• Breaking News

    Sunday, January 31, 2021

    Factorio 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.

    Factorio 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.


    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.

    Posted: 31 Jan 2021 02:51 AM PST

    Spidergeddon

    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

    On an average default settings freeplay world, it is possible to research mining productivity 232,700

    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;DR

    Math says there are enough resources on a freeplay world to research 232,700 mining productivity levels by launching 67.7 billion rockets.

    submitted by /u/MediocreMeat
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    Ghost pylons hog cable

    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

    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 )

    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:

    1. When set to auto target, Spidertrons would only fire nukes at biter bases and not biters (or set optional targeting for each type of ammo).

    2. Set "refire" time - a cooldown before another nuke can be fired automatically (customizeable, depending on situation) so that they aren't spammed.

    This would allow you to clear bases much more efficiently, with much less risk of Spider suicide by self nuking.

    submitted by /u/HerdOfBuffalo
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    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)

    Posted: 30 Jan 2021 04:32 PM PST

    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 !!!

    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

    It's insane I mean compare it to oxygen not included

    submitted by /u/BuzzMast3r
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    600 SPM COMPACT BASE

    Posted: 30 Jan 2021 12:09 PM PST

    600 SPM COMPACT BASE

    The most compact belt based factory : 19.40kspm/km². This base use no Bots from ore smelting to final science reserch ! It is optimise for 6 science tech, including military.

    Blueprint : https://factorioprints.com/view/-MSJtnaSWVU456zeFvtJ

    6k screenshot : https://ibb.co/YfXS2Gn

    https://preview.redd.it/equysw9i1je61.jpg?width=2000&format=pjpg&auto=webp&s=de95eb268722a1e3e85209703634a8218c8cde6d

    submitted by /u/Oxyled
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    [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:

    1. How is decided which rocket starts? This is interesting when you have multiple Planets providing cooper ore. We would like when the rocket starts which needs less fuel for the journey.
    2. You can even target a rocket to every landing pad with a specific name, no matter on which surface these Pads are. How is decided how much Fuel needs to be loaded? Do we lose fuel when the Targeting switches to a surface closer to Nauvis?

    I hope someone with more Experience in Space Exploration can answer these Questions thanks in advance.

    submitted by /u/Maeusefluesterer
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    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!!

    submitted by /u/Kman12321
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    Factorio Planner - Updated

    Posted: 31 Jan 2021 05:40 AM PST

    https://factorio-planner.web.app/

    What's new :

    • Added Factorio versions 1.1.19 and 1.1.19-marathon

    Link to the data exporter mod I developed to fetch the data: https://mods.factorio.com/mod/factorio-data-exporter

    submitted by /u/Ploppy_
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    IR 2 Arc Furnace

    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.

    submitted by /u/AjayGhale90
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    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.

    submitted by /u/Shabuti
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    Krastorio 2 bus

    Posted: 31 Jan 2021 03:00 AM PST

    What do you put on main bus in krastorio 2?

    submitted by /u/ThiniG
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