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    Saturday, December 12, 2020

    Factorio First factory with rocket and satellites automated!

    Factorio First factory with rocket and satellites automated!


    First factory with rocket and satellites automated!

    Posted: 11 Dec 2020 07:06 PM PST

    Is there a mod where I can have a positive relationship with the natives instead of shelling them? Like I make some kind of food for them not to destroy my factories. And they poop some resource that is needed to something else. They'd still have to react violently if the demands werent't met

    Posted: 11 Dec 2020 10:36 PM PST

    Me and my mate got There is no Spoon and a handful other achievements in about six and a half hours in one sitting. Been waiting for 1.0 for years to get it, guess we're part of the 1.7% club now.

    Posted: 12 Dec 2020 01:10 AM PST

    Factory Planner gets a redesign and a matrix solver in its biggest ever update

    Posted: 11 Dec 2020 10:03 AM PST

    My vortex rail intersection

    Posted: 12 Dec 2020 05:46 AM PST

    My vortex rail intersection

    Don't know if this is new or not, but god damn this looks amazing, really proud of myself figuring it out XD.

    https://preview.redd.it/dybecei6fr461.jpg?width=880&format=pjpg&auto=webp&s=477acdd7d6e5e0086d0974cbb6f989c2ad159c4b

    submitted by /u/aall137906
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    20k SPM Vanilla, no mods, no console.

    Posted: 11 Dec 2020 07:30 PM PST

    20k SPM Vanilla, no mods, no console.

    Ok, not quite fully true - I did use Landfill, and I used the console to turn off pollution once I went under 10 UPS ... I've been playing with this base for a long time now, made lots of changes, but I'm happy with the result!

    Runs 20k SPM non-stop (as long as I don't park a train somewhere...)

    Factory consumes 145GW of power. - 100% solar.

    Solar field produces 311GW from 5.1Million panels and 4.3M Accumulators - thats 21.7 Tj of storage.

    10 hour average is 668k/m green circuits - 152k/m Reds and 22k/m Blues

    195 Trains - vast majority 3x8

    Roughly 200k active logistic bots

    PC is i9-10900k 3.7ghz, 32GB Ram FPS/UPS holds at 10

    I saved all the trees I cleared making the base - 5,472,000 wood - 1140 boxes of them!

    Not sure if these images will all show or if you can zoom them, so here is an Imgur link: https://imgur.com/gallery/lif7K9T

    https://preview.redd.it/jn0qleqceo461.jpg?width=2056&format=pjpg&auto=webp&s=0e940f77168a051f81602f5c1515842f4d5457b4

    Power Stats

    Launch!

    Production Stats

    Kill Stats

    Dead Trees

    submitted by /u/Kfitik
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    10k SPM, 60UPS City Block Megabase

    Posted: 11 Dec 2020 11:00 AM PST

    Factorio First Playthrough - Completely Hooked!

    Posted: 12 Dec 2020 07:18 AM PST

    Help! Understanding Space Science Rates

    Posted: 12 Dec 2020 03:34 AM PST

    So I decided to aim for my biggest base yet, 1000 SPM. I figured this would be easy enough to do because the satelites give 1000 science so you just launch one every minute, as well as make 1000 of every other sciences per minute and youre golden.

    Well I cant seem to figure out how to calculate how many silos i will need, and how fast i will need to make rocket parts? like if the default is one rocket part/ 3 seconds, then that's 5 minutes to launch one rocket, and in that 5 minuets also build a satelite. therefore you'd need 5 silo's, each launching one every 5 minutes as a very basic layout.

    the problem is i'm getting various numbers of silos on calculation sites and i feel like I'm missing something here because I got a number as high as 16 rocket silos to get 1000 SPM. So how many silos do I need?

    submitted by /u/Puzzleheaded_Leg495
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    Quick, what’s a good gift/stocking stuffer for a Factorio lover?

    Posted: 12 Dec 2020 12:24 AM PST

    Pet mod?

    Posted: 12 Dec 2020 02:09 AM PST

    Is there a mod that introduces pets into the game? I get that u can have a spidertron follow u around but I dont feel like thats the same as having a cat or dog or maybe if im feeling comedic a rat or a biter basically any animal follow u around. They can be purely visual

    submitted by /u/-Nycter-
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    Looking to setup 1000 purple science / minute, have I calculated correctly!?

    Posted: 12 Dec 2020 08:19 AM PST

    Hello!

    I've successfully hit ~900-1000 red, green and blue science per minute in my base. It's not super consistent, but am proud anyway. I've entered in the parameters for 1000 purple science per minute into Kirk's calculator:

    https://kirkmcdonald.github.io/calc.html#zip=bY5LCsMwDERv41UEDoUsXHQYR1HB1LGNpJT29s2HLtoGxCzmaaSZokXswYN3cyp4cSNnQ342YVUwiUVbFYPNdnOTOuHg3TRju7hpRN2UsB9cMp4Vt4WFLNUCSokLMbRI9yCh9359sdLMilRjDsrHXMuSc+iHjmprLFCF/1mS9eQp4cxkkghui5RIHHbwLZ1aLSfZT91Hshcc5U7jEtOvt8sb

    What strikes me - apart from almost a full blue belt of red circuits - is the 2.3 blue belts of steel (?!) requiring a back end of 318+ iron ore mining drills and 9.2 blue belts of iron plate. Is that right? If yes, I think I'm in way over my head. O_O

    J

    submitted by /u/jaeone
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    Confusing example from Factorio Wiki

    Posted: 12 Dec 2020 08:19 AM PST

    In the beginner tutorial on the Factorio Wiki, there is an example of Science pack 1 production.

    Can someone fill me in why the copper plates are being transported so that their path intersects with the iron transport path at the bottom -- creating a need to go underground?

    https://wiki.factorio.com/images/RedScienceProduction.PNG

    submitted by /u/JonathanMaarsh
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    Any advice for starting a megabase / Large base?

    Posted: 12 Dec 2020 08:17 AM PST

    I've just finished my first playthrough and everything was absolute spaghetti and looking back I have no idea how anything worked. I've also seen how huge and efficient some bases can be. So I decided to give it a crack and try and build a megabase or at least a big base that isn't spaghetti. I new gamed and started the usual then when it came time to start real automating I had no idea how to set-up proper train networks and how much room to leave factories. So any tips would be appreciated because I have no idea how to start.

    submitted by /u/Perfect_Pretzel
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    1.1 Fluid Balancer and Train Limiter

    Posted: 11 Dec 2020 05:39 PM PST

    Support for high refresh rate monitors?

    Posted: 12 Dec 2020 03:10 AM PST

    I have a 165hz monitor, and I'd love to see my factory work in buttersmooth 165 fps. Is it possible to implement that? That would be nice.

    EDIT: I understand that you don't want to go into the grind of adding extra frames to the animations, I just want belts, player movement, graphs and what not to be 165 fps.

    submitted by /u/pepijnb2002
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    Strategies for supplying stations with shopping list

    Posted: 12 Dec 2020 06:44 AM PST

    Ive recently gotten some really nice help and inspiration on how to automate supplying my outposts by train. I started looking for a mod that took care of most of it but ended up learning circuitry, which i first wanted to avoid. All those wires and everything is so untidy and i thought it would be a hassle to maintain as well. But all is good, i have embraced the wire hell now. Im still not really there though with what i wanted to do. So id like to run it through with fellow factory fanatics to see what the more experience programmers have to say.

    My setup:

    https://imgur.com/a/BgpGaaH

    What i want to solve:

    I have a long shopping list of items i want to always have stocked in each output so that bots can maintain the base with repairs, ammo, and for example if i need to place more miners i can do it from afar. The train and logistics system is not really designed to do this. It works when you have only one typ or a few type of items. My list looks more like this:

    Central outpost stockpile should contain:

    400 ammo,
    50 each yellow/red belt/splitter/underground
    100 repair kits
    10 of three type of turrets
    2 roboports
    2 radars
    2 different kind of electric poles
    10 e drills
    10 furnaces
    moar stuff....

    What i have so far:
    Ive managed with the TLN mod and circuitry to do a list of stuff in several outpoust that is restocked when under maximum value, so whenever one is used a restock happens. The supply train drives to load cargo with whatever has been ordered. For example 5 laser turrets. Untill it has 5 laser turrets or 60 sec passed it will also be stocked with some of the other items on the list by 3 filter inserters. But this is more like a by product. Good thing it will never load more items than on the mas load list in the constant Combinator. When at the outpost it unloads the ordered items and leaves if it runs out of them or if 60 seconds passed. As a by product the filter inserters will also unload other things on the list if they are not at max capacity.

    Performance:
    Not very good. There are three filter inserters at the train loading station and the outpost supply station. Their filters are set by the circuitry. But they can only be five not-at-max-amount types at one time. All the inserters have the same filters. This can cause issues. For example:

    Train is set to unload laser turrets at outpost. The oupost is low on laser turrets, ammo, repair, walls, and 5 other items. The filters set on the inserters are set to five of these items. None of them happens to exist in the train at that time. So nothing gets unloaded. The train waits 60 seconds and then leaves.

    This could be mitigated by making sure the train always is stocked with all items on list. But still, its an annoying flaw.

    I hop ive managed to explain. If not just let me know what i should clarify. Id like to have your input on how it can be done, if it even can be done, why it shouldnt be done or whatever is on your mind.

    submitted by /u/NinRejper
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    CME’s in Factorio Space Exploration

    Posted: 11 Dec 2020 01:51 PM PST

    Hi I'm just starting with the mod Space Exploration and I'm due for a Coronal Mass Ejection in 4 hours. I'm not even close to meeting the energy needs to sustain an umbrella defense to stop it.

    I'm playing in peaceful, and I didn't plan on having to defend from anything.

    Is there anything I can do to disable the CME's so I don't have to stress about one ruining my progress?

    Thanks!

    submitted by /u/aguyfromreddit_
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    help with train maths

    Posted: 11 Dec 2020 04:09 PM PST

    trying to calculate how much nuclear fuel i need for 3-8 trains. im assuming that the train is running 24/7 (also assuming that trains dont use more fuel when stopping/starting) whats the rough equation for fuel production? thanks

    submitted by /u/Lumenthebot
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    Good supporting mods?

    Posted: 11 Dec 2020 11:31 PM PST

    I'm looking to get into space exploration. Are there any good mods I also also use along with it? I'd be interested in either good tag along mods, or good qol mods to go with it.

    submitted by /u/The_Chomper
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    Fleeing biters

    Posted: 11 Dec 2020 01:58 PM PST

    I'm not exactly up to date on the game, so this might be already a thing.

    Enemies running away from you under certain conditions. For example when they're severely injured, many of them have already died or when they realize they're against very strong firepower. This would include player's attacks on biter hives or biters withdrawing from an attack on player's base.

    The escapees would either form a new hive further away or join a hive that was already there strengthening it. Seeing them flee from their homes would also make players feel worse about killing them, which is something the devs wanted (I think). Or it could be fun to watch if you're a psychopath.

    Edit: It could add another level to player's atrocities too. Building your defenses in a way that doesn't allow enemies to retreat would slow down the attack frequency, since they wouldn't have a chance to heal and attack again. Slaughtering refugees when you're attacking would make the next hive easier, since it wouldn't be strengthened by the refugees.

    submitted by /u/Atlas421
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