport 50 tiles away, so - with one port in the middle - that meant each block is 100 tiles square. I stamped down a bunch of these four-block modules, and let the bots get on with it. Because I was playing 'unspoiled' (ie, no idea what was going on) that approach was very forgiving. Stamp something down; have a play; get it working; stamp down some copies.

    10,000 tiles is not much room - especially when there are multiple train stations required. I ended up making several small furnace blocks to process each ore. This meant my distribution of resources was uneven. Some furnace blocks were stripped, while others backed up. I built a depot in the centre of the factory where all plates went for distribution, and this worked great. Initially, at least. As raw plates overwhelmed my depot, I shifted them out to their own depots, and kept the central distribution depot for higher-level intermediary parts like blue circuits and low-density structures. This lasted until the end.

    Copper depot - space for two trains to unload, and two to load.

    K2 introduces a process whereby ores can be converted into a fluid 'matter', which can then be converted into other kinds of ore, or other precursor materials. Another new addition in K2 is the 'wood' ingredient. Wood is grown in glasshouses, and requires only water and power. As eventually occurs to every K2 player, I thought, 'what if I could use masses of wood to create matter, and run my whole factory just on water?!" So I went ahead and did that. By game-end, my wood blocks were producing 400,000 wood per minute, which I was turning into generic matter, and then shipping out to create everything else. Eventually, my wood nodes - themselves - were running on water made from matter (and primed with a stack of wood). It got very silly. I regret nothing.

    K2 metal smelting can include a new refining step. This boosts the eventual yield, and also provides another opportunity to add ProdIII modules, for one more shot at 40% extra.

    Eventually, matter is all you need. I set up a node where a matter train would make a drop, a flurry of stuff would happen, and finished low density structures would pour out the other end. Then I stamped down several copies and LDS were 'solved'. A lot happened in the last handful of hours of the game.

    Making Low Density Structures from 'matter'

    Toward the end, my magnificent arrays of Assembler IIIs each got replaced with a handful of Assembler IVs, surrounded by a scrum of beacons. K2 includes little 2x2 beacons, that allow the vanilla 3x3 beacons to crowd around the outside. This makes for absurdly speedy constructors.

    Each build ends up looking kinda the same, but throughput is phenomenal. The only hold-out was rocket fuel, as there is no late-game building that produces it. I built one block early on, and never needed to touch it again.

    My upgraded steel mill. Four assemblers, and many beacons.

    The antimatter artillery/nuke is a lovely addition to the game. Every so often, my screen would white out briefly, and I would know my artillery was taking care of business. Using the remote, their range extended waaaay out into the dark. Even with large numbers of air purifiers on the go, my pollution cloud was enormous, so a modicum of defence was required. This was the first game I ever built mines. Mines are great! I will not neglect them again. And laser artillery, oh, yes.

    If you're intrigued, I'd encourage you to spend an hour early on writing down what builds what, crafting speeds, ingredients, building dimensions etc. It really helps with those planning sessions, and stats are hard to find online.

    Victory!

    submitted by /u/hagfish
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    Rate my koravex setup!!! Simple, no circuits (except those to alert me that i got a uranium)!

    Posted: 07 Oct 2020 07:34 AM PDT

    In-line early game production blueprint

    Posted: 07 Oct 2020 03:47 AM PDT

    I created a blueprint for creating the very early-game stuff: yellow belts and yellow/red inserters. The restrictions I was working with were:

    • Must fit inside the output lanes from a pair of smelting columns (assuming you're using paired split-lane smelters, one iron and one copper)
    • Should output to boxes near to each other for convenient pickup
    • Save space where possible
    • Must allow excess resources to "run through", likewise spare gears and green circuits.

    The blueprint is here:
    !blueprint https://pastebin.com/JPAbyarb

    There are probably quite a few improvements I could make, I haven't tested it since I'm not at my gaming computer and I made it in the blueprint editor so there might be errors.

    EDIT: fixed blueprint string, the undergroundy assembler now actually gets belts.

    submitted by /u/fortycakes
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    Want to see your megabases

    Posted: 07 Oct 2020 06:51 AM PDT

    I am trying to get up to "megabase" status... rather then the one rocket silo i have in my planned base. Can I see some examples of some megabases for inspiration?

    submitted by /u/Readable_Gore
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