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    Thursday, March 4, 2021

    Factorio 1 blue science per second requires 15 wires per second which is exactly how much a full speed assembler can make and exactly how much a yellow belt can carry

    Factorio 1 blue science per second requires 15 wires per second which is exactly how much a full speed assembler can make and exactly how much a yellow belt can carry


    1 blue science per second requires 15 wires per second which is exactly how much a full speed assembler can make and exactly how much a yellow belt can carry

    Posted: 03 Mar 2021 10:25 PM PST

    This Side Towards Factory

    Posted: 03 Mar 2021 12:49 PM PST

    100% Balanced 90SPM Bot Science

    Posted: 04 Mar 2021 01:56 AM PST

    This sushi will make you sick (red circuits)

    Posted: 04 Mar 2021 02:17 AM PST

    It's done.....it's finally done......

    Posted: 04 Mar 2021 12:09 AM PST

    Real life math of 90 GW going through a wooden power pole.

    Posted: 04 Mar 2021 07:37 AM PST

    Recently, I made a comment doing some math to figure out just how hot a wire would get in real life with this much power going through a wooden power pole. It was for giggles more than anything, but after all the time it took to figure out, I thought I would do a post as well. Enjoy!

    Alright fellow math nerds, here we go....

    First, some groundwork. We know that you use one copper wire per pole you craft, and each copper plate is good for two wires. That said, you can say you are using half a copper plate for a single pole. Then there is the wire length. Going off the maximum wire reach for the wooden pole, and the standard Factorio tile being considered 1m, the length of the wire will be assumed to be 7.5m. No, I won't be citing my references, just know that many of these figures are from Google searches, so if you find other sources, feel free to use my math to come up with different figures.

    First we need to know the resistance of the wire. One source I found listed a standard copper bar/ingot at 5 lbs. This converts to about 2268 g. Since we are only using half of it, that means we have 1134 g of copper. Now, why do I care about the mass, you ask? We will need it later for our final heat calculation, but for now we actually need it to reverse engineer the resistance of the wire. The formula for resistance is R=(p*L)/A, where R is in Ohms(Greek letter), p (actually Green letter Rho, but looks like p) is the resistivity of the material (a measured constant, forget the units), L is the length of the wire in m, and A is the cross sectional area of the wire in m^2. I already have p and L, but the area is an unknown. To find it, I looked up the density of copper to be 8.96 g/cm^3. If I take the mass (1134 g) divided by the density times the length (8.96 g/cm^3 * 750 cm(same as 7.5 m)), that should give me my cross sectional area. Plug it in, you get A = 1134 / (8.96 * 750) = 0.16875 cm^2 = 0.000016875 m^2. A quick search shows that p = 1.68*10^-8 for copper, and we are good. R = (1.68*10^-8 * 7.5) / (1.6875*10^-5) = 0.00746666666 Ohms = 7.46666666666 mOhms. Bingo!

    Moving on! One search I did found the tallest wooden electric pole ever IRL to be about 120 feet high, or 1,440 inches. The dielectric strength of air is about 75 kV per inch, meaning that the max voltage on said pole would be 108 MV (the higher voltage we can go, the "cooler" the end result will be, thus why I also went with the tallest pole ever built).

    Next we need the current flowing through the wire. We know that the power of the load (our factory) is 90 GW. Power is equal to voltage times current, so our current is equal to our power divided by our voltage. 90*10^9 W / 108 * 10^6 V = 833.33333333 A.

    Now we need the power actually dissipated by the wire itself. An easy way to get that is to take the square of the current multiplied by the resistance. So, P = I^2 * R = (833.33333333333333333333 A)^2 * 7.466666666666*10^-3 = 5185.185185185 W = 5.185 kW.

    Now the moment you have all been waiting for, the final temperature. Turns out, it is more of a rate of temperature rise we are finding, since it will get hotter with time. This means that the final answer will be the temperature after 1 second, and the temperature will double after 2 seconds, triple after 3 seconds, etc. Ok, on with it then! So, the temp rise(temperature velocity?) is calculated as: T = (Power * Time) / (Mass * Specific Heat Capacity). The only piece we don't have is the specific heat capacity, which is another constant that I had to look up for copper, and is equal to 0.385 J/g*Degree C. Time to plug and chug. T = (5.185*10^3 W * 1 s) / (1134 g * 0.385 J/g * Degree C) = 11.876 Degree C per second.

    Well, there you have it, and ever growing temperature of your little wooden pole. Of course, this is using a whole slew of assumptions, and for the most part is using values that would leave it as "cool" as possible. For some bonus facts, assuming in this magical world where heat never is dissipated into the environment(can be confirmed from tanks holding hot steam forever!) after ~9 seconds, water would instantly boil if it touched the wire. After ~91 seconds, the wire would simply melt. Assuming you could still find a way to keep the wire forming a connection after it melted, after ~216 seconds, the wire would literally evaporate into copper gas from getting so hot. Granted, if you want to be technical, as the wire gets hotter, its resistance goes up, changing all of these numbers. To figure it out more precisely, you need calculus and differential equations, which I frankly do not want to kill myself over at this time over a video game hypothetical situation lol. I hope you enjoyed my useless knowledge, and remember, the factory must grow!

    submitted by /u/bob152637485
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    C'mon man...

    Posted: 03 Mar 2021 06:30 PM PST

    I played the Recipe Randomizer mod and kept a log. TLDR; It's very fun!

    Posted: 03 Mar 2021 03:04 PM PST

    I played the Recipe Randomizer mod and kept a log. TLDR; It's very fun!

    I started this little over a week ago as soon as this mod was advertised on reddit. I decided to keep a log to give the developer /u/Villfuk02 some feedback and it might also be informative for others. Since I started so early, the issues I encountered are already fixed by now, but I keep them in the post because it was part of the experience. :)

    The log

    Seed: 1

    Yesterday's game I assumed the mod would use my game seed. But that's not possible, because the game loads recipies when you start Factorio, not when you start a game. There was also a little bug with recipies not changing, so I decided to restart today.
    (This issue has already been addressed and now you receive a warning when you start the game without setting the seed.)

    Seed: 786234

    The beginning was already quite challenging. burner miners were very expensive. They cost an underground pipe, which costs 17 wooden power poles! The electric miners were actually cheaper :D

    I was about to give up as I noticed that belts also required 2 wooden power poles, but then I realised that belts might not be required for many other recipies. Let's see how it goes :)

    When I found out more items needed the underground pipes, I decided to continue with another seed. Wood is the only resource that is too rare and too much trouble.

    at 30 minutes

    Seed: 12983724

    Aaah, that's a lot better! Starter items now cost just a few iron plates.

    Things are not very fast. A lot of items require red science. Inserters, assemblers, lights and even green science. And red science takes 10 seconds to craft this seed. So that's the first item I automated at decent quantity Red science is my green chips this game. I love it!

    Luckily I need only iron to craft them. (And not power poles)

    at 2 hours

    So far it feels a bit similar to the 30 sciences mod, which is great!

    Uh-oh, just built green science and found out that it and green circuits require power poles. Let's try to change the settings to exclude [item=electric-pole].

    Okay, that worked! A lot better!
    Red science and dependencies are still the same. Green science now requires green circuits and transport belts instead of power poles and inserters. Yay!

    So I got red and green running well now. Time to design the mall.

    at 3 hours

    I came back to redit to talk about the pain of power poles. And like the previous time, as soon as I mentioned the issue, a fix was already implemented. The newest version excluded all wood items. :)

    So I upgraded to version 1.1.4 of the mod, restarted the game, and... nothing works anymore. All the recipies had changed of course. Oops.

    Guess I'll have to tear everything down again. No biggy, I hadn't built that much.

    https://preview.redd.it/m7xrl60s5wk61.png?width=1834&format=png&auto=webp&s=b92bf425a914bc29f8a8bfe6880294030b5cbefb

    Wow, that was quite the task. Very enjoyable work though. I have everything I need automated now and all red & green researches done!
    Even though I put all the ingredients in a spreadsheet, I never once looked at it while building. It was interesting to get a feel of which items were more common, but for the rest not more useful than just building the assembler.

    After the recipe reset instead of needing red science and iron for everything, I now need copper for everything. So I had to belt in copper ore from an outpost.

    The funny thing in this mall is that you don't need to build MK1 assemblers for MK2 assemblers. Or yellow belts for red belts. But of course yellow undergrounds were required for red belts and normal belts for medium power poles.

    Alright, time for oil and blue science!

    Quite the fun puzzle. You need a lot more steps to get to the items you need. But all in all creating the 1.5 blue science per second went pretty smoothly.

    The first blue science is always advanced oil, so as soon as I had that I was going to change the recipies on the refineries... Wait a minute.. recipies? Let's doublecheck.

    at 7 hours

    Oh no!

    Okay, we'll stick to basic oil processing. Maybe we can use coal liquefaction if we need heavy oil, light oil or lubricant. We could always use advanced oil processing, but only as much as required. I don't think it's very efficient.

    As we're burning through blue science, I have time to build the railroad mall.

    Well, if you love spaghetti, this is the mod for you. 13 different items are required to create a locomotive! Of course it would be easier to rush to requester chests, but then I would deprive myself of all these lovely puzzles.

    By now I noticed that the recipies tend to require their predecessor. (electric furnace requires steel furnace etc) On reddit I've seen posts before where people really seem to appreciate this. I don't understand why.

    Now that we have logistics robots researched, it's time to disable even distribution. I don't have to auto remove stuff from my inventory. it's not going to be very useful anymore anyway. Let's also add FNEI.

    But as I feared, as soon as I changed the mod list and all mods were reloaded, the recipies changed again. Quit without saving, then load again, yes, sync mods with save. Okay, phew, that worked, all is back as it was. (I was going to say "to normal", but nothing about this is normal)

    I finished the midgame mall. Now I have everything I need to create outposts and railroads. It's a glorious sight.

    at 8 hours

    Outpost established. I really only use copper so I now have only 2 copper outposts and for the rest my starter patches are fine. :)

    I also tripled the power production and I should have enough power for at least up to rocket parts.

    I noticed both purple and yellow science require blue science, so I copied that setup. This made me realise I should build construction bots now.

    Construction bots need lubricant, which is created from heavy oil, and since coal liquefaction is a purple science tech and it also burns the highly demanded copper ore, the best solution is to use the expensive advanced oil processing. Unfortunately there is no recipe that uses light oil. Except heavy oil cracking that takes 70 light oil to create 30 light oil. Perfect, I have a vaporizer.

    at 10 hours

    Bots was surprisingly easy. Took only 30 minutes to build. Now I'll first build some productivity modules and then the remaining purple and yellow science. Luckily productivity modules are still a requirement for purple science.

    Purple and Yellow is done! Nothing too unexpected happened. I just consume another full red belt of copper for the gears for yellow science, so I'm going to add some copper smelting next to yellow science.

    Everything that can have production modules, has them now. I should probably also expand power. Then afterwards I can start on making rocket parts while the labs chug along.

    at 12.5 hours

    Rocket control units were very complicated. It needed a blue assembler and two chemical plants. The rocket fuel and low density structure was relatively easy to build, but rocket fuel needed light oil after all! I don't know how I missed that earlier!

    So for that I built another 2 advanced oil refineries to produce enough light oil to fire a rocket. And 8 plants of light oil cracking to convert the heavy oil to petroleum gas. Of course.

    at 15.5 hours

    Since I built low density structure last, that was my bottleneck for a while, but the rocket fuel actually required a lot of stone bricks, which became the problem. So I put down another smelting column near the silo and created another stone outpost with a rails track between the two.

    https://preview.redd.it/0g3wsj4a8wk61.png?width=1827&format=png&auto=webp&s=1040459940ceaf4e5883e4600d531fcff3e3d307

    at 16 hours

    Hurray! Escape!

    Conclusion

    This was a very fun challenge! I'm happy I disabled biters. This mod is all about the logistics puzzle. I'm proud of how organized I managed to create my mall. I can imagine newer players might get a bit overwhelmed at that point.

    Even though I researched logistics bots and requester chests, I'm also happy that I didn't use them this game. It would trivialize the challenge imo.

    Another observation is that random recipies are very random! Not balanced at all! (duh) I had more than enough iron with my starter patch (default settings), but I had to create 2 stone outposts, 2 copper outposts and 2 coal outposts.

    Copper was required for copper wire, gears and bullets, which were the most common ingredients. Stone was required for furnaces, stone bricks and steel! Coal was just for power and smelting.

    Handcrafting took a lot longer than in vanilla, because you just have to make more intermediates. Normally you'd have a stack of green circuits, but in this seed those were barely required.

    I also didn't have to build a single blue or red circuit. I got lucky with that I guess. Some recipies were really funny. The burning of stone to create steel, but also copper ore to create landfill. And obviously it takes a furnace and stone brick to craft a pistol.

    Overall a very playable mod. If something is going to make the game impossible in some unlucky seed, it has to be the fluids. I can imagine some indirect circular reference that would use up more than it generates.

    Theoretically you could build a megabase, but you need so many steps and different items for everything that I'd probably advise to just try to build the rocket and fly away, proud of your achievement.

    I hope this log was entertaining and maybe inspiring. Recipe Randomizer is a very fun mod. Try it out! ;)

    submitted by /u/winkbrace
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    Central smelting or on-site processing? "Yes"

    Posted: 04 Mar 2021 08:02 AM PST

    Factorio Speedrun Guide - Steelaxe%

    Posted: 04 Mar 2021 02:32 AM PST

    Always a little sad seeing the dregs of an ore patch finally run out. This one made my first iron before being converted to steel.

    Posted: 03 Mar 2021 12:22 PM PST

    “Social” mods?

    Posted: 04 Mar 2021 08:12 AM PST

    Played the demo over the last weekend and am gonna buy this weekend. I've seen a couple mods I want to check out after a couple play throughs to increase complexity and go to space. One thing I've not seen and am curious about us if there are any "Social" mods. Basically anything that introduces a level of population city building/starting a colony.

    submitted by /u/joe19921992
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    space exploration

    Posted: 04 Mar 2021 05:55 AM PST

    thinking of trying out the space exploration mod as i am close to finishing my first rocket launch and i want to restart because i know a lot more now. i've seen a few posts talking about it and it looks quite fun, but can anyone explain what the mod does and what the extra goals are?

    submitted by /u/JoshuaMartini
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    Angel/Bob/Beekeeping module that fits inside MK2 Factory. This baby has a designated honey station for each ore and enough royal jelly to supply them all. Welcome to my insanity! Don’t know how to link the BPs though :(

    Posted: 04 Mar 2021 05:25 AM PST

    What train style?

    Posted: 04 Mar 2021 08:37 AM PST

    I have about 50 hours in the base game and now I want to make a train base. All I want to know is if I should is two rails, three rails or four rails.

    submitted by /u/happy_cat1
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    I tried to summarize Factorio in one minute

    Posted: 04 Mar 2021 08:12 AM PST

    How do I change my name?

    Posted: 04 Mar 2021 02:12 AM PST

    I want to try and join an official server but the servers say that my username (Frenchfry303000) is not whitelisted. Is there a way to change my username?

    submitted by /u/Professional-Most990
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    Thats unnerving

    Posted: 03 Mar 2021 06:06 PM PST

    How can I improve the use of the vapour turbine?

    Posted: 04 Mar 2021 07:58 AM PST

    First hour of the first campaign, this game is so cool, any tips of what should I do next? (yes, i'm playin' without mobs bc yes)

    Posted: 03 Mar 2021 02:13 PM PST

    train help

    Posted: 04 Mar 2021 03:07 AM PST

    train help

    hey there, I'm sorta new to this game still (relative to some people at least) and having some train issues. it seems pretty basic but I guess I just still don't get it... here's a screenshot. the train going south wont reroute the the track on the left.

    this is the bottom

    this is the top. I think it eventually did reroute but it took 5 or 10 minutes it seemed like

    submitted by /u/Ok-Assistant-8058
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