- Decided to remove my previous train smelting station in favor for a more efficient beacon and modular system in my new mega base. I had a nuclear fuel refueling system built into it to keep the trains filled. So much fuel it took 65 wagons to load it all.
- Spidergeddon
- Introducing Factorio to New People Part 2: The Growth of a Newb
- On an average default settings freeplay world, it is possible to research mining productivity 232,700
- Ghost pylons hog cable
- Is is possible to paste blueprint without destroying objects?
- i planned out a mega base (1500spm) but now when i'm building it, the Medium electric poles won't connect when they get constructed by bots or me. I think it happend after an update. Has anyone had the same problem? (it's easily fixed but my whole base is that way )
- Mod Idea: Smart Spidertron Weapon System
- One of my favorite mods is this one, which allows you to control where inserters pick up and drop off items! I enjoy making these super compact builds! (Tileable Steel vs. Standard Plate) (Mod: Side Inserters, By: GotLag)
- There has to be global official BAN list and needs to be enabled by default in multiplayer. "Zerofix45" ruined at least 10 servers I was on. He deconstructs whole bases, launches nukes for fun in middle of bases... Ban these players so each time they need to spend 25€ to do that again. PLS !!!
- How does this game use up such little cpu
- 600 SPM COMPACT BASE
- [Space Exploration] Multiple Rockets/Landingpads
- What do you class as Megabase??
- Factorio Planner - Updated
- IR 2 Arc Furnace
- Help! Specific deconstruction planner freezing game.
- Krastorio 2 bus
Posted: 31 Jan 2021 02:51 AM PST
| ||
Posted: 30 Jan 2021 01:20 PM PST
| ||
Introducing Factorio to New People Part 2: The Growth of a Newb Posted: 30 Jan 2021 08:58 AM PST
| ||
Posted: 30 Jan 2021 03:36 PM PST First of all, big thank you to u/Yoyobuae for actually doing the majority of the work and estimating the resources in the entire save. Using a script they estimated a freeplay world to have 2 * 1016 iron ore. I'm only considering iron ore here, because it has the largest consumption to amount ratio, and will therefore run out first. First off, let's estimate the cost of mining productivity research. We can confidently forget about the non-infinite researches, because the resources they consume are practically negligible. Now, using KirkMcDonald's calculator, we can find that 1 of each science pack (excluding military) costs 59.1 iron ore with full productivity modules on each step. This means that 2500 of each science pack is worth 147750 iron ore. For convenience, let's say that the first infinity level is L = 1. That way L = 0 corresponds to no infinite levels researched, and the initial mining productivity is 1.3 thanks to non-infinite research. If the difference between C(L) and C(L+1) is proportional to L, then C(L) is a quadratic function. After some basic math, we find that cumulative cost of L levels C(L) = 73975L2. Next, we need to find how the resources are consumed. We can once again find that researching level L will change the actual resource amount by C(L) / [1.3 + 0.1(L-1)] = C(L) / (1.2 + 0.1L). By replacing C(L) by 73975L2 and doing some integration, we find that the (approximate) function for actual resource amount is: R(L) = Ro - 73875 * [5L2 - 120L + 1440*ln(L + 12)] Ro is our initial resource amount, which is 2 * 1016. Of course, this function is not quite ideal, but the deviation from the true function is negligibly small. By plugging this function into Desmos, we find that the resources reach 0 at around L = 232,700. Using the same math as for the cumulative resource cost function, we can find that this amount of science corresponds to approximately 67.7 billion rocket launches. Notice how doubling resources doubles rockets, but not max levels. Doubling the starting resources bumps the rockets to 135.4 billion and the levels to about 329,100. TL;DRMath says there are enough resources on a freeplay world to research 232,700 mining productivity levels by launching 67.7 billion rockets. [link] [comments] | ||
Posted: 30 Jan 2021 11:57 AM PST
| ||
Is is possible to paste blueprint without destroying objects? Posted: 31 Jan 2021 05:57 AM PST
| ||
Posted: 31 Jan 2021 04:29 AM PST
| ||
Mod Idea: Smart Spidertron Weapon System Posted: 30 Jan 2021 10:32 PM PST We all love nukes, right? Would it be possible to make a mod giving you two things:
This would allow you to clear bases much more efficiently, with much less risk of Spider suicide by self nuking. [link] [comments] | ||
Posted: 30 Jan 2021 04:32 PM PST
| ||
Posted: 30 Jan 2021 10:57 AM PST
| ||
How does this game use up such little cpu Posted: 31 Jan 2021 06:32 AM PST | ||
Posted: 30 Jan 2021 12:09 PM PST
| ||
[Space Exploration] Multiple Rockets/Landingpads Posted: 31 Jan 2021 03:25 AM PST Playing with Space Exploration the Core Infrastructure during mid-game consists of Cargo Rockets. We shortly learned that you can have Multiple Landing Pads with the same name, behaving like multiple trainstations with the same name. Also it seems to be no problem to have multiple Rockets targeting the same Landingpad. Now i have two Questions:
I hope someone with more Experience in Space Exploration can answer these Questions thanks in advance. [link] [comments] | ||
What do you class as Megabase?? Posted: 31 Jan 2021 02:54 AM PST So I'm about to migrate in my game to my second base of the map before moving onto the third and final phase of the base. This second base will be designed to produce 3000 Science Per Minute. Which I've always classed as a Megabase, but this is causing controversy between me and my friends. Some who say it is. Some say it isn't! So this got me curious. What do you classed as a Megabase? Is it a certain science per minute? Is it length of time played in the map? Maybe it's by rockets launched? Either way I'd be glad to hear your thoughts!! [link] [comments] | ||
Posted: 31 Jan 2021 05:40 AM PST https://factorio-planner.web.app/ What's new :
Link to the data exporter mod I developed to fetch the data: https://mods.factorio.com/mod/factorio-data-exporter [link] [comments] | ||
Posted: 31 Jan 2021 03:32 AM PST So guys am I the only one who miss the arc furnace prod module, and the capalility to beacon an arc furnace? I pop them down, but none of the beacons wanna share speed modules with them. Also many other processes are not able to be prod moduled. [link] [comments] | ||
Help! Specific deconstruction planner freezing game. Posted: 31 Jan 2021 07:17 AM PST Quick background - I'm reworking the rail network on my soon-to-be 1.35k SPM factory. I have a deconstruction planner to remove only rail signals and chain signals but the game freezes no matter how small the deconstruction area. I have ~35k construction bots on standby and everything is running smoothly at 60fps/ups before initiating the deconstruction. Am I doing something wrong? Other much larger deconstruction plans for other entities continue to work without issue. CPU/GPU/RAM usage isn't spiking before or after the crash - but the game locks up until I force close. Any insights would be helpful. I don't know how to submit a bug report after attempting to deconstruct because everything locks up immediately. I am running 1.1.19 (which I think is the same as stable now?) if that helps. Edit: Placing/removing rail signals by hand also causes the game to stutter for ~5 seconds. Placing other entities does not. [link] [comments] | ||
Posted: 31 Jan 2021 03:00 AM PST |
You are subscribed to email updates from Factorio. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
No comments:
Post a Comment