• Breaking News

    Friday, March 19, 2021

    Factorio My cleanest rail yard yet. Vanilla Gameplay.

    Factorio My cleanest rail yard yet. Vanilla Gameplay.


    My cleanest rail yard yet. Vanilla Gameplay.

    Posted: 19 Mar 2021 04:39 AM PDT

    Just some junctions.

    Posted: 18 Mar 2021 01:28 PM PDT

    Alt-F4 #28 - ROFL

    Posted: 19 Mar 2021 05:18 AM PDT

    Locomotive positioning in the train.

    Posted: 19 Mar 2021 04:49 AM PDT

    Is there a difference (except where to put inserters/pumps) between putting locomotives in front of the train, in the back of the train or both (split between front and back) if they all oriented the same direction?

    <<======== front ========<< back <========< both < - locomotive = - vagon 
    submitted by /u/Merssedes
    [link] [comments]

    Should I use this Uranium Deposit? (Image in link)

    Posted: 19 Mar 2021 07:26 AM PDT

    The Uranium Deposit in question

    So... my first factory seed has me spawning in relatively close to a sub-decent Uranium patch, and it's the only one so far that has appeared on my radar scans. (Lots of Oil though... why do I hear the sound of freedom in the distance-)

    However, as you can tell, this butts right up next to my science production line, and I presume I may even eventually expand into it (you can see my ghost for my new point defense wall at the bottom left). Additionally, I'm a bit nervous about nuclear power, knowing from youtube's addiction to recommend me Chernobyl videos and knowing the power of nuclear detonations, so unless nuclear power is OP and relatively safe to make, I may avoid nuclear power until I launch my first rocket and better understand the game.

    But the farthest I know about the game is that automation goes brr and trains go zoom, so what are your thoughts? Sacrifice the nuclear patch here for a more sizable and distant (and undetected) uranium patch, or should extraction get in the way of science? Or perhaps I extract then build over it? Feedback is greatly appreciated!

    View Poll

    submitted by /u/SargeanTravis
    [link] [comments]

    When does the game's most efficient item transfer mechanic become outclassed?

    Posted: 19 Mar 2021 01:42 AM PDT

    I'm referring to control+click, which can drop 9600 green circuits into a steel chest in a fraction of a second. I can unload over three train cars into my empty inventory in the same time span. It seems like the fastest science per minute would be achieved by having a large train yard where the highest stacking, most heavily consumed items are loaded and unloaded by the stevedore - probably green circuits, red circuits, and steel at least. This also allows for mixed loads in train cars without complicated logistics, since incompatible ingredients can't be dropped into the wrong machines. Anyway, I'm hoping someone way smarter than me will respond to this thread so that I don't have to do the testing on this myself :)

    submitted by /u/An-Angel_Sent-By-God
    [link] [comments]

    Lag when shooting in multi-player

    Posted: 19 Mar 2021 05:58 AM PDT

    I finally convinced one of my friends to not wait for a sale that won't ever happen. It's the first time playing multi-player. I was hosting and my friend joined in. When his character goes to shoot his screen will stutter heavily. From looking online I found "bug" reports going back to 2016 about lag compensation that seems to match what we are seeing. Is there anything to be done to improve his experience playing the game?

    submitted by /u/TheOGNickster
    [link] [comments]

    K2SE run: Only Astrometric science 4 left before deep space science. Not sure how I'd set up an asteroid field base...

    Posted: 18 Mar 2021 11:29 PM PDT

    I don't know if this is another part where players of SE give up. I've already set up a sun orbit base to make Energy 4 so I do know how to automate a spaceship and use space probe rockets... But power generation has left me stumped.

    Even for my waterless planet I've relied on solar (since it has decent solar bonus) and some gas generators and some burners generators. For my orbit base I use solar because solar is amazing. But I am stumped on what to do.

    I do have an energy beam thing set up on the sun base. Somehow I am making about 11GW of power but the energy beam says its 25GW in power? Unless it charges up overtime if I am not beaming it anywhere and it'll drop to 11GW once its used? But beaming to the asteroid field that I want is 2.7% efficiency. Now even when I do plop down a receiver I have to make use of condenser turbines and I really just have no idea how those work, and its irking me.

    And even THEN dont I need some minimal power to get it started? Unless I can just cannon over vehicle fuel and use a couple of burner generators... And do I just cannon over ice?

    Heck it annoys me that I need sulfuric acid to mine Naquium. Though I guess I can just build a tank to haul it over from the spaceship... I guess if I really wanna be fancy I can haul over steam too instead of losing efficacy in the energy beaming....

    On another note are Naquium fields supposed to be TINY? I am talking about probably fitting like 3 or 4 regular miners TINY. Its got about 4mil in terms of richness but ya...

    submitted by /u/Illusion13
    [link] [comments]

    Multiplayer Mods, modpack?

    Posted: 19 Mar 2021 07:06 AM PDT

    Is there any good multiplayer modpack? We are a group of 4 players. I have these mods enabled now (see screenshots), will there be issues? What do you guys recommend? We would like to have a multiplayer experience with some new things and unexpected events.

    submitted by /u/ICXCNIKA777
    [link] [comments]

    Any reason to have 4-lane train system?

    Posted: 18 Mar 2021 02:13 PM PDT

    So I need to make the decision of either going 4 lanes or 2 lanes for train tracks for a megabase. I initially planned for four lanes, but I've arrived to the point where I find it hardly justifiable. The only way I can see a benefit in designs which actually would create a preference for the innermost rails would be the junctions that dedicate the outermost lane for turning away, whereas the innermost rail would instead be used for going straight through or away. But this seems fairly minimal benefit of avoiding some crossovers and waiting compared to the effort.

    So is it actually really worth it? Alternatively I could base my design so that it alternates with having bigger blocks that the inner lanes circle, where some of the components required by one (smaller) block (inside the bigger block) would be produced by other smaller blocks inside the bigger block. So the outer rail would be used only for long-distance traffic and inner rail wouldn't. But an efficient network like this wouldn't really be the same as thorough 4-lane rail system where each intersection allows either rail to go into any direction. It's just a smartly designed two-layered system where a highway connects each small block to avoid cross-traffic between long-distance hauls and short-distance hauls.

    submitted by /u/dulcetcigarettes
    [link] [comments]

    Somewhere I have a chest with some chemical plants in it. Is there a way I can search the map to figure out where I left it?

    Posted: 18 Mar 2021 04:38 PM PDT

    K2SE

    Posted: 19 Mar 2021 03:08 AM PDT

    what i must do to finish K2+ SE?

    submitted by /u/DominikBba
    [link] [comments]

    Revising the Krastorio Yellow Science Recipe

    Posted: 18 Mar 2021 05:39 PM PDT

    Krastorio 2 is an amazing mod. I've got hundreds of hours in it and nothing negative to say about the developers.

    However, there's one thing I'd do differently (and, it turns out, can do differently). The yellow science recipe (CPUs, low density structures, and rocket fuel) is almost identical to the materials needed for a rocket launch, which generates the next level of science (optimization). This seems like a conscious design decision. But I'd rather have a more diverse and interesting production chain. Three different science packs require lots of LDS.

    I'm starting a K2+SE run now and am coming up with a different yellow science recipe. Has anyone else done this? Some ideas are below - I'm interested in what other K2 players think. Experienced SE players may have suggestions on integrating SE-specific (or AAI Industries-specific) materials into the recipe, which I welcome, but the suggestions below include just K2 ingredients.

    Principle #1: Any replacement recipe should be roughly similar in terms of total ingredients and complexity. If my calculations are correct, per 100 science the default K2 yellow science recipe requires:

    500 iron2200 copper1880 wood650 plastic150 glass150 silicon150 rare metals80 coal5000 oxygen3000 light oil (or ammonia)500 Sulfuric acid

    This assumes no modules and ignores the blank tech cards (which you'll need in any case) for simplicity.

    Principle #2: Any replacement recipe should be doable with only blue science techs. The default K2 recipe doesn't require any techs that depend on purple science (in other words, both purple and yellow can be made with processes unlocked by blue science). You could make yellow require purple first, for example by including express belts, but I assume this is a conscious design choice and don't see any strong reason to change it. That limits any alternative recipe to those that require only up to blue science.

    Principle #3: The recipe should fit thematically. One way to think about the recipes is as vehicles for pushing the player to build more and different things in their factory, and thus preparing them for the next expansion they'll need. For example, blue science demands oil refining, which is required for almost everything that comes after. Purple science in K2 requires red belts, U-238, and production modules, essentially a giant "build a bigger factory" sign.

    It's not totally clear from the recipe what purpose yellow science is supposed to serve, again because its materials are so similar to those required for rocket launches. But it seems to be about pushing the player to prepare for rocket launches, so that they aren't such a massive uphill climb. The CPUs in the default yellow recipe do this, setting the player up for RCU production (and lots of other later uses for CPUs). But the rest of the recipe forces the player to do most of the climb toward launches just for yellow, then more or less do the same thing again for actual rockets. A new recipe would fit before the rocket launch materials, and encourage the player to build a base ready for consistent launches (since the rocket is no longer the endgame condition in K2). But there are likely other views on the thematic role of yellow science in K2. Particularly interested to hear those.

    Given those principles, here's some yellow science recipe ideas:

    1) 5 Yellow Science = 5 CPUs + 250 Ammonia + 10 rail + 1 solar panel

    In terms of requirements, this is quite similar to the default recipe, giving up some copper and plastic in favor of iron, glass, and wood. That's probably a good trade, considering the obscene amount of copper required by higher-level K2 science (largely due to LDS demands). It also trades oil for air capture of hydrogen and nitrogen to make the ammonia, which is an interesting new production chain.

    Thematically, it encourages the player to get ready for rocket fuel by setting up ammonia production, and to build a bigger (rail) base to ramp up for bigger resource demands. It also encourages more steel production, which LDS will demand. Up to this point it's possible to get away with a small starter steel smelting line, woefully inadequate for rockets. The solar panel pushes the player to build out solar generation (though at this point they might have nuclear), and it's needed for the satellite.

    Drawbacks are that it, pardon the pun, railroads the player a bit. Making rocket fuel out of ammonia in a rail base is a good idea, but K2 has lots of ways to play the game. Want to use spaghetti to get oil-based rocket fuel to a silo? That's fine, and in that case rails and ammonia are unhelpful curiosities.

    2) 5 Yellow Science = 5 CPUs + 1 solar panel + 1 accumulator + 5 pollution filters

    I like the basic ingredient mix for this one. Like option 1 above it moves somewhat away from copper, adding more iron, plastic, and coal. It still requires a bunch of oil, though this time in the form of sulfuric acid (from the batteries in the accumulators). It's also an interesting, multi-stage production chain due to the relatively high-complexity solar and accumulator inputs.

    Thematically, it the solar and accumulator (and the CPUs) are required for rocket launches. And the player is encouraged to build out solar and increase steel production a bit. Many players will want to start using air filters as their base grows.

    But some players ignore filters entirely, either because they play w/o biters or because they adopt more violent tactics. And such heavy pressure to build out solar arrays is pointless if you're going for nuclear (or racing to high-level K2 power sources). So I don't love this one either.

    3) 5 Yellow Science = 5 Stack Inserter + 1 Mining Drill Mk2 + 250 Biomethanol + 1 Advanced Radar

    The most radical option (so far). Incentivizes expansion through drills and stack inserters, but in a way that's somewhat agnostic w/r/t to bots vs. belts vs. rail. You probably need both either way. Up to this point it's possible to get away with handcrafting inserters and maybe drills too. Not anymore. The advanced radar is needed for territorial expansion to get ore patches. The biomethanol is mostly there to push players to use it. I think it's one of the most interesting K2 additions, but some players ignore it. I did too, for a while, but have ended up using biofuel for all my trains, at least until advanced fuel is available. It's also useful as a backup power source in gas power plants (or maybe primary?).

    That's all I have so far. Remixes of these ingredients are plausible too, but I'm most interested in radically different ideas!

    I've avoided recipes that include chlorine or ingredients downstream of it (e.g. hydrogen chloride), despite the fact that they're good fits at this point of player progression. I don't love the K2 chlorine recipe. Sand seems overused, particularly before Imersite comes online, the sheer volumes required overwhelm belt capacities in the midgame, and there's no advanced building to produce chlorine, so production layouts are very big. But with some tweaks to the chlorine process, integration into yellow science makes a lot of sense.

    Another consideration: brevven's Lead and Titanium mods are great, simple additions that add a bit of extra complexity and make exploration for resources more interesting. I've enjoyed them in past K2 games. A new yellow science recipe could integrate them better. As it stands, you only need minimal amounts of either for science, until you get to the robot frames required for Advanced science (which include Titanium). Even then very little Lead is required; you might only need 1 lead patch in the whole game unless you make a lot of physical ammo. A yellow science recipe including lead would make that resource much more useful. But that's a niche application. If you're using that mod, let me know and I'll suggest another recipe. If you're not, check it out!

    submitted by /u/Pravin_LOL
    [link] [comments]

    2nd rocket launched 2nd try

    Posted: 18 Mar 2021 10:12 AM PDT

    Hi I got a problem with trains, all signals are green but the train says no path ��

    Posted: 18 Mar 2021 06:42 PM PDT

    Just realized you can use artillery to massively increase your map visibility

    Posted: 18 Mar 2021 12:05 PM PDT

    5/m productivity and speed module 3 spilled over a 100x100 box

    Posted: 18 Mar 2021 09:36 AM PDT

    5/m productivity and speed module 3 spilled over a 100x100 box

    working facility

    I am happy to share my productivity and speed module 3 in a box blueprint.

    With coal liquefication, the facility converts iron, copper, coal and water to productivity module 3 and speed module 3.

    It is completely compatible with Nilaus's 100x100 city block blueprints. You can use upgrade planner to downgrade modules to level one at first, and later upgrade to level three using bots.

    This is inspired by cmikaiti's 100 SPM base in a box. I created this blueprint to produce more modules for the base in a box from raw ore patches.

    Screenshots and design ratio:

    Areas of improvement:

    • Performance 4.7/m is 94% of the original 5/m design goal. Green chip production is the main bottleneck.
    • Coal liquefication spilled over the 100x100 box by 14%. 97x114
    • Resource flow needs improving. For example, iron plates flows too long until it gets into green chip assemblers. This will improve the middle sphegetti.
    submitted by /u/ChevalierUndead
    [link] [comments]

    No comments:

    Post a Comment