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    Saturday, December 19, 2020

    Factorio Yeah... a relaxing game alright...

    Factorio Yeah... a relaxing game alright...


    Yeah... a relaxing game alright...

    Posted: 19 Dec 2020 01:14 AM PST

    [OC] I did some FanArt of my favourite videogame! Let me know what you think.

    Posted: 18 Dec 2020 04:15 PM PST

    Kovarex mentions expansion plans for Factorio.

    Posted: 19 Dec 2020 02:03 AM PST

    First time Bob/Angel's run... Tried to keep it organized but these mods are ridiculous

    Posted: 18 Dec 2020 10:42 PM PST

    To Module or not to Module - that's the Question

    Posted: 19 Dec 2020 02:37 AM PST

    Hi

    I've seen a lot of questions about modules, weather it is worth it and so on.

    so i did some calculations to show why you should use modules when building late game (Productivity and Speed Modules)

    This is meant for "megabase" builds but can also be used for smaller end game bases.

    I would not suggest using no 3 modules before your first rocket launch.

    These numbers are calculated using Kirk McDonalds Factorio calculator https://kirkmcdonald.github.io/ and the examples below are from a 1000 SPM base incl. military science.

    Raw Materials:

    Raw Materials 1000 SPM - no Productivity modules: Raw Materials 1000 SPM - with Productivity 3 modules
    Iron Ore 169.868 pr min 63.019 pr min
    Copper Ore 183.288 pr min 48.737 pr min
    Stone 21.667 pr min 13.492 pr min
    Coal 23.617 pr min 9.822 pr min
    Crude Oil 520.598 pr min 124.525 pr min
    No. of Blue belts worth 149 blue belts 52 blue belts

    so here you can see that for every step you can add those productivity modules and get that extra material you saved a lot of materials.

    Saved materials

    Over a period of 1 hour use save:

    • Iron Ore: 6,4 million
    • Copper Ore: 8 million
    • Stone: 490k
    • Coal: 827k
    • Crude Oil: 23,7 million

    This is enough raw Iron and Copper ore to make:

    Approx. 6k modules or 72k beacons

    No. of Machines

    no Speed/Prod. Modules: 8 Beacon Setup + Prod 3: 12 Beacon Setup + Prod 3:
    Assembly Machines: 5.530 571 401
    Chemical Plants: 1132 93 65
    Refineries: 434 20 13
    Electric Furnaces: 11.668 895 627

    As you can see, having speed modules in beacons makes a massive difference !!

    Making 1000 SPM without Modules and beacons would be practically impossible (except for factorians)

    feel free to destroy my math :)

    submitted by /u/Tryk47
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    Hard choice

    Posted: 19 Dec 2020 06:26 AM PST

    Corpse Wallpaper

    Posted: 18 Dec 2020 08:25 PM PST

    this doesnt feel ..... normal (first time using the spidertron)

    Posted: 19 Dec 2020 03:51 AM PST

    [Advent-Calendar] One Mod-Spotlight a day keeps the Grinch away!

    Posted: 19 Dec 2020 04:27 AM PST

    Dear Factory owners :)
    Hope - despite the complications this year - that you folks can feel at least a little bit of the XMAS-Spirit!
    Here in Germany, at least where I live, is no snow to be seen and honestly that makes it pretty hard to get into the right mood.
    But I didn't let that stop me and made a Factorio-Advent-Calendar nonetheless!
    I know, I know it's the 19 . already and that's a bit late for an Advent-Calander, isn't it?!
    The reason is simple: Since the videos themselves are made in German by me I was reluctant to share my productivity here. I hate it when somebody feels excluded - which is ironically why I started to produce German videos in the first place - and I didn't want anyone to feel "left behind" because he or she can't understand what the heck I'm talking about in the videos.

    Anyway, my community pushed me to share my work here and brought up some good points, mainly:
    1) The Auto-Translate provided by YouTube might not be perfect but it works for the most part (kinda)
    2) A lot of Mods are self-explanatory especially for people who do not struggle with English
    3) People will find new & cool mods even if they don't care about your videos! They can just look at your list and check out the mod pages if they find something that's interesting in their eyes!

    These were pretty good arguments.
    I've included spoilers that link directly to the mods I showcased for those of you who don't want to raise clicks on YouTube Videos and just want the "inspirational" aspect of this calendar.
    Honestly, I hope my work provides some good infotainment for those of you who speak German or the ones that are not afraid of the subtitles (prepare to laugh!^^)

    Anyway... here is my list:
    Enjoy and have a great holiday-season and a wonderful rest of the year!

    ~SeeNo
    Day 1 >! https://mods.factorio.com/mod/territory\_claim!<
    Day 2 https://mods.factorio.com/mod/HallOfFame
    Day 3 https://mods.factorio.com/mod/implant\_camera
    Day 4 https://mods.factorio.com/mod/BeastFinder
    Day 5 https://mods.factorio.com/mods/Earendel/robot\_attrition
    Day 6 https://mods.factorio.com/mods/JasonMiles/Todo-List
    Day 7 https://mods.factorio.com/mod/xmas-feels https://mods.factorio.com/mod/BigWinter https://mods.factorio.com/mod/Biter\_Santa
    Day 8 https://mods.factorio.com/mod/Companion\_Drones
    Day 9 https://mods.factorio.com/mod/solar-calc
    Day 10 https://mods.factorio.com/mod/ammo-loader
    Day 11 https://mods.factorio.com/mod/nixie-tubes
    Day 12 https://mods.factorio.com/mod/biter\_factions
    Day 13 https://mods.factorio.com/mod/ForceFields2
    Day 14 https://mods.factorio.com/mod/OreRadar https://mods.factorio.com/mod/sonaxaton-resource-map-markers
    Day 15 https://mods.factorio.com/mod/TerrainEvolution
    Day 16 https://mods.factorio.com/mod/UltimateBeltsFixed
    Day 17 https://mods.factorio.com/mod/ev-mining-drills https://mods.factorio.com/mod/BigDrills https://mods.factorio.com/mod/OmegaDrill
    Day 18 https://mods.factorio.com/mod/beltSorter
    Day 19 https://mods.factorio.com/mod/heroturrets

    submitted by /u/SeeenoReddit
    [link] [comments]

    Look how cute biters (They can't get out of there)

    Posted: 19 Dec 2020 06:50 AM PST

    24 hours into my first play of the game, had to restart once

    Posted: 18 Dec 2020 03:41 PM PST

    My proudest achievement is not getting an achievement :)

    Posted: 19 Dec 2020 07:39 AM PST

    Just did the game in under 8 hours with a friend! For anyone wondering to do it, just work hard throughout and save lots you will be fine!

    Posted: 18 Dec 2020 07:24 PM PST

    Can anyone make one of these for factorio? I know it's not needed, but I would be fun

    Posted: 18 Dec 2020 06:37 PM PST

    For me this is way more than just a game. Everyday I make something new that doesn't have anything to do with launching a rocket. Inspired by other people work I made two inserter item counter: one to be seen close and other on map view.Full credits for them (can't remember who).

    Posted: 18 Dec 2020 11:48 AM PST

    I'm < 20 hrs in to this game... Heard you guys like spaghetti.... I present the absolute clusterfu*k that is this corner of my factory...

    Posted: 18 Dec 2020 10:52 AM PST

    Notes and calculations on lab setups and determining their effectiveness

    Posted: 19 Dec 2020 04:24 AM PST

    I did a short investigation into lab setups in Factorio a while back, then had to do the same again recently because my notes were useless. This iteration I've produced some pretty human-readable nonsense, and figured it may be of interest to other players.

    I break down the implicit units involved in research, and derive a handy ratio that describes your lab setup's usage. The sheet has a table of variables (labs, science production) and example techs, and calculates things like how long the research will take, the science consumption rate etc.

    It's mostly fluff and stuff you learn instinctively while playing, but I find clearly defining things like this helps me understand it better.

    Hope someone may find this useful! Or at least a bit of fun. Regardless, hope you all have a nice day.

    submitted by /u/raehik
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    Help with optimalize please

    Posted: 19 Dec 2020 07:49 AM PST

    Train showing "no path" but I can drive to the destination manually

    Posted: 19 Dec 2020 07:38 AM PST

    I'm having a problem with one of my train routes. I can drive from station A to station B. All of the signals on the way are showing green. I don't see any "stray bits of rail" or missing sections. And yet, when I try to set up a schedule for the train from A to B, it shows "No path" and refuses to start.

    I have no idea what else could be causing the problem here. I'd add pictures, but I'm not even sure what to show pictures of.

    If anyone has any suggestions of what I could check, I'd be very grateful. I suspect it's something dumb I've done, but I don't know what :-(

    submitted by /u/pf_moore
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    Base

    Posted: 19 Dec 2020 07:21 AM PST

    What Is thé best way to optimalize my productin.

    submitted by /u/EN-dor
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    Help with mid-late game biters.

    Posted: 19 Dec 2020 03:33 AM PST

    Hi all,

    I have 60-80 spm and I'm looking to transition to a small megabase, but I'm having trouble with biters. I don't know if I just got unlucky or something, but almost all ore patches are smaller than 5M. I need a ton of outposts which are defended by laser turrets. However, sometimes repair packs at these outposts run out. New biter bases pop up all the time, and it feels like I'm constantly getting interrupted.

    I could make a perimeter wall but it feels so counterproductive when i know I'll have to expand. I also want to get the achievements so if possible I would like to avoid using commands. Biters just feel like a giant chore.

    submitted by /u/martin-verweij
    [link] [comments]

    Just your ordinary tier 2 Angel / Bobs factory... Haven't researched a single chemical science tech yet.

    Posted: 19 Dec 2020 03:15 AM PST

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