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    Thursday, January 21, 2021

    Factorio Just found this beauty. An ore patch as big as a whole island.

    Factorio Just found this beauty. An ore patch as big as a whole island.


    Just found this beauty. An ore patch as big as a whole island.

    Posted: 20 Jan 2021 10:15 PM PST

    Unexpected Factorio

    Posted: 20 Jan 2021 10:02 PM PST

    When you show your friend a Big Bertha train you made and he decides to 1 up you on your co-op server.

    Posted: 20 Jan 2021 04:08 PM PST

    Most Inefficient Radar Station I've Ever Made

    Posted: 20 Jan 2021 02:16 PM PST

    Emotes and Speech Bubbles, upgrade your multiplayer chat experience

    Posted: 21 Jan 2021 04:02 AM PST

    Military Outpost

    Posted: 20 Jan 2021 09:45 PM PST

    Factorio Blueprint Editor has been updated for Factorio v1!

    Posted: 21 Jan 2021 08:22 AM PST

    Transitioning from coal to electric. You have served me well, steel furnaces.

    Posted: 21 Jan 2021 12:56 AM PST

    What a grind, but I have heared u like it?! No solar, 111 handcrafting, no logistic chests.

    Posted: 20 Jan 2021 04:19 PM PST

    A copper transfer station running smoothly

    Posted: 21 Jan 2021 12:46 AM PST

    First base, without any help. Let me know how it is!

    Posted: 21 Jan 2021 01:15 AM PST

    My spaghetti factory is expanding out bit by bit. My rule of density before sprawl has really challenged me to fit things like whole train stations in spaces I before would have thought were too small.

    Posted: 21 Jan 2021 03:09 AM PST

    TUTORIAL: How to make 130k Iron Plates disappear in less than a second

    Posted: 21 Jan 2021 03:27 AM PST

    Just completed first game... I have so much to learn!

    Posted: 21 Jan 2021 07:49 AM PST

    Holy smokes y'all, this game is a drug. It is an addiction. THE FACTORY MUST GROW!

    I just completed my first play-through, and based on personal preference, did it with 100% default settings and without looking up any online tutorials, recommendations, or walk-throughs (except occasionally wiki'ing a specific block to understand what it means when the tooltip isn't clear). After 55 hours and a rocket launch, I just started reading some stuff, and boy howdy is there a lot for me to learn!


    1) Build times and build time modifiers. Totally didn't take these into account when laying things out. Didn't even really understand that they existed until I started wondering what the various modules were.

    2) Optimal ratios! Related to item one, above, I didn't even start to think about things like ratios until about 45 hours in to this 55 hour game. Then, because I refuse to use walk-throughs on my first game, I spent 10-12 hours calculating my own series of spreadsheets and charts to determine ratios, before realizing I would need to completely destroy and rebuild my base to do it, so I should probably just finish the game and start fresh with that in mind on my second one.

    3) Did this without any logistics networks, circuits, robots, or anything like that. Time to go learn what those are and how to use them! Seems from this sub like you could make a college course just from how to program circuit networks.

    4) While I didn't have any issues with attacks for most of the game, thanks to having a personal preference for trees and grass (I didn't realize they had the benefit of absorbing pollution when I selected the map!), I finally realized that maybe going out and destroying 500+ spawners by hunting unnecessarily far out with my tank was not the ideal way to deal with non-threatening wildlife. In the last few hours, I was pretty much perpetually racing around knocking down freshly-appearing enemy bases as they popped up nearly as fast as I could destroy them, stronger than ever.

    5) Nuclear power? Never heard of it. Ok, that's a lie - I knew it existed and I had the tech, but I never moved past centrifuging some Uranium. I had 702 solar panels deployed, with the accumulators to match, so never needed any other power sources. Obviously my next factory will be much bigger and will require the green stuff.

    6) I want a Spidertron.


    Here's a link to my final stats, for any who care to laugh at my feeble newbie efforts: https://i.imgur.com/jgZNpB8.jpg

    Ok, I'm off to start my next game! I've already drafted plans for the placement of my first 438 furnaces and their supporting belt systems... gotta get the train layout more efficient this time!

    submitted by /u/keplar
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    when I shoot in multiplayer I get teleported back like it's lagging

    Posted: 21 Jan 2021 06:41 AM PST

    My computer is more than capable to run factorio and I looked at reddit and steam posts from 4 years ago talking about this about latency hiding or something but is there any fix to this.

    submitted by /u/cubegiant
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    (SE MOD) Can you automate launch of a space capsule from orbit to planet?

    Posted: 21 Jan 2021 07:28 AM PST

    Can you automate the launching of a space capsule from orbit back to the home planet after it's full? Or do you need to build a Cargo Rocket launch pad on orbit to do that? I'd like a way to do it without requiring 100 rocket parts and a load of fuel, but there doesn't seem to be a way to automate the placement and return launch of a capsule.

    submitted by /u/DanV410
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    Is there a way to deal with the horrible latency in multiplayer?

    Posted: 21 Jan 2021 06:12 AM PST

    Hello. I recently tried to start a multiplayer game with a friend and the latency is insane. it takes about 2 second to pick up iron out of a furnace. Combat is impossible because I cant reliably pick up ammo out of my inventory to put it into a turret. Both of our computers are fully capable of playing the game (3950x and 2080ti) and our internet speed should be plenty (600 down 20 up). Does anyone have an idea for what is going on?

    submitted by /u/FireThief7
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    Ant farming in style ��

    Posted: 21 Jan 2021 03:12 AM PST

    Help Request! I'm back at it after a year out and I seem to have forgotten how signals operate. Question inside

    Posted: 21 Jan 2021 05:44 AM PST

    Space Exploration motivation

    Posted: 21 Jan 2021 01:12 AM PST

    Looking at dipping into Angel's ++, Is there a mod manager w/ Profiles or something?

    Posted: 21 Jan 2021 08:36 AM PST

    so I want to get back into factorio, and I want to try something like Angels or angels + bobs etc, but I dont want to have to disable all my mods, or make a bunch of copies of my install for each mod set I want to use, etc etc.

    Is there a mod manager that will let me make different mod profiles so I can load up the ones I want for each save I have?

    thanks!

    submitted by /u/PicklesAreDope
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    Designing a megabase

    Posted: 21 Jan 2021 07:32 AM PST

    Designing a megabase

    1 Summary

    I've clocked a couple hundred hours in factorio and I finally decided to design my own megabase! My goal is to exceed 1k SPM with a city block base of my own design. I had the idea of using modular city blocks that would let me transition from mid-game into the megabase using the same set of cityblocks by increasing the quantity of the city blocks. I still have a long way to go and this post is the first of my experiments comparing 2 designs for green circuit production.

    I went down a bit of a rabbit hole trying to optimize the design and figured I would share the results!

    2 Setup

    I following the testing methodology outlined in this post. I used vanilla factorio version 1.0 creative mode to setup the test, with an infinite supply of ore and an infinite green circuit sink provided via the rail network and loaders/unloaders with infinity chests. I ran benchmarks via command line and recorded the update times via factorio.exe --disable-audio --benchmark "T_45k_electronic_circuit_test1" --benchmark-ticks 216000. The tests were executed on this PC.

    I tiled both designs enough times to produce 44k green circuits/min, which is enough for 1k SPM. This resulted in 14 blocks for the belt based design and 16 repeats for the semi-direct insertion design (designs outlined below).

    2.1 Overview of City Block Structure

    City block blueprints are 6x6 chunks with 1 chunk overlap between blocks with rails forming a large grid. I wanted each city block to be power-neutral, so each block has just enough solar panels and accumulators to power its own entities so that I don't need to worry about power as I expand the base. Each city block has train input and output stations. E.g. "in: iron plate". IO use 1-3 trains because they fit nicely inside 1 chunk. There is 1 train for every output station and trains wait at their outputs until their inventory is full. Inputs request trains by activating the station (via circuits) to ensure that the block is ready to unload a full 3 cargo wagons before requesting the train.

    2.2 Belted Block Design

    Circuit logic turns on the input train stations when resources are running low to ensure 100% uptime. I also use the madzuri circuit to balance the train loading and unloading buffer chests. Produces 3.2k green circuits/min/city block. For the test world I used 14x belted blocks and 14x supply blocks.

    Fig 1 belted block production center

    Fig 2 full belted block + supply block

    Fig 3 belted block test world

    Fig 4 belted 1hr production

    2.3 Semi-DI Block Design

    Circuit logic turns on the input train stations (iron and copper plates) when the buffer chest runs low to ensure 100% uptime. A few belts (0 splitters) are used to move the green circuits. I make use of cargo wagons to align input and output and was able to achieve better beacon ratios with this design but fewer assemblers.

    Produces 2.8k green circuits/min/city block. For the test world I used 16x Semi-DI blocks and 16x supply blocks.

    Fig 5 semi-di production center

    Fig 6 semi-di block and supply block

    Fig 7 semi-DI full map

    Fig 8 semi-Di 1hr production

    3 Results

    Takes about 2 mins for production to stabilize in both worlds. Ran each world for 1hr (216000 updates). After an hour each world produces 44k electronic circuits/min on average, which is about 100% assembler uptime.

    14x Belted 16x Semi-DI
    Avg (ms) Min (ms) Max (ms) Avg (ms) Min (ms) Max (ms)
    0.391 0.098 3.349 0.217 0.095 3.122
    0.387 0.099 3.332 0.218 0.095 3.060
    0.389 0.098 3.372 0.217 0.095 3.021

    4 Conclusion

    The belted block has a significantly higher average update time (0.39ms) compared to the semi-DI block (0.22ms), despite having fewer city blocks (28 vs 32) and fewer trains (42 vs 48). For UPS concerned builds the semi-DI block is superior even if it requires slightly more total entities.

    However, there are other factors that may be at play and the performance gains may not be due to direct insertion. The semi-DI city block has a higher beacon : assembler ratio and therefore fewer assemblers (96 vs 224). The semi-DI block also has 0 splitters and simpler circuit networks.

    5 Potential Next Steps

    I may continue the pursuit of green circuits and keep refining the design: full direct insertion, comparing a belted design with the same assembler : beacon ratio.

    I may also move on and start working on other blocks: smelting, red and blue circuits, low density structure, science packs.

    Test the grid-based rail network, I have heard that it tanks performance at scale. I'm wondering if there is any solution to this or if I will have to modify the rail network?

    submitted by /u/furiousFromage
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    There is no speedrun

    Posted: 20 Jan 2021 02:27 PM PST

    https://i.imgur.com/aVGKK76.jpeg (warning: hi-res)

    People often say that No spoon, especially combined with Lazy bastard and Getting on track like a pro, is a speedrunning challenge. It's not. And this week I tried to prove it to myself. Turns out, that these achievements are very well balanced: I got them on default settings and it wasn't too hard (train at 01:20, launch at 07:30).

    I need experience with speedrunning!

    Not really. I have zero experience with speedrunning and my paws are slow. I don't like pressure and stress, so it was only my second timed run (and last one, probably).

    The run was far from perfect. I used only conventional builds and layouts. I had no buffering, overproduced a lot of packs etc. I missed some belts in iron ore balancer, so it passed only 2 belts instead of three. I hand not enough cracking plants, so my oil backed up a bit. I had damaged buildings here and there and lost a half of my refinery. And still finished in time.

    I need to crank up resources!

    No. You have a lot of time to build outposts. Full throughput is needed only for two final hours. Just preview the map and make sure that you have enough ore around.

    Heck, in my previous No spoon run I used trains to deliver ore and oil from outposts. In this run, however, I was about hour behind of the schedule due to Lazy bastard and GOTLAP. So, I decided to skip trains and just used belts and pipes.

    Be careful, though. Starting patches are very small, so lane and belt balancing will be useful to keep them from uneven wearing. Also, I switched to the solid fuel ASAP to preserve my coal patch.

    I need to "disable" biters!

    No. Just pick a good map with forests and no biters nearby (I played on 1930434500).

    Forests delay biters for a while, so you can ramp up mining and properly prepare for the attack. I spent a lot of resources on military upgrades (damage 5, speed 4). Little pillboxes held very well. I also destroyed some nests when they started to cause too much trouble.

    I need to use blueprints!

    No. But having a plan is very important.

    I had a checklist of researches that should be done and things that should be made. It's easy to forget something important and slow to produce (engines for a train, concrete and T3 prod for a silo). I also had calculator bookmarks for every stage of the base (red + green, gray + blue, yellow + purple, rocket preparation). I planned for a steady 30 SPM, enough to launch a rocket in 30-40 minutes if all resources are redirected from science.

    submitted by /u/bormandt
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