- Does anyone else get cravings to play this game but then you remember that you'd have to untagle all that spaghetti and remember where you put random stuff and why and then you say fuck it and just not play?
- The yellow belt in the steam little screen is one tile too short. This explains why the gears and the uranium cells get stuck on the top. Other oddities can be noted such as the lamp being lit in the day, the arms being reversed (they hold nothing) and the electric furnace being isolated.
- Shooting Range (Factorio [Fanmade] comic strip # 9 & 11)
- Rate my intersection:
- Beat the game without cutting down a single tree..
- Showcase of my 5k Science/minute city-block megabase
- (imagine the inserters were long handed burner ones) The 38 input assembling machine for those long burner stages in mods. Now to make a mod which needs it...
- Small solar radar (now with lights!)
- C'mon honey my base won't be a mess this time I'll use a *squints, reads smudged ink writing on palm* ...main bcs.
- I might have gone too far with my newest trainstop
- Using factorio for a team building game at work
- UPS/Megabase Frequently Asked Questions
- Just a thought - water treatment
- My way of automating genocide/expansion (death world)
- The start of my no-belt mega factory; still have to remove the belts from my uranium mine, explanation in comments
- 10 minutes of relaxation. CAUTION: May be addictive!
- HANS Get Ze FLAMMENWERFER!
- Is this normal?
- Thanks
- Nauvis Orbit Platform city K2/SE
- I did it!
- Ultra compact Green Circuit Production for Expensive Mode
- I "upgraded" my warehouse.
Posted: 15 Nov 2020 04:19 AM PST | ||
Posted: 14 Nov 2020 11:16 AM PST
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Shooting Range (Factorio [Fanmade] comic strip # 9 & 11) Posted: 14 Nov 2020 09:21 PM PST
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Posted: 15 Nov 2020 06:01 AM PST
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Beat the game without cutting down a single tree.. Posted: 15 Nov 2020 06:25 AM PST
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Showcase of my 5k Science/minute city-block megabase Posted: 15 Nov 2020 06:59 AM PST Hi all! After three years of not playing much Factorio, I've decided once again to try and make another 5k megabase. My objective for this one was to have a stable 5k science per minute while keeping 60UPS on my old laptop, since in my previous one it got tedious once it got to only 20UPS. Lately I've seen that the city block pattern has risen a lot in popularity - many people like to use it now, and in my opinion it looks really cool, so I decided to give it a go. I know that the absolute best way to do megabases currently is to copy-paste a small, very optimized setup many times. But this has already been exhaustively tested, and I don't think I'd be able to improve over what has already been done. Plus, I haven't seen a megabase built with city blocks and city districts yet (not that I've looked much for it, mind you). So, in the last few weeks I've been creating this megabase. The city block size I chose was 100x100 blocks which I think is the more standard way to do it, because of roboport range. I didn't use roboports for my base, but I went with it anyway. Anyway, here is the save file of the base. I've also uploaded the blueprint book I've used to create it, you can find it here. I've uploaded some pictures of the base here, but the blueprint book should provide you with all the individual designs. !blueprint https://drive.google.com/file/d/12ILWZAUNshq3XIKMp0t91IPkw_V30qNB/view?usp=sharing A few considerations about the base:
I'm quite proud of how it has turned out, and the city block design has surprised me on how easy it is to scale up things a lot. I've also barely had any issues with the base after it was completely built, which cut the debugging time by a lot. It should be pretty quick to upgrade this base to be 10k or maybe even 20k, however I'm not sure if you'll be able to keep it running at 60ups, but feel free to try! I'll leave it here now, tell me what you think of the base in the comments :) [link] [comments] | ||
Posted: 15 Nov 2020 04:31 AM PST
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Small solar radar (now with lights!) Posted: 14 Nov 2020 11:35 AM PST
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Posted: 14 Nov 2020 05:46 PM PST
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I might have gone too far with my newest trainstop Posted: 15 Nov 2020 07:24 AM PST
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Using factorio for a team building game at work Posted: 15 Nov 2020 03:37 AM PST Hi, I'm planning on using factorio for a small team gathering focused on teaching micro services, kanban and some team building. My plan is to make 5 or 6 steam accounts, buy the game on each one of it and ask the participants to log in and pre download the game for the session. Is this my best option?? Any other option im not seeing? Thanks!! [link] [comments] | ||
UPS/Megabase Frequently Asked Questions Posted: 15 Nov 2020 08:09 AM PST Common TermsWhat is a Megabase? A Megabase is a base that produces at least 1000 SPM, sustained, for any of the infinite research technologies (mining productivity, bot speed, etc) What is SPM? Science per minute. Refers to continuous production of science, of each pack. 100 SPM means 100 science of each type of science, not 100 total across all science packs. Update time The time it takes for your computer to calculate the state of every game entity for the current tick. The game runs at 60 ticks per second, meaning it normally has 1000ms / 60 = 16.666ms of time to calculate the state for every entity in your base. Entity Every component of your base is a game entity, such as: inserters, miners, beacons, assembly machines, etc. UPS Updates per second. The amount of updates your computer was able to compute for the past second. If your computer performs all 60 updates in the last second, then the game runs smoothly. If the update time exceeds the 16.666ms allotted, the game slows down and the UPS dips below 60. UPS efficiency A measure of how efficient a particular base is at using a computer's resources, mainly CPU and RAM. Can be measured in UPS (by increasing game speed) or in update time (as displayed by debug options or benchmarking). Logistics Logistics refers to the process of managing how items are acquired, stored, and transported from producers to consumers in your base. Benchmarking It is the process of setting up equivalent unique builds and comparing their UPS performance. MotivationWhy build a Megabase? Because it is fun! why else? Building things at a large scale adds another layer of depth on top of the base game of factorio. Tasks that are trivial in the main game become much more complex by the sheer volume of items one needs to plan out logistics for. Why care about UPS? Because you also cannot expand your base infinitely; at some point the amount of entities you need to calculate the state for exceeds what your computer can handle in a single second, and the game becomes unplayable. Hence the importance of UPS optimizations. By optimizing builds we can cram more SPM (and thus bigger bases) on the same computer hardware. Frequently Asked QuestionsWhere has my UPS gone/Why is my UPS so bad? Press F4 and enable "show FPS" and "show time usage". This displays your base's UPS and a breakdown of update time, by category. Common external factors Biters and pollution: the spread of pollution expands the map and thus spawns more biters, which in large amounts consume significant amounts of UPS. Mods: the code for mods runs in LUA which is significantly less efficient than the game engine, and might result in costly update time. You can check their cost under "script update" in the time usage debug stats. Mods should only be a problem if they are carrying out an expensive update each tick, which most mods wont do. Note: you can still build a megabase with biters and mods turned on, just beware that these cost UPS. Why do Megabases use beacons and modules? Lvl3 productivity modules have the super power of giving you 10% more items without costing you any extra ingredients; at 4 lvl3 prod mods per assembly machine lvl3 this bonus goes up to 40%. Be mindful that this bonus stacks multiplicatively across a production chain. Utilizing this bonus we can reduce the number of items we need to produce and distribute around our base. For examples of detailed numbers read this. On the other hand, beacons and speed modules reduce the amount of machines we require for our base. Gameplay-wise it doesn't matter if you use 6 lvl3 assembly machines, or a single one with 10 beacons packed with lvl3 speed modules. But UPS wise it does! A single beacon costs much less UPS than a single assembly machine, with its corresponding inserters and logistics, yet both options produce the same amount of items. What should I use to power my base? In terms of UPS: solar + accumulators >>>>>>> nuclear > coal In terms of how easy they are to set up: coal > nuclear >>> solar + accumulators Do I need to understand the circuit network (CN) in order to build a Megabase? No, but it doesn't hurt to. What train length should I use? You should use as many wagons as your production block requires. The amount of locomotives requires more careful consideration, and it depends on the length of distance traveled and how often the train stops. If your trains stop often and travel short distances, then you'd want a high ratio of locomotives to wagons. If your trains travel long distances, then adding more locomotives has diminishing returns. How do I build a megabase? Use the editor; or: Naturally transition into a megabase from a previous save. Scale up production of your base's building blocks (assembly machines, beacons, inserters, etc); create a dedicated base to building the very expensive lvl3 modules; set up supply trains to automatize the building process; and finally, clear and secure a vast area of the map where you are going to build the base. EntitiesAre belts better than bots? Entities have multiple possible configurations, which yield highly varied UPS costs. You cannot compare one entity to another directly. What you can do is compare an entity to another for a specific build (through benchmarks), or at a specific configuration. Neither entity is better than the other all the time, but for specific builds one might beat the other and vice versa. What should I use for my base bots, belts, trains,...etc? Whichever one you have the most fun with. Yes, everything is currently viable. All three of those entities listed have 10k SPM bases. Pick your favorite and make a base work with it! Really, everything? Only two entities are so bad that aren't worth using much, even at their best possible configuration. These are splitters and barrels. You can still use them at a significant UPS premium, but beware that they are not great for UPS. Should I use 12 beacon or 8 beacon builds? In terms of UPS optimizations, recipes have 2 costs: the logistics of ingredients and products, and the crafting time. Green circuits have a high logistic cost in the amount of items they move, but require low crafting time; thus, it is good to sacrifice beacons in exchange for better logistic costs. RCUs are the very opposite, they require few items and very high crafting time; hence, they benefit from being 12 beaconed. Common UPS sinks and improvementsEntity configurations Idle entities: roboports and radars lying within a solar field consume UPS, and become obsolete once the field's construction is finished Belts: belt balancers and lane balancers consume large amounts of UPS, even though they are hardly necessary and can often be removed with proper base design. Belts are great when moving items for medium to long distances. Bots: they consume UPS simply by being dispatched and relative to the distance traveled. They perform best when used in small isolated bot networks, and when carrying close to their full cargo capacity. Trains: trains work best when traveling at max speed for the longest time possible. Design your rail network to avoid congested intersections where trains would have to come to a full stop multiple times. Prefer nuclear fuel and single headed trains for fast acceleration. Inserter thrashing: stack inserters perform best when moving items amounts close to their max stack size and they waste UPS when they repeatedly move few items quantities. Logistics Excessive transportation of your base's products accounts for a big chunk of total update time, and applies to most recipes. Often, designs transport items by going from producer-> belt -> chest -> train -> chest -> belt -> consumer; given that each arrow represents an inserter, your item passed through 6 inserters. Through better design, this item could have used a belt to go from its producer to its consumer only needing to be handled by 2 inserters. This guide is intended to only answer some of the most frequently asked questions, if you want to know more about megabases and UPS be sure to check out other learning sources: /u/Allaizn's design posts /u/mulark's test index for more detailed information on entity configurations [link] [comments] | ||
Just a thought - water treatment Posted: 15 Nov 2020 06:07 AM PST I personally would love to see some form of water treatment implemented into the game. I think it could open up a whole new line of building and expanding. Geothermal and wind power plants could be fun as well. Just my opinion. [link] [comments] | ||
My way of automating genocide/expansion (death world) Posted: 15 Nov 2020 06:48 AM PST
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Posted: 15 Nov 2020 12:45 AM PST
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10 minutes of relaxation. CAUTION: May be addictive! Posted: 14 Nov 2020 08:33 PM PST
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Posted: 14 Nov 2020 08:29 AM PST
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Posted: 15 Nov 2020 03:04 AM PST
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Posted: 14 Nov 2020 03:49 PM PST I just wanted to thank you all guys, i think factorio has one of the best communities ever. Ive been playing other games for a lot, in particular i have 3500 hours on LoL. And this game... I mean.. i got stressed and nervous and Angry after every single gane. Today, after 2 weeks of constantly tilting i decided to uninstall it FOREVER. Why? Because, after 3 months, i decided to come back to factorio. I started a new world... And after 20 minutes i was so happy, so relaxed... I mean.. this game is beautiful. Is perfect. The community is perfect. I just wanted to say thanks to everyone of you, who mad this game so big, who made this subreddit so cool and interesting, full of random crazy things that are awesome. Im not really a pro in factorio, i have about 220 hours in to the game. I managed to complete it(to launch the rocket) just 3 tines, and it was always just for the achievements: speedruns, lazy bastard, and others. But after that, i always stopped playing factorio for months. Just as an example, ive never used lvl 3 belts... Yeah its funny. Now fuck all the other games im gonna go deep this time. Lets see what can i do. Again, thank you guys. [link] [comments] | ||
Nauvis Orbit Platform city K2/SE Posted: 14 Nov 2020 09:16 AM PST
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Posted: 15 Nov 2020 02:30 AM PST
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Ultra compact Green Circuit Production for Expensive Mode Posted: 14 Nov 2020 03:32 PM PST
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Posted: 15 Nov 2020 08:19 AM PST
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