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    Monday, November 16, 2020

    Factorio When lane balance matters, it matters

    Factorio When lane balance matters, it matters


    When lane balance matters, it matters

    Posted: 15 Nov 2020 10:21 PM PST

    Processing unit + Advanced circuit + Electronic circuit + Clubroot

    Posted: 16 Nov 2020 04:36 AM PST

    Factorio Is dissing me!

    Posted: 16 Nov 2020 03:39 AM PST

    Max-Connected Power Poles

    Posted: 16 Nov 2020 04:53 AM PST

    Handcrafted some science packs

    Posted: 15 Nov 2020 08:48 AM PST

    TIL you can instantly zoom to the correct level for normal (reset) and hi-res graphics (2x)

    Posted: 15 Nov 2020 10:05 PM PST

    Today I Learned... Train Fuel/Speed Comparison

    Posted: 16 Nov 2020 06:40 AM PST

    I think that there should be more official factorio merch

    Posted: 16 Nov 2020 03:41 AM PST

    For example I would absolutely buy a factorio mug or a bug plushie, and just other cool stuff. Maybe even keychains?

    submitted by /u/AnanasPuu
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    I recently started a game with Space Exploration. When is offworld mining worth it?

    Posted: 16 Nov 2020 01:53 AM PST

    Hi r/factorio. First thing first, I love the game and the community here. You guys are the best! Today I come to you asking for help with the Space Exploration Mod.

    I have my main base in Nauvis. I have launched some satellites into orbit to explore the solar system, and I also have launched 2 cargo rockets and started with the space science stuff in the space platform.

    Due to the mod balance there are few resources on Nauvis, while there are moons full to the brim with ore. The issue is transportation, you can either use cargo rockets, delivery cannons or spaceships.

    A cargo rocket can hold 500 stacks, so a max of 25k ore. This is not really that much, barely 1k more than 3 4-wagon trains worth of ore, and it requires a lot of fuel, as well as the cargo sections for the rocket. This options seems quite expensive, at least until you can get rocket reusability and reliability quite high. And fuel can't be easily mass produced in planets with not much oil, vulcanite or water.

    A delivery cannon can fire 1-stack capsules, but require a non reusable capsule each time, as well as consuming 50 MW for full time use. Not as expensive as the cargo rocket and not reliant on fuel and rocket parts, but with limited throughput.

    As for spaceships I'm still very far from that so I can't tell yet if it's worth.

    I'm guessing that late game you just can set up a network of launch facilities and cargo rockets that distribute resources where they are needed. But right now it seems a bit far out for me.

    It's likely that I am missing something as I'm fairly new to this mod. My question is:

    When (and how) is offworld mining worth it?

    Sorry for any weird english and thank you in advance

    submitted by /u/juakofz
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    I've made a terrible mistake - Part 3

    Posted: 16 Nov 2020 12:11 AM PST

    For those who haven't seen these posts yet, or don't remember, I'm currently running Space Exploration, Krastorio2, and Rampant AI on the same map. This has gone... Increasingly well, actually. When last we left off, I was struggling to survive under the endless assaults! Walls were being overrun, ammo was short, but reinforcements were on the way!

    Well, they arrived. We fought back, tooth and nail, and dug in our foothold. Walls have been upgraded, there's a full perimeter of laser turrets, and the ever hungry power station keeps growing. Satellites are automated, core mining established, and the beginnings of a cargo rocket facility are underway.

    (I really need to start my Umbrella power station while there's still time to charge it, or you might be hearing about that next...)

    Today, we unlocked artillery. An artillery station is designed, shell production set up. As copper and iron slow to the trickle from the core mining operation, we look to orbit for our next iron and copper mines, knowing we can't push very far into bug territory.

    What's the mistake, you wonder? Sounds like it's going well?

    The mistake was a few days ago, actually. You see, I discovered the Scan Surface tool. It is quite nice. In fact, I used it excessively to fully scan some moons. Until performance took a hit. I eventually scrapped all but Nauvis and Nauvis Orbit.

    But it didn't fix it. It kept getting worse. About half our time today was spent at 30 UPS! So, like any dedicated Factorian, I pulled up the debug menu. And it was there I realized my mistake.

    You see, I didn't just scan the moons. I also scanned Nauvis. A very large perimeter, in fact. I could see bugs for miles. And those bugs were moving. Spawning, expanding... Pathing.

    Not all was lost. Right below the Scan Surface button is a red one called Trim Surface. I knew it wouldn't be pretty, but I knew it had to be done. So much unnecessary bug pathing that had to end. So I clicked it, and waited a solid 30 seconds for the game to unfreeze.

    They were gone. Everything was gone. Everything outside our walls, wiped away. Did I feel cheated of the endless siege? A bit. But it had to happen. Yes, the bugs were knocked back to almost nothing except the evolution factor, but the UPS also instantly jumped back to 60. So... I'll take it. Bittersweet, but a victory nonetheless.

    submitted by /u/thejmkool
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    Krastorio 2 and space exploration

    Posted: 16 Nov 2020 06:54 AM PST

    Hey all. I've just "finished" my first game and launched a rocket into space. I can launch a rocket every 10-15 minutes now quite easily and getting a bit bored without any real endgame other than "just make more science"! I'm thinking about starting a new game with krastorio 2 and space exploration together. Has anyone tried this? Do they work well together? Really, i just want a game similar to vanilla but with a better/longer endgame.

    submitted by /u/UglyGekko
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    Train on horizontal rails just doesnt want to move, there is a red light on a signal, however there is nothing in front of them(I checked). What is happening ? The other one moves no problem at all. Thank you for your help ;)

    Posted: 16 Nov 2020 06:11 AM PST

    I call it the 'Kovarex Clover'

    Posted: 15 Nov 2020 12:34 PM PST

    Does Coal Liquefaction double the Energy?

    Posted: 16 Nov 2020 08:09 AM PST

    To produce 1k iron plate/min using a steel furnace with coal, I need 36 coal/min (36x4=144 MJ) (https://kirkmcdonald.github.io/calc.html#data=1-0-0&min=3&furnace=steel-furnace&p=coal&belt=fast-transport-belt&vf=r&items=iron-plate:r:1000)

    To produce 1k iron plate/min using a steel furnace with solid fuel (12x12=144 MJ) produced from coal liquefaction, I need 16 coal/min (16x4=64 MJ) (https://kirkmcdonald.github.io/calc.html#data=1-0-0&min=3&furnace=steel-furnace&fuel=solid-fuel&p=coal&belt=fast-transport-belt&vf=r&items=iron-plate:r:1000)

    I am wrong?

    What I don't understand is that 16 coal (a little more), ie 16x4 = 64 MJ, allows to produce 12 solid fuel (a little more) ie 12x12 = 144 MJ, so 80 MJ from nowhere?

    submitted by /u/monsieurY
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    how do productivity and speed modules stack?

    Posted: 16 Nov 2020 08:07 AM PST

    2if prductivity module 3 increases productivity(output per rotation) by 10 percent, but decreases speed by 15 percent, does that mean that a productivity 3 module will actually decrease speed by only 5 percent?

    i.e, if I have an assembly machine with 4 speed 2 modules(+30 percent speed), near a beacon with 2 productivity 3 modules(-15 percent speed, +10 percent productivity) does that mean my total speed will be 1.25X(1+.3x4-.15x2)X1.2=2.85?

    and with speed 1 modules it will be 2.25 ?

    submitted by /u/jojojay-martin
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    Caught an interesting visual glitch while looking at my Kovarex.

    Posted: 16 Nov 2020 08:07 AM PST

    RAM requirements for Space Exploration dedicated server

    Posted: 16 Nov 2020 07:58 AM PST

    What's a reasonable RAM expectation for a game with a full tech tree and self-sufficient facilities on a couple surfaces?

    I have been running a Space Exploration server for some friends on a 2GB VM instance and recently it started swapping, especially during autosave. I've migrated it to a 4GB instance, but I'm wondering how big this might get before we complete the tech tree and go conquer some 100% threat planets/moons. I'd guess our chances of becoming a substantial megabase are low, but our save file is already 200+MB (as if that's a reasonable estimation of anything) and we've just recently started deploying on a second surface, Nauvis Orbit.

    DS is debian 10, with only systemd & openssh running aside from factorio.

    submitted by /u/brimston3-
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    Question about Kovarex and Uranium Fuel Cells

    Posted: 16 Nov 2020 05:19 AM PST

    First time I played to the point where I've build the whole Uranium-Ore-Refining. I've build up an kovarex circle and I was motivated (and quite uninformed about the amount I would need) and now I want to know a way how I get an certain amount of U235 from the Kovarex-Circle-Belt and some U235 to produce Uranium Fuel Cells while NOT emptying the belts from U235 so kovarex goes on and on.

    My first try was to place an stash, limit the stack filter inserter to 200 and then hope, that I don't produce fuel cells to fast, so that every now and then some of the U235 from the stash leaves and kovarex goes on.

    TL:DR: How can I keep Kovarex and fuel cell production running without one of the other goes out of resources. Uranium Ore Refining isn't a problem.

    submitted by /u/Desaroth
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    I built a kraken and it's smiling

    Posted: 15 Nov 2020 04:34 PM PST

    Time to connect my new solar farm

    Posted: 15 Nov 2020 05:26 PM PST

    AAI Programmable Vehicles not working right for 1.0?

    Posted: 16 Nov 2020 09:00 AM PST

    I've been playing around with the AAI vehicles, or I've been trying to...

    The "Getting Started" blueprints are for an older Factorio version and I'm playing 1.0.0:

    https://forums.factorio.com/viewtopic.php?f=93&t=38475#p230122

    And the blueprints I've found on factorioprints seem mostly broken. Haven't tried them all yet.

    I've managed to get zone marking to work, but it doesn't seem to be really useful as it's too slow / demanding. I think I'd rather just mark the zones manually.

    But assigning miners to zones, I can't get that to work. I can build a basic setup, and the correct inputs seems to reach the assigner thingy, but the miner is not moving. Also, I'm just assuming it has ID 1, but I don't know how to check it. Ideally I would like to not have to manually enter ID's of vehicles and where they should go, but instead enter like a count of vehicles, or a percentage. So I could assign 20% to iron ore mining etc. And then just add more miners and not have to worry about anything...

    Zone clearing, doesn't seem to work. Getting haulers to move between miners and depot, can't get a working blueprint.

    And I'm a noob when it comes to circuitry so I'm having a hard time here...

    Am I just messing things up because I'm a noob, or are the mods not working properly yet for 1.0.0? And are there any fully working blueprints for the whole shebang?

    submitted by /u/Certain-Chipmunk-471
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    Why is my pollution cloud so big and what can I do about it? More questions and details in comment

    Posted: 16 Nov 2020 08:18 AM PST

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