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    Factorio 1 nuclear fuel can power a burner inserter for 3 hours and 34 minutes during which it can move 23,121 items (math in comments)

    Factorio 1 nuclear fuel can power a burner inserter for 3 hours and 34 minutes during which it can move 23,121 items (math in comments)


    1 nuclear fuel can power a burner inserter for 3 hours and 34 minutes during which it can move 23,121 items (math in comments)

    Posted: 06 Mar 2021 07:54 PM PST

    What's better than finally getting every achievement?

    Posted: 06 Mar 2021 11:44 AM PST

    "This guy has a fusion powered robotic spider that spews atomic bombs and squirts lasers. We can bite, spit, and at home we have some tubes that can spit a bit further. Can we PLEASE consider diplomacy?"

    Posted: 07 Mar 2021 06:35 AM PST

    RoboRails - A self expanding rail set

    Posted: 06 Mar 2021 07:34 PM PST

    Them has arrived

    Posted: 06 Mar 2021 11:44 PM PST

    Them has arrived

    It is done ModMashSplinterThem adds a later game technologically advanced enemy. Launching a rocket alerts Them to your presence. They come with one goal to wipe you out. The late game enemies build their own base, harvest resources and expand.

    https://preview.redd.it/2imi9q969kl61.png?width=495&format=png&auto=webp&s=d87128b05fe6025745b6ae21582146aaf705831d

    submitted by /u/pixelwhippedme
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    The second law of thermodynamics and Factorio

    Posted: 07 Mar 2021 07:23 AM PST

    The second law of thermodynamics and Factorio

    The second law of thermodynamics states that entropy can only remain the same or increase, it can never decrease. Everything tends to chaos. In Factorio terms I take this to mean everything descends to Spaghettification...

    Let me explain...

    Having launched my first rocket from a main bus..ish base, I decided to build a city block type design with each grid square making one product which is loaded on to a train to be taken to where it's needed.

    So I designed a beaconed smelting plant (yeah I know a lot of people don't reckon it's worth beaconing smelters but that's another story). It outputs 8 blue lanes of iron plates

    Initial Smelter design

    I then figured rather running all of the iron to stations, I could just belt 4 lanes of it to another smelter to make steel. This results in 2 not quite full red belts of steel.

    Iron to Steel smelter

    Obviously I'm using the same smelter design for Copper too

    Copper smelter

    But if I'm belting iron to the steel smelter, why not belt some copper and steel in to a green chip plant?

    Green chip plant

    But then instead of just sending the greens to a station, I could send them and any left over copper to a red chip plant, with a station to bring in plastic...

    Red chip plant

    then as I've come this far I may as well ship in some sulphuric acid and belt the reds and any leftover greens to a blue chip plant.

    Blue chip plant

    So now I have a design for a complex of 8 grid squares that imports iron ore, copper ore, sulphuric acid, and plastic, and produces Iron, Steel, copper, Green, Red and Blue chips.

    Complete design

    In other words, I've taken my initial concept for a neat city block/grid design, and turned in to spaghetti, proving that everything tends to chaos, or entropy always increases.

    Not sure if I should actually built it now or not. I'm wondering about using the modules from this on a sub-bus design where I have multiple buses producing a smallish set of products

    submitted by /u/Rizzo-The_Rat
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    You can use copper wire on poles to create / remove electrical connections

    Posted: 06 Mar 2021 09:51 PM PST

    I was struggling to place my solar radars around my base since the substations kept connecting to the large poles, until I found out that you could do this. Blew my mind.
    Also shift-clicking removes removes all electrical connections from the pole.*

    *You don't get refunded any copper wire ever though, but it's a small price to pay for a e s t h e t i c.

    submitted by /u/XDSplitZ
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    Our idea of a city block design

    Posted: 06 Mar 2021 08:22 AM PST

    Final Testing of Maze Walls, I think I found a winner!

    Posted: 06 Mar 2021 09:58 AM PST

    100h into bob's, I sent my first rocket

    Posted: 07 Mar 2021 02:48 AM PST

    City blocks: rails in the block or around them

    Posted: 06 Mar 2021 11:38 PM PST

    I would like to hear your thoughts. Do you prefer city blocks with rails on the border between blocks or have city blocks dedicated to rails and have them run through the middle of it?

    submitted by /u/mars5train
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    How was this train crash possible?

    Posted: 07 Mar 2021 05:46 AM PST

    I have a very strange thing happening in my current base: Auto-trains keep on crashing at a particular intersection, and despite having over 8k hours under my belly, I just seem unable to figure out how this could happen.

    Picture of the aftermath of one of these

    The remnants of the copper train that ran into another one head on are the vertical bit of wagons with the blue arrow. It was going straight north-to-south. The remaining front bits of the train it ran into are standing just off the screen to the right, in extension to the red arrow, which was the path it took.

    The copper train must have run into the other at considerable speed, since what you see is what is left of a 4-32 train. The other one to the right is missing 12 wagons at its tail. (All trains are 4-32 in this base.)

    I used these exact intersections in another big base just before this one, and this never happend. In fact I haven't had any such issues in several bases, most being very big and very train heavy. Nearly all the signals you're seeing are chains as well, most notably all of those directly involved with the actual intersection. I triple checked. The only rail signal part of the relevant paths is the one the red arrow train passed after the off-ramp to the stacker you're partially seeing in the top right. All signals are oriented correctly as well, and are showing the correct "indicator boxes" before them.

    The first time this happend (at the exact same spot) I assumed I've removed some signal elsewhere leading to trains being forced into the same block. But the second time was after I only started the base from zero and touched nothing at all, resulting in what the pic shows.

    I've built the entire base "dry" in editor mode. All trains were in their initial positions in stackers and at stations at the start. I set them all to auto using a script, unpaused, and then watched. After a good hour or so, kaboom. I sadly have not seen it happen directly, only the results, as I've been watching a video alongside.

    Can anyone point out where I might have gone wrong? What really bugs me is that I use the exact same T intersection a good 60-70 times in this base, and about half that often in the base before with no issues at all despite similarly high traffic.

    Oh, by the way, mods: Editor extensions, RSO and this electrical grid comb. Nothing else.

    submitted by /u/Medium9
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    First factory after returning to the game. So many bottlenecks

    Posted: 06 Mar 2021 03:25 PM PST

    Mods that extend the main game and require more expansion to beat without being a nightmare?

    Posted: 06 Mar 2021 11:31 PM PST

    Low attention span engineer who just launched their first rocket, end game doesn't appeal due to lack of a goal or noticeable progression but I'm not done with this game yet. Any suggestions help!

    submitted by /u/IvanLagatacrus
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    What's better: Productivity Model or Speed Model?

    Posted: 07 Mar 2021 08:02 AM PST

    Solar Radar (BP in comments)

    Posted: 06 Mar 2021 10:36 AM PST

    IR2 - Heavy Oil Cracking

    Posted: 07 Mar 2021 04:00 AM PST

    Versatile 2/4 lane roundabout

    Posted: 06 Mar 2021 01:44 PM PST

    I designed an emergency power failover switch. A detailed description is included in the comments.

    Posted: 06 Mar 2021 08:48 PM PST

    what starting area size should I use for a lazy bastard run?

    Posted: 07 Mar 2021 02:47 AM PST

    and what other achievements could I easily get from doing lazy bastard?

    submitted by /u/JoshuaMartini
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    I did some maths and discovered that you need 14 million units of oil to beat the game. I double checked my math and was wondering if anyone else has a number they came up with to see if my math was correct?

    Posted: 06 Mar 2021 06:09 PM PST

    I'm trying to learn Excel spreadsheets so I decided to take Factorio and do a little case study. I used the wiki for ingredients and got 14 million units of oil needed to research and craft everything. I'm not sure if this is right, but I have nothing to compare it to. A search on reddit and google don't show anything besides ratios.

    The calculations were done without consideration for coal usage in a furnace or boiler or added production modules. That would take up more than just a couple of hours of my time.

    Here is a link to a download of the xlxs file. I'd appreciate any feedback you've got. Thanks!

    submitted by /u/Jayrawd48
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    Help! What mod might add these belt arrows? I'd like to turn them off, but can find it in the settings.

    Posted: 06 Mar 2021 09:03 PM PST

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