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    Sunday, October 25, 2020

    Factorio Pretty much sums up this wonderful game too.

    Factorio Pretty much sums up this wonderful game too.


    Pretty much sums up this wonderful game too.

    Posted: 25 Oct 2020 02:47 AM PDT

    Decided to go for a water cooled build this time around

    Posted: 24 Oct 2020 02:02 PM PDT

    Kovarex build without Logic elements

    Posted: 25 Oct 2020 03:00 AM PDT

    Looking for someone to play factorio with my husband

    Posted: 24 Oct 2020 02:54 PM PDT

    Good day

    We are from Canada and my husband wants a friend to play factorio with since I have no interest in playing with him and his friends are just up to other things.

    He's very sweet, introverted, smart and a great teammate.

    He refuses to make new friends online even though he's done it in the past, so I made this post to see if anything comes out of it so shoot me a message if you're interested :)

    submitted by /u/PanchaDtox
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    ..come again..?

    Posted: 24 Oct 2020 04:59 PM PDT

    Ready to go to space [Space Exploration expansion]

    Posted: 24 Oct 2020 10:07 AM PDT

    my perfect 100% efficient factory

    Posted: 24 Oct 2020 04:46 PM PDT

    Can't wait for train stop's limits

    Posted: 24 Oct 2020 10:48 PM PDT

    As was mentioned in the previous FFF limits for train station are coming and I'm seriously excited about that! I'm mostly vanilla player (and a big fan of trains) and I always missed an ability to control how many trains to send to a specific station. In most cases the easiest solution was to throw a big stacker before every station and hope for the best. With that new feature coming I see so many possibilities to optimize my train net so it's kinda stopping me from solving problems in factory I'm currently playing with 😀 So what do you guys think about this upcoming feature? Have you already start searching ways of embedding it in yours systems?

    submitted by /u/JustFixMe
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    8-beacon style processing unit (blue circuit) production

    Posted: 25 Oct 2020 02:07 AM PDT

    I feel like this belongs here.

    Posted: 25 Oct 2020 07:19 AM PDT

    Factorio pacifist run - Default settings

    Posted: 24 Oct 2020 09:15 PM PDT

    Production Setup Compendium: All blueprints necessary to create a standard base

    Posted: 25 Oct 2020 05:30 AM PDT

    Hi all! Lately I've spent some time compiling blueprints that I found on the internet (and some others that I made) into a single blueprint book. The idea is that these blueprints should provide designs for all the setups needed to have a standard base.

    I wanted to note that I've taken many of the setups on this book from Nilaus, especially from his Master Class playlist, so definitely check him out because he's a great player!

    You can find the blueprint book here. Let me know if you would add some more blueprints to the book (maybe trains stuff?)

    submitted by /u/Little_Elia
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    Anything to say about this train block I made?

    Posted: 25 Oct 2020 07:16 AM PDT

    Does it work properly? Any inefficiencies? My first one I designed so any critiscism is appreciated.

    https://factorioprints.com/view/-MKV3kJSN5gsOFajvgJO

    https://imgur.com/0L8NDkY

    Thanks for any help!

    submitted by /u/TheUltimateWeeb__
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    (Accidental) 5500spm I've worked on for the last couple of weeks. Finally one that can handle it for 10h+!

    Posted: 24 Oct 2020 09:32 AM PDT

    I've been in the mega base business for some time by now, but almost every one I cranked out did eventually fell short of the intended target SPM for different reasons. THIS one here though, that's finally what I wanted for so long: It is big, and it's running at an average 60 UPS - woohoo!

    Here is the album: https://imgur.com/a/Ghpm2ee
    (It has a few details and explanations in the image descriptions)

    If you're interested in the strategies and ideas that went into it, keep on reading.

    Basic idea

    A mostly train based mega base that uses LTN and one uniform train size all across the board, capable of 5400spm and CPU-efficient enough to stay around the 60 UPS mark on my i5-10600k.

    Cheats/mods

    With LTN already mentioned, there are three more fairly major cheats I've let myself accept:

    1. Editor mode. I've made so many huge bases with just pocket bots and a genuine mall that I am somewhat bored by it. This may put some people off, but at this point in my life I feel like making these pre-requisites has become trivial and repetetive. What I CAN say though is, that the save I built this in was initially a (near) mod-less, properly played game that legitimately has made more than I needed for this final build, including the modules! I had challenged myself to this, but in the end succumbed to the massively increased ease when plaicng/removing BPs in editor mode.
      I've also deconstructed the entire starter base to save on UPS for the mega base. So in the end, I really did make all the stuff, but what you see here is still all done within the editor.
      One more thing worthy of note: I supply nuclear fuel to my trains from creative chests. The task of making a setup that would actually produce fuel as intended is one I've completed several times by now, and in order to cut down on a bit of complexity in favor of UPS I've accepted this as an "okay" cheat to leave in.
    2. RSO. I started out trying to use a setup where one miner feeds one smelter, feeding one chest that feeds into one wagon. As I wanted to use 4-16 trains, the vanilla ore generator didn't come with large enough patches to enable this, I used RSO for the first time here. (Loading in segments doesn't really work too well with LTN.)
      With some decent mining productivity research done, this however turned out to be questionable. The miners were mostly idling, and I've ended up with a LOT more entities than I would need with a more condensed belt-based setup as is shown in the album. It also meant having so damn many pickup places that it really blew the whole factory up. The final version I am showing here went back to the more conventional ways. Since prod was already quite high when I decided on this, I barely need 2 miners per lane to saturate a belt. This really helped in keeping the whole smelting ordeal kind of small. (Except steel. Steel is always one huge mf.)
      As the size of the RSO ore patches wasn't needed in their entirety anymore, I employed the mod Ore Eraser to clean everything up to be more visually pleasing.
    3. Advanced Solar (High Resolution). I've built sooo many so very huge solar arrays in my days that I've grown a bit tired of them. This mod gives you several tiers of panels and accus that in their ultimate state really cut down on the space requirements, but still has you produce all the things you'd normally have to in vanilla (and then some). My original starter base actually did make all those panels and accus - way more in fact - so I didn't feel too bad for having them in here.

    Balancing trains

    • This is not my first wagon-to-wagon build. The last attempt before this one was based on 8-32 trains, and ended up with unbalanced (off)loading after a few hours I couldn't really explain. I think it mostly was because acid in the BC setups supplied wagon-rows differently thanks to the wonky fluid dynamics.
      This is why in this build, EVERYTHING is circuit balanced. All offloaders and even all providers - ALL of them - are circuit controlled to guarantee equal amounts of everything in all chests that load/unload from/into them per station. I've had it with these issues. This time, it all works like a charm. Possibly not required in many places, but screw it - I wanted it to be bullet proof.
    • The rails are a 4-lane 2x1-way system throughout, and I've probably used it in more places that I really needed to. But this again is a matter of "screw it". I've had too many bases fail because of throughput issues, so I went all out this time.
      There are no 4-way crossings, and all of the T-intersections disallow lane changing. All my production area in- and outlets can be reached from / can reach all lanes. Thus, once a train has departed from anywhere, the lane it chose is the one it will follow until its destination. This was a great idea tbh! Factorio does a superb job of distributing trains across alternative paths based on distance and congestion, so there really isn't much of a benefit to letting trains reconsider en route.
      Side note: Some of my stackers ended up being way too large, many are actually well-sized. I've stuck to the better-safe-than-sorry paradigm while designing things.
    • Keeping intersections and/or in/outputs one train length apart is actually important. In this build I've made sure that I can fit a whole 4-16 train in between most branching situations, or have them close enough together to signal them as one big thing. But leaving some properly sized spaces for trains to sit in w/o blocking any others all across the base really makes a difference. As I like to say: Trains do like to have some breathing room!
    • Fun fact: I've actually measured out most signals by actually placing 20 wagons on the tracks and put signals as appropiate. This was probably 30% of all time I spent on making this base. But it is important, and I think it did pay off.

    All inserters that output from assemblers/chemlabs are clocked as well, to limit them to only operate as fast as the respective item is needed to be made. In some cases this means clocking to just about having the assemblers not stall, in others (like belts and inserters) it primarily smooths out production to the required lower rates than theoretically possible in a setup that is primarily made to be wagon-to-wagon for 16 wagons.

    Hope you enjoyed! See you next time.

    submitted by /u/Medium9
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    Bots dying

    Posted: 25 Oct 2020 03:51 AM PDT

    So i set up a defence with flamethrowers, the biters attacked dealt damage to the wall. So the bots repaired the wall, and died of fire damage. What can i do about this?

    submitted by /u/random_uman
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    what 1 hour and 30 minutes gives you

    Posted: 25 Oct 2020 03:51 AM PDT

    what 1 hour and 30 minutes gives you

    I was bored so I went for a walk thinking it was not going to be that long BUT 1 hour and 30 minutes later I found out that I had sea on 3 of 4 edges (google translate) Seed in coments

    https://preview.redd.it/m477yvbe18v51.png?width=1395&format=png&auto=webp&s=3e71350150c62fc23f473d78240fe3810389fbee

    submitted by /u/Tpreben
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    FPS/UPS debugging with Space Exploration

    Posted: 25 Oct 2020 07:26 AM PDT

    My UPS is tanking in my current save with Space Exploration installed, taking the FPS with it. I have a mid-game base (red/green/blue/grey/orange science) but the base itself is undersupplied so it is only making 5/10 spm. I have run larger (stock) bases with a full 60 UPS, however this base gets 30-45 ups at best, even when powered off. Interestingly, the game runs at a full 60 UPS when in map view.

    All other planetary surfaces are deleted, and not a ton of the main map is revealed. Any ideas for improvements?

    submitted by /u/zpjester
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    Rock, Paper, Scissors

    Posted: 25 Oct 2020 07:01 AM PDT

    I made an easy to understand and play rock paper scissors, explanation is in the blueprint!!

    Explanation is version 1.0>

    https://pastebin.com/904uQt1L

    submitted by /u/HEROgoldmw
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    Looking for a Space X Mod

    Posted: 25 Oct 2020 06:15 AM PDT

    Is there a mod that brings the rocket science up to the one in real?

    With landing and starting where rockets just have to go through maintenance and refueling for another launch. With landing pads and such stuff

    submitted by /u/henloh
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    Decided to empty my base and make something that isn't a bowl of spagetti but I have no idea how to make it happen, pls help

    Posted: 24 Oct 2020 02:01 PM PDT

    How does one only produce lubricant?

    Posted: 25 Oct 2020 05:21 AM PDT

    I was trying to make a circuit setup with my oil factory, but when I have enough light oil and petroleum gas, I run out of heavy oil ( I'm not making light oil with heavy oil, I'm just always making belts etc.) Are there any solutions for this? or should I just be making solid fuel/have huge storage tanks

    submitted by /u/_tobias15_
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    Kovarex starter that autoballances the ammount of U-238 on the belt. The steel chest holds overflow and is big enough to start the reaction.

    Posted: 24 Oct 2020 02:25 PM PDT

    please critique this early to late game mall I made (context for discussion inside)

    Posted: 24 Oct 2020 10:59 AM PDT

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