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    Friday, December 11, 2020

    Factorio Alt-F4 #17 - Interface Design Philosophy

    Factorio Alt-F4 #17 - Interface Design Philosophy


    Alt-F4 #17 - Interface Design Philosophy

    Posted: 11 Dec 2020 06:31 AM PST

    Beaconed Module 3 Production Layout

    Posted: 11 Dec 2020 06:36 AM PST

    Quick question about basic rail signaling...

    Posted: 10 Dec 2020 11:37 PM PST

    FPS capped to 7

    Posted: 11 Dec 2020 02:39 AM PST

    I just bought Factorio but my fps are capped to 7 in-game and in the main menu. I am assuming this is a bug? Are there any fixes for this? I have turned off V-Sync, cleared my temp folder and restarted my pc but the problem is still there.

    Specs:

    Gta 1070 8GB VRAM

    Intel Core i7 6820HK

    32GB RAM

    Fixed: Had to disable "Use flip presentation model" and restart the game.

    submitted by /u/Puchi168
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    My First Legitimate Try

    Posted: 10 Dec 2020 08:25 PM PST

    My First Legitimate Try

    I have had this game for maybe 2 years. I love it, and when life hits I have to leave it. But, I always come back.. I get overwhelmed whenever it comes to blue circuits usually. My starting ore piles run dry, trains become a mode of transporting goods in.. But this time, I am taking it slow, and not giving up. Going for a sort of half mega base? Trying to get into using city block style concepts.

    I have no malls (will make this weekend), everything is very basic. I just tore down probably half of my base to rebuild so I can actually build it correctly now as I have robots.

    Any tips on what you see that's weird would be appreciated. Trains and Advanced Oil Processing is going to be my next few hurdles and masterclasses.

    Base Overview

    submitted by /u/Sangrine
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    Testing My Seaborne Artillery Station, aka Bases on Landfill are OP...

    Posted: 10 Dec 2020 11:54 PM PST

    Save file takes an incredibly long time to load since 1.1

    Posted: 11 Dec 2020 01:59 AM PST

    Hi there, I haven't really played for a few weeks (don't complain to me, complain to ONI) and it seems like since the release of 1.1, my save file takes around 4-5 minutes to load. It is a fairly big base (2.5k SPM at the moment, bot & train based) but before it just loaded within seconds. Has anyone else encountered this? I'm not sure what could be causing it...

    Edit: I dont know if it helps, but the loading bar quickly goes completely full, then it takes forever for the game to actually start.

    submitted by /u/Drogiwan_Cannobi
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    Preparing for an aggressively UPS-friendly megabase

    Posted: 11 Dec 2020 06:44 AM PST

    As my old shoe is getting to it's limits with my current semi-spaghetti and playing at 15FPS/UPS isn't thaaaaat much fun in the long run, I'm looking forward to starting a new era when 1.1 hits (waiting for those station-changes and QOL-improvements).

    Whilst upgrading my setup would be the easiest way to achieve proper performance, I prefer a cheaper workaround in the case of optimizing how I build ingame.

    So here I am, asking you to debate your experiences and expertise on how to spare each single millisecond per update that's possible and expand the list below (or correct it if needed).

    Things I've gathered so far from this sub, The Factorio Benchmark Website and others in the form of

    • "Statement" -> "My plan"

    Things that are tested/confirmed:

    • Beacons, beacons, bacon -> Force 12-beacon-coverage on all production-buildings, share/overlap the effect-radius if possible
    • Size down the materials that need shipping -> Transport as much finished products as possible, avoid ore, plates and "small" crafts
    • Nuclear energy (and everything tied to it) performs worse than solar -> Use solar-panels and accumulators
    • 1 big electric network performs better than many small ones -> Connect ALL the factories
    • Long pipes and big fluid-systems are bad -> Use as few pipes as possible and make small fluid-handling-batches
    • Belts running besides inserters keep those inserters "awake"/active -> Feed chests via bots and use inserters only for final insertion/extraction to/from buildings
    • Priming inserters is better than letting them insert items one by one -> Circuit-control as many inserters as possible to always grab 12 items when destination-building is ready for those 12
    • Number of slots in a chest makes a difference -> Use as few slots as necessary, deactivate the others by marking them with X
    • A surplus of logistic robots in a given network performs worse than the minimal count of robots required to sustain production -> Use as few robots as possible to sustain max production
    • Straight rails good, diagonal rails bad -> Make all rails and buffers straight, except the curved ones :)
    • Itemcount-condition for trains is bad -> Use time passed, inactivity or circuit condition at best - full/empty cargo at worst
    • Trains waiting on a signal while leaving a station keep adjacent inserters active -> Connect singal to station and use as go-condition
    • In general, spare every entity that does not need to exist -> Think before placing 9 inserters around blue-belt production (produce slower but store more)
    • Pollution affects performance when consumed by biters or the environment -> Deactivate pollution completely

    Things from rumors or opinions:

    • Underground-Belts perform better than normal belts -> Use underground-belts whenever possible
    • Biters only affect UPS when attacking or consuming pollution -> Peaceful-mode? Or deactivate them and pollution overall?

    Your aggressively friendly

    Aequitaaa

    Edit 1: Belthandling changed, UGBs won't perform any better. Thanks u/StormCrow_Merfolk

    Edit2: Added Pollution. Thanks u/fortycakes

    submitted by /u/Aequitaaa
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    How did I get here?

    Posted: 10 Dec 2020 03:43 PM PST

    Need some advice for late game factory design (and fluid systems)

    Posted: 10 Dec 2020 10:54 PM PST

    So, I'm over 150 hours in and I'm having some fundamental issues with designing and expanding my late game factory. Theres a few issues in particular.

    For one, I'm having issues piping in enough materials to keep my factory intake fully satisfied. I'm at the point where unless I can keep multiple red lines 100% loaded (both sides), my factory chokes and falters, which at this point requires at least 2 trains constantly dropping off resources.

    The second is petroleum and running out of Oil stupidly quick... I absolutely can not seem to maintain enough petroleum to satisfy my factory. I have 9 refineries with multiple beacons all fully setup with speed 3... I got (as basic processing) 4@250%, 2@300%, 1@200%, all making petroleum, and 2 more @ 200% using advanced oil processing and cracking most of it back into petroleum... And it's just not enough. Thing is, I dont feel like i have that many consumers, but nothing I do is able to keep up. Then the oil extraction sites run out what feels like disproportionately quickly. I've set up more oil extractors so far than anything else, and is actually the singular thing driving my expansion atm. I keep pushing further and further out literally just to find more oil. I literally built a 40 artillery train and designed an efficient 'nest' for it just so i can quickly slap it down and move it out to expand more rapidly.

    Actually, in general I feel like I've gotten to a point where I'm spending more time building more extraction sites than actually expanding my factory. I timed it out, it takes me roughly an 1.5-2 hours to setup a new site and get everything working. I tend to produce the relevant plates on site, so that does slow things down... Should I be considering just making a wtf huge smeltery instead and just having multiple trains delivering the ore?

    Anyway, before this gets too ranty with me spilling all my questions and problems I'm struggling with, I'ma cut it here. Any and all help would be appreciated!

    TL;DR, I need late game and advanced building tips to help streamline and keep expanding. The factory must grow!

    submitted by /u/The_DigitalAlchemist
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    My favorite build so far: easily tileable Advanced circuits.

    Posted: 10 Dec 2020 11:01 AM PST

    Destination full problem

    Posted: 11 Dec 2020 03:42 AM PST

    Sometimes my trains give the 'destination full' messeage and get stuck when on their way to a station. I have an ore mine with no train limit and a smelter with a limit of 1. The smelter station disables when the station has enough ore.

    This somehow sometimes makes trains get stuck while on the way to the smelter. Why don't they repath back to the mine when the station is full?

    submitted by /u/Allhopeislost
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    Space Efficient Tileable Solar Power

    Posted: 10 Dec 2020 10:09 PM PST

    I present a space-efficient, tileable, solar power blueprint. It has a near-perfect ratio of solar panels to accumulators and uses only 9 substations per roboport, which is better than other designs I have seen.

    Blueprint book string: !blueprint https://pastebin.com/KsqF8vsm (new link, old one died for some reason)

    Images: https://imgur.com/gallery/y4YToBV

    Factorioprints: https://factorioprints.com/view/-MOFHoOLRSIoCJgoORmU

    This is a solar power blueprint designed to be built from the map view in a late-game base. Space efficiency and a correct panel-to-accumulator ratio were the top priorities. The blueprint book includes the primary 4-roboport design, which has a ratio of 0.841 (0.84 is exact). Also included is a 1-roboport design (ratio of 0.87) and "initial" build plans with only the roboport, substations, and landfill.

    This design is more space efficient than other vanilla designs I have seen (eg. the popular one on factorioprints https://factorioprints.com/view/-KYeNAYQVgk2DcbuORde) because it uses fewer substations per roboport. In 0.15, the substation supply area was increased to 18x18 from 16x16, allowing 3x3 substations per 50x50 roboport area, instead of the previously-required 4x4.

    There are a few tricks with this build:

    • With 3x3 substations the central substation would overlap with (centered) roboport. Because 18*3=54, there is a bit of flexibility in the substation placement. However, this means one substation is off center, and thus the map view with power lines shown is not a perfect grid.
    • It's not possible (according to me) to get a good panel-to-accumulator ratio in only one roboport's space, given the other design considerations. Thus the main blueprint includes 4 roboports, but this should not be an issue when tiling large solar arrays. It is also easy to build from the map with snap-to-grid.
    • Two accumulators extend one tile across the roboport logistics range (top and right), and there are two corresponding spaces (bottom and left). This also shouldn't be a problem when building a large array.

    Some things this build does not do:

    • Align with chunks. 50x50 for each roboport area is not amenable to tiling with 32x32 chunks. The lowest common multiple would yield a length of 800!
    • Include radar. I expect people to replace a single solar panel with a radar as necessary, but because the build is not aligned with chunks, there's no radar included into the blueprint.
    • Connect roboports diagonally, or otherwise have components outside the logistics range of roboports. This could yield a more space-efficient design, but I don't like the look. Furthermore, it's less robust when placing over rails or mines, and a good number of roboports are required when constructing huge solar arrays anyways. This design could be easily adapted; just replace the northwest and southeast roboports with accumulators and tweak the ratios.
    • Have a "pretty" map view. I personally like the look - it's shown in the imgur album - but it's rather geometric. Let me know if you come up with something - any 3x3 block of accumulators can be swapped with a 2x2 block of solar panels.

    Any feedback is welcome. Enjoy!

    submitted by /u/rosilisk
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    Who needs LTN?

    Posted: 10 Dec 2020 02:49 PM PST

    Managed to convince my friend to try the game.

    Posted: 10 Dec 2020 06:33 PM PST

    He didn't really want to, but I had him get the demo and play the first 3 levels of the turorial.

    it honestly hurts to watch, but he says he is enjoying it.

    submitted by /u/SaltontheWound39
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    Question from someone looking to buy this game

    Posted: 11 Dec 2020 08:20 AM PST

    I haven't done a ton of research, but this definitely looks like something I would be able to have at least some fun with. My question is what kind of goals does the game set for you, does it have levels and a campaign? Or is it just a sandbox style game of see how much you can build up before getting bored? Because I tend to struggle staying interested in fully sandbox style games.

    Any information would be greatly appreciated, thanks in advance!

    submitted by /u/Beefcake-II
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    #1 crafting tip

    Posted: 10 Dec 2020 08:51 AM PST

    500+ hours under my belt (blue belt to be precise) and I managed to miss one of the most basic mouse controls in the game.

    When crafting, if you right click instead of left click you will queue up 5 items instead of 1.

    That's a 1:5 spam ratio! Time to put the index to rest and get some use out of my middle finger :)

    submitted by /u/BusinessOk6802
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    LTN Mod. Nothing happens

    Posted: 11 Dec 2020 01:03 AM PST

    Im using the mod TLN to try and learn how to do a delivery system. Ive never sued circuits before and i must be doing something wrong. I can see the signals look right but nothing happens. The train is on automatic and sent to the depo station. Ive followed this video: https://www.youtube.com/watch?v=ZtcKlNous9o&t=1246s

    Here are some screenshots of what ive done.
    https://imgur.com/a/7SAtjg9

    submitted by /u/NinRejper
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    Quick suggestion for settings

    Posted: 11 Dec 2020 04:30 AM PST

    Hi guys, playing vanilla, I am 130 hours in but have yet to send a rocket. I'm looking to restart a game (I let the other one sleep for too long), but I'm looking to fix some "gripes" I have with Normal mode, and would love to hear your thoughts.

    Gripe 1) I feel like research advances so fast... I'm actively stalling research because the pace of innovation is much greater than my capacity to adapt to it. I'm always several techs ahead of what I am currently working on.

    I have basically two options: Expensive mode, which sounds really appealing to me; or just make Technology more expensive (as opposed to everything).

    With Expensive mode, if automated things take their sweet time to complete due to being expensive, that would really give time to figure out the game on my own pace. I worry however that it makes everything more complicated except research, so would net me the opposite effect of the one I intend.

    Gripe B) I also feel like biters are very non-aggressive, so I never had to automate ammo resupply. But I'm scared of messing with biters aggression and make my game unplayable.

    Any other setting I could tweak at world creation? I'm generally a big fan of being forced to figure out good design by the game (example above, I won't care about resupplying defenses if the game doesn't push me to feel like it's needed).

    Thanks for your suggestions!

    submitted by /u/Lobinou
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    [1.1] Biter aggro changes ? Went from ~10 kills/minute to over 350kills/m instantly after upgrading from 1.0 to 1.1.5

    Posted: 10 Dec 2020 10:29 AM PST

    RAM Fighting slow downs with mods

    Posted: 10 Dec 2020 10:20 PM PST

    This game is amazing. I have the space exploration mod, AAIT mod and the 28k mod or whatever it's called. As I'm exploring planets via satellites, my load times are getting significantly longer.

    I've got 1060ti graphics card and 16gb or ram, running a Ryzen 5 3.6ghz. My hard drive is a solid state with 500mbps

    Would more ram stop the bottle neck? What hardware changes could possibly fix this? Any help would be much appreciated.

    submitted by /u/Soballs32
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    How do I explain to my friend that faster belts don’t improve anything if the items aren’t filling them?

    Posted: 10 Dec 2020 10:52 AM PST

    They keep wanting to increase the speed of the belts when there are only a few items per second, saying that it will make the items "get there faster". We've beaten the game as well as gotten tech maniac, and we have played many hours in mods too. He is able to make lots of good factories and can often even figure out/fix mistakes in mine, but for some reason he doesn't get the fact the belts don't make items arrive faster, just increases the maximum amount of items you can transport.

    What's the best way to relay this idea to them?

    submitted by /u/MalicousMonkey
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