Factorio After many failed attempts and restarts, I finally launched my first rocket! |
- After many failed attempts and restarts, I finally launched my first rocket!
- Nullius: A Factorio prequel
- Extracting ore from a 500M copper ore patch with local plate production. Trains are 1+4. and a small 165M stone patch, but no one cares about that one.
- Made an inductor for my ammo belt going around the base, it's pretty good at making sure the ammo packs are well spaced
- My automated mining / smelting outpost builder
- Mod idea: Advanced Prospecting
- RIP Biters (my train bunker design is working great!)
- Going into Year 11 this year, should I get the game?
- The Mod Must Grow - no more
- Belt Bus Megabase (2.7k/min, Vanilla)
- Coal to explosives and plastics via liquefaction
- A hysterical collapse
- Newbie here, this might be my favorite game of all time!
- My First Megabase (1K SPM)
- A Spider For Every Occasion
- Robot mine with local furnace and 24 belts output dumped in short 1+4 trains - Do you like it?
- almost 50hrs in the game (BobAngel modpack) and I'm proud of myself
- Direct insertion of ore into trains - worth it these days?
- Where can I see train uniq lD?
- [SE] Getting a toehold on my first new planet was not easy
After many failed attempts and restarts, I finally launched my first rocket! Posted: 24 Jan 2021 05:12 AM PST
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Posted: 23 Jan 2021 02:08 PM PST I've just released a new mod, Nullius. It's available to install now with Factorio 1.1 (you may need to opt into the experimental branch if you haven't already). In this Factorio prequel, you play an android sent to terraform barren planets and seed them with life. Eons later your efforts will result in a galaxy full of planets ready for engineers to crash land on. This is a full overhaul mod that replaces all recipes and technologies. No life means no coal, oil, wood, biters, or free oxygen in the atmosphere. Furthermore, since many planets are poor in rare heavier elements like copper or uranium, your technology will focus on the most abundant, lighter elements. The fundamental natural resources are Iron Ore, Sandstone, Bauxite, Limestone, Air, Seawater, and Volcanic Gas. Advanced resources like copper and uranium become available later with asteroid mining technology. Bauxite is an ore for aluminum, a useful electrical conductor and structural material. Limestone is a source of calcium, useful in cement, glass, and metallurgy, and is also a source of trace amounts of sulfur. Sandstone provides silicon, essential for electronics and glass, plus trace quantities of titanium ore. Air consists mostly of nitrogen and carbon dioxide (a critical feedstock for organic chemistry products like plastic), but has traces of other important gases including noble gases like argon and helium. Seawater is a source of hydrogen, oxygen, chlorine, sodium, and trace amounts of deuterium, tritium, lithium, and other minerals. Volcanic gas is a source of sulfur, carbon monoxide, and trace amounts of boron. Without coal or free oxygen, there is no burner technology. You rely on a blend of renewable energy sources. The earlier is wind power, which is intermittent and requires spaced out turbines. Slightly more advanced alternatives are solar and geothermal. Obviously solar has the usual day night cycle. Geothermal is the first steady source of energy, but it may only be places in limited volcanic locations. Finally, at higher technology levels there is nuclear power, including both deuterium-tritium fusion and eventually uranium fission (once asteroid mining is unlocked). Wind and solar require energy storage, but without heavy elements, batteries require moderately advanced technology. Prior to unlocking batteries you will need other energy storage strategies including stored hydrogen/oxygen to burn during periods of low energy production, and compressed gas energy storage. Once you've established a sufficient industrial base to launch rockets, your endgame goals are to seed this planet with life and to launch duplicates of yourself to repeat this process on other planets throughout the galaxy. You will need to raise the atmosphere's oxygen level and seed a genetically diverse ecosystem of multiple plant and animal species each with their own survival requirements. You must reestablish communications with your progenitors to download genomes of these species, and assemble biological materials from scratch until you have a sufficient breeding stock to reproduce itself naturally. Many of these species produce useful materials more cheaply than you can manufacture them, so you may wish to integrate some of these organisms into your factory production lines. [link] [comments] | ||
Posted: 24 Jan 2021 12:03 AM PST
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Posted: 23 Jan 2021 06:15 PM PST
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My automated mining / smelting outpost builder Posted: 24 Jan 2021 06:07 AM PST
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Mod idea: Advanced Prospecting Posted: 24 Jan 2021 03:41 AM PST So, I came up with a mod idea about how identifying resources in the game could work, alternatively. I divided the idea in 3 levels with each level getting more complex. Level 1: Resources are visible like in the vanilla game with the only exception that the type of resource is unknown (greyed out or sth.). The resource has to be mined to be identified. After identifying the resource, the resource patch behaves like normal. Optional: The unidentified sample has to be "processed" by a research lab. Level 2: The size and type of the resource patch is unknown, but there is still a mineable "access point" from where a sample can be taken. Identifying the sample works as described in Level 1. Level 3: Resources are not visible and have to be found with a "resource finder". The idea is that this resource finder can be equipped like a weapon and will emit a "ping". The faster the ping the closer the resource patch is. When near enough, a "access point" as described in Level 2 is found. I have zero modding experience but wanted to get this idea out, so thanks for reading my post! [link] [comments] | ||
RIP Biters (my train bunker design is working great!) Posted: 23 Jan 2021 09:58 PM PST | ||
Going into Year 11 this year, should I get the game? Posted: 23 Jan 2021 11:33 PM PST I have nearly 24 hours on the demo, and by god does my autism love this game. I really wanna buy it, but I'm worried it could affect my school work. How bad could it be? [link] [comments] | ||
Posted: 23 Jan 2021 08:47 PM PST
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Belt Bus Megabase (2.7k/min, Vanilla) Posted: 23 Jan 2021 01:23 PM PST
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Coal to explosives and plastics via liquefaction Posted: 23 Jan 2021 08:25 PM PST
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Posted: 23 Jan 2021 01:57 PM PST I am playing a Krastorio/Space Exploration game with a few friends and we ran into a new and interesting way for your base to collapse. A cargo rocket randomly crashed on Nauvis. This dropped thousands and thousands of items on the ground, causing thousands of bots to clean everything up. This immediately caused the server to lag unbearably. But it got worse. As the construction robots were picking everything up, they started to fill up all of the roboports charging pads which slowed down our logistic bots. After 10-20 minutes of this our nuclear power plant ran out of fuel b/c there was not enough resupplies. Since the power is out, the orbital transmitter to Nauvis Orbital stopped working which caused our rocket resupply logistic network to start loading all of everything into the rockets, causing even more unnecessary logistic robot jobs. There were so many robots waiting to charge that the robot attrition mod was causing them to crash very frequently. These crashes quickly started to damage and destroy nearby belts and chests. Construction robots would also often drop additional items. This lead to many more robot jobs being requested to repair the damaged structures and pick up the dropped items. All of these robot jobs were making the game completely unplayable due to the lag. Ultimately we decided to turn off the robot crashes and load the game back before the rocket crashed. This lead to another 20-30 minutes of editing mod settings, reloading the server, rebooting the game, realizing we're on the wrong autosave, etc etc. It was a funny experience, but I hope it never happens again. Is there a way to turn off random rocket crashes? [link] [comments] | ||
Newbie here, this might be my favorite game of all time! Posted: 24 Jan 2021 07:30 AM PST When going through this sub i saw term "spaghetti" mentioned a ton. I assume this is when everything is jammed in one place? If thats what this is, i might have that problem lol. Right now, i only produce gray, red and green science packs, but it already feels like a spaghetti explosion. Oh, and also a conveyor "highway" to my steam engines. How do you guys manage to space everything out? Oh, and also - can trains go forwards and when they reach their destination go backwards? Or do they need a loop? Im planning on building a railway to oil, but it is not that close. [link] [comments] | ||
Posted: 23 Jan 2021 06:40 PM PST Hey everyone! I just finished up building and testing my first megabase and thought I would share with you all. I used a few QoL mods, but for the most part is a nice simple vanilla base. Spoilers - this is not nearly as impressive as some of the stuff I have seen on this sub, but it's by far the biggest build I have ever made. I should mention as well that I built military science out to 1K SPM as well, but didn't end up using it for the testing phase. I was originally going to do all 7, but follower robots is the only thing that uses it, and it only increases by 100 science per research. I got tired of having to remember to queue research every 20 minutes and kept getting drops in my consumption graphs because of it. I ended up deciding that Mining Productivity was much more useful and that verifying that the 6 sciences needed for that was enough. The screenshot album can be found here: https://imgur.com/a/pjE3gwM When I first took on the idea of building this base, I initially looked up what all it would take. Using some calculators (like KirkMcDonald's) results in some pretty daunting numbers. I had never really used beacons or modules to their full potential before, and I had hardly even used blue belts for things in previous bases. I also never realized how much of an impact production modules can have, and beacons with Speed3 modules speeding everything up makes a huge difference. Once I got the hang of packing as many around an assembler as I could and then tiling it to whatever number of assemblers I needed, it was pretty cool to see how few assemblers you need to make large numbers of some items. For this world I started with Rail World settings, so no biter expansion, which was pretty nice. Before I had artillery and a large rail network up, it was fairly easy to keep the biters out of my pollution cloud so I could expand and build in peace. I also had some fun with another item I hadn't used before - atomic bombs. Once I had automated production of the atomic bombs going, I had even less trouble expanding into the biters. However, once I was tired of going out and blowing the biters up, I started using an artillery outpost (another new design I worked on for this base) that I had the bots build as they expanded the rail network out into the wilderness. The entire base is running off a nuclear setup, well except for the occasional power from logistics chest grabbing all the trees that get chopped during expansion and then chucking them into boilers. It is overbuilt for now, but maintaining the symmetry of the reactors just looks so nice. Also, yes I know solar is more UPS friendly. Since nuclear looks way cooler in my opinion, I decided I would run with that until I started to notice issues, but the base is still running at 60 UPS. I'd say the part of the base I am most proud of is the rocket launches. I wired up a timer to the inserter for the satellite so that the rockets prep themselves, but the satellite won't be put in to trigger the launch until the 2min mark is met. Watching those synchronized launches is beautiful. Looking back at the base there are a few things I have learned that I would probably change when/if I expand this base further. First is the decision to build red circuits on site everywhere. I knew a fair amount were needed in various places, but bringing in all those resources in all those places just seems less efficient in hindsight. Second is the layout. I have done city blocks before, but I didn't want to conform to that structure for this base. I wanted it to evolve a bit more organically. The issues started when I decided to have one big logistics network. Robots trying to construct things across the base started having issues crossing the various lakes in the area. I solved the issue by building stretches of power poles and roboports out onto the water, but it was incredibly slow to wait for robots to put down landfill then the structures for each segment. All in all, this base was a lot of fun to create. The massive use of modules and beacons, along with actually taking advantage of higher levels of mining productivity (I got up to 42 at the time of writing this) has opened my eyes to a whole new way to design and interact with the game. Please feel free to leave your thoughts and criticisms, and thanks for reading! [link] [comments] | ||
Posted: 23 Jan 2021 03:23 PM PST
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Robot mine with local furnace and 24 belts output dumped in short 1+4 trains - Do you like it? Posted: 23 Jan 2021 08:23 AM PST
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almost 50hrs in the game (BobAngel modpack) and I'm proud of myself Posted: 24 Jan 2021 04:28 AM PST
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Direct insertion of ore into trains - worth it these days? Posted: 24 Jan 2021 01:09 AM PST Hi all! I've finally reached a level of mining productivity where it's actually viable (with beacons) to do direct insertion of ore into trains (107 currently, which with 4 beacons amount to ~53/s per side). However, one thing has been bugging me when thinking about this. I need to get the ore into smelters somehow. I could of course unload onto belts into a regular smelter array - which would require slightly less belts compared to mining onto belts as well. The alternative, which I've seen some great examples of in this subreddit, is unloading ore directly into smelters. But that would require 9 wagons just for two belts worth of plates, if unloading on both sides. With "traditional" unloading I can unload 2 belts per wagon. So then my question is, I guess... is this worth it these days? I know that belts were terribly optimized in earlier versions of the game which perhaps made it a no-brainer, but with the last couple of years with significant optimizations, is mining directly into trains + "pure" direct insertion worth it, UPS-wise, given the huge increase in # of trains and stations? For the record, I'm aiming at 5k SPM. I'm now at about 3k SPM (though not 100% stable yet), and are already seeing a drop in UPS to about 45-52-ish. And currently, my whole base is belt-based. [link] [comments] | ||
Where can I see train uniq lD? Posted: 24 Jan 2021 06:27 AM PST | ||
[SE] Getting a toehold on my first new planet was not easy Posted: 23 Jan 2021 05:43 PM PST
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