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    Monday, October 12, 2020

    Factorio That last little tick of production is 500MW...?

    Factorio That last little tick of production is 500MW...?


    That last little tick of production is 500MW...?

    Posted: 11 Oct 2020 07:50 PM PDT

    All these posts about belt-managed Kovarex... why deny yourself this mind soothing trickle?

    Posted: 12 Oct 2020 04:03 AM PDT

    99% of all Factorio sessions could be labeled "Bug fixes and performance improvements".

    Posted: 12 Oct 2020 02:37 AM PDT

    ETSv7 - EasyTrainSystem | A many to many train system using path penalties

    Posted: 11 Oct 2020 01:15 PM PDT

    Discovered Factorio last month and it reignited my love for gaming (like I used to when I was younger). I have so much fun designing stuff. Last week I created a loading station for my Zippies ��

    Posted: 12 Oct 2020 03:49 AM PDT

    My circuit-based oil distillery. I have been begged to stop using barrels.

    Posted: 11 Oct 2020 01:33 PM PDT

    A week ago I posted a picture of the base my wife and I are working on. Well, as of last night we have reached our 1k SPM Goal! We had a great time and plan on starting a Bobs/Angels playthrough soon!

    Posted: 11 Oct 2020 11:26 AM PDT

    One of my friends tends to just work on walls, defenses, optimization, etc when we play as a group. He takes it quite seriously.

    Posted: 12 Oct 2020 07:50 AM PDT

    The Final Factory: my idealistic megabase

    Posted: 11 Oct 2020 01:53 PM PDT

    The Final Factory: my idealistic megabase

    I've seen some megabases over the past years. Highly optimized, perfectly symmetrical, strictly modular in grids... Yet, I always wanted to make something different for myself. No, not just spaghetti! But a base with a soul that feels "real", the way it "supposed" to be. So, something that I viewed as "the best possible" without external constraints, what I can't find a way to upgrade further in my eyes. And I finally got somewhere.

    My principles were:

    • Belts or direct insertion and trains mainly, minimum bots
    • Reasonable balance between performance, resource cost and aesthetic
    • Every production block gets its own treatment, form < function
    • 12-10 beacons for slow crafts, 8 or less in faster ones, with ratios "close enough"
    • Minimal amounts of beacons possible in every layout, and maximum beacon sharing
    • Half/combined belts if possible, minimum splitters and excess balancing
    • Production of all 7 sciences including military at once (probably overkill)
    • As centralized as possible, 2 small bases aren't equal to 1 bigger
    • "Eternal" lifespan (base should counteract any accumulating problems like unbalance)
    • Different train sizes for different value of production (2-4, 4-8, 6-16, some smaller trains)
    • Separate train networks for ore and in-base traffic
    • Smart stackersTM for balancing identical trains among several places
    • Direct mining into wagons as preferred method of loading ore
    • Moderate amount and size of resources on map, not over the top infinite fields of ore
    • Outposts should be able to process drying out adequately, not causing any issues
    • Some quality of life modsMax Rate Calc, Fill4me, picker dollies, blueprint extensions, temp stations, vehicle snap, rich text helper
    • Layout testing and blueprinting in separate saves with cheats
    • Fair production, shipping and building of everything in the main save
    • Occasional "unfilling" of misplaced landfill in editor because I don't hate myself THAT much
    • Biters with expansion and pollution enabled

    Things I avoided:

    • Bots
    • Huge buffers
    • Solar power
    • Rail grids
    • More than 2 lanes of train traffic / lane switches
    • Long reach / squeak through / LTN

    What I got:

    • 4k SPM (slightly more at peak)
    • 40k+ satellites launched
    • 400h+ of playtime on the map (including building my previous 1k factory) Most time changing and fixing small things. Probably even more time spent designing and testing original builds for several years already
    • 21k beacons
    • 24-25 GW electricity consumption (I claim it to be small for 4k spm)
    • 45-55 UPS (zoomed out/in) with nuclear power and another 1k SPM base idling on the map
    • +1200% mining productivity, +1150% robot movement speed, +360% artillery range

    Here are some teasing GIFs:

    Part of the train system at work. Those are in fact buffered two lane intersections

    Tiny portion of smelteries. 8 furnaces per belt

    LDS. 2 full belts and an additional circuit controlled half to prevent overflow that can break unload balance

    RCU. This one I like to call a \"starry sky\"

    RF. The ratios are rather off, but not a lot of choice here

    Plastic. The upper pumps peak at 10k petroleum/sec

    Labs. With illumination wired to space science inserters. For clarification, 4k SPM is 3 belt lines, not 4. That's why belts aren't full.

    And pictures:

    Map overview. Not very pleasing from afar, I know. But I didn't want to sacrifice efficiency just for looks.

    Ore unloading. Iron is RHD and copper is LHD. Yes, I like to complicate things. There is a huge intersection between them below.

    I have partially given up on balancing the unload so trains just leave when they are "almost" empty.

    Plates loading. The whole point of these criss-cross belts was to always keep the unload balance on the ore side.

    Part of the smart train mining system. Its full explanation is worth another post.

    Small make everything block for supplies.

    Materials for building the factory itself were actually made not here but at my previous 1k base

    Start of the solid 25 GW reactor monoblock

    Also, all uranium processing fits here.

    GC waterfall

    Red circuits material unloading

    in the middle of RC production

    Blue circuits combined production

    Coal liquefaction

    Batteries

    Silos. That little lvl 1 assembler singlehandedly made about 40k satellites, what a hard worker!

    There is still a lot I wanted to say. Why I combined oil refining AND coal liquefaction. Why the intersections look like this. What numerous unimaginable balancing issues I had to face. What is so special with mining coal into trains. What does it take to place a blueprint containing 10k beacons. The issue of finding 1 stone in 2800 furnaces. Train smarts I used. Interesting beacon design challenges. Maybe something about biter defense? And probably much more... That was a fun ride for sure! Making a base that should work in theory and making it really work is two different things.

    But this post is getting way too long. You can have a look at the less interesting full album now while I'm thinking at how I can cover anything more. Ask any questions if needed. Sorry for any silly mistakes in the text. Also thank you reddit for breaking the post like already twice.

    submitted by /u/Absolute_Human
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    Suggestion: You should be able to see the range of existing turrets while placing down new ones

    Posted: 11 Oct 2020 07:54 PM PDT

    You should be able to see the range of existing turrets while placing down new ones, just like how you can see the direction of inserters while placing new inserters. It would help with spacing turrets effectively.

    submitted by /u/B___O___I
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    Need More U-235?

    Posted: 12 Oct 2020 12:34 AM PDT

    Slowtorio aka The Noodle Base - Slowest rocket launch ever?

    Posted: 12 Oct 2020 08:30 AM PDT

    As much as I like building efficient and sprawling bases, I've often wondered how long it would take to launch a rocket if one tried to do it from a small base. Specifically, what if you only used 1 miner/furnace per ore, 1 assembler per item, 1 boiler, 1 steam engine, 1 refinery, etc? Even better, what if I used the slowest version of each (burner miners, assembler 1s, no modules)? What was the slowest I could build a rocket without actively interfering? (No wasting resources or building things to waste electricity to keep the base at low power)

    Timeline:

    Started Thursday Sept 24

    Research Finished Tuesday Oct 6

    Rocket silo build Wednesday Oct 7

    Rocket launched Sunday Oct 11

    Total time spent: 391 hours

    I built the base with a random map seed, no real planning, and just sort of winged it.

    It turned out surprisingly well, all things considered. It just took forever.

    I did have a few work stoppages due to ore patches running out, but I did my best to prevent this as much as I could.

    In the end, instead of a spaghetti base, I ended up with basically a single noodle.

    Also, I launched a fish instead of a satellite because after 2 weeks I just wanted my computer back.

    Things I learned:

    • The 2x2 mining area for a burner miner really sucks compared to the 5x5 for an electric. I really hadn't anticipated how often I'd have to move them.

    • Items marked for deconstruction will eventually unmark! This caught me by surprise and I ended up making a bunch of extra purple science on accident.

    • It is possible to do oil processing without circuits. Who knew?

    • I hadn't anticipated how much material the rocked silo took to make

    • I should have direct inserted the copper cables but I always forget that only green/red chips need them.

    • I'd have expected the rocket silo to slow things down since it uses 4MW and I only have 900kW, but since rocket parts only take 3 seconds to craft it wasn't so bad. Even when the rocket itself launched and blacked out most of the base it was still not much of a delay.

    What to do for an encore:

    I'm now wondering how long it would take to build a rocket using exactly 1 miner, 1 furnace, 1 assembler, etc and mining all of the ore you need in one go (storing it in chests), then smelting all of it, then doing the next ore, etc and only making each item 1 time before moving to the next one. Calculating the total number of each item needed isn't so hard and it should be possible to do, although the number of chests and storage tanks to hold all of the ingredients at each step may be a bit daunting.

    Pictures:

    https://imgur.com/a/9H0lf68

    Save (with replay):

    The replay is like 6 hours long at 64x and involves a whole lot of standing around. Enjoy?

    https://drive.google.com/drive/folders/1i3W593tXZ12FHjMuQrcxtXK2E1M7cIqr?usp=sharing

    submitted by /u/SnickySnacks
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    The Back End Loader for a 5M iron Train

    Posted: 11 Oct 2020 10:57 PM PDT

    "Factorio - Why Had I Not Played This Yet?!" By davo_. An interesting review and I think a good reference to convince people to buy the game

    Posted: 11 Oct 2020 09:56 PM PDT

    Am I stupid? It won't let me import blueprint strings

    Posted: 12 Oct 2020 07:44 AM PDT

    Our base tour.

    Posted: 12 Oct 2020 05:59 AM PDT

    Newbie Question - If this is a 1-way track, is this okay? I can't think of a reason I might need a chain signal here, but I just wanted to double check. Thanks!

    Posted: 12 Oct 2020 12:41 AM PDT

    How are you using Programmable Speakers WITHOUT global playback?

    Posted: 11 Oct 2020 03:18 PM PDT

    Robonetwork Bridge

    Posted: 12 Oct 2020 04:33 AM PDT

    I've just built a smart bridge that connects a Ghost Scanner to a requester chest in the supplier network.

    Until now, I've been using 20 requester chests from one robonetwork, feeding providor chests in the next network. But I've been meaning to build a smart system for a while.

    At first the logistic bots would bring too many items, so I factored in a few modifiers.

    Ghost Scanner + (-1 * (Inserter contents + Providor Chest contents + Logistic Network contents) )

    The modifiers help, but don't fix the problem. So there's another equally small circuit that checks if the Ghost Scanner has nothing to report, then dumps any remaining items back into the supplier network.

    Blueprint in the comments.

    submitted by /u/dddontshoot
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    Keyboard Automation

    Posted: 11 Oct 2020 10:24 PM PDT

    I just realized I am spending entirely too much time with both hands on the keyboard, and it is greatly inhibiting my ability to drink beer. Suggestions for either automating the keyboard or one of my hands is appreciated.

    submitted by /u/uncwil
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    Take from both sides of a belt evenly in a constrained space

    Posted: 11 Oct 2020 05:44 PM PDT

    Iv just finished my first run of Krastorio and I am looking for another similiar mod to try next

    Posted: 12 Oct 2020 05:12 AM PDT

    As the title says, after 95 hours iv finished my first run of Krastorio 2. Really great mod, it felt like playing the game for the first time again. It wasnt perfect but really brought the same sense of enjoyment and accomplishment I found on my first run of the game.

    So now I am looking for something similar to go again. Iv nearly 300 hours clocked in altogether so I am reasonable confident I can handle the more complicated mods out there. Iv obviously read about Bobs / Angles, and also heard about Pyanodon and one or others. Just wondering if anyone has any recommendations and what they think would be a logical next step to take after Krastorio. I know this question has been asked before but the last time was a few years ago now and I was wondering if there have been any newcomers or if the mods iv mentioned have had many updates recently.

    Thank you in advance.

    submitted by /u/teknocratbob
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    My first 1.0 base is complete! (massive jpeg in comments)

    Posted: 11 Oct 2020 08:27 PM PDT

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