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    Factorio Weekly Question Thread

    Factorio Weekly Question Thread


    Weekly Question Thread

    Posted: 28 Mar 2021 09:00 PM PDT

    Ask any questions you might have.

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    submitted by /u/AutoModerator
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    Made a little spagetti science Block

    Posted: 29 Mar 2021 05:34 AM PDT

    Quin69 "Double the output" 5Head contraption

    Posted: 28 Mar 2021 11:50 AM PDT

    TIL: You can edit blueprints and mess around in a web browser while you are at work and cannot run the game itself

    Posted: 29 Mar 2021 03:44 AM PDT

    The dumbest possible way of using programmable speakers: an artillery-based piano.

    Posted: 28 Mar 2021 03:57 PM PDT

    Umm... I think I have some nukes somewhere in my base

    Posted: 28 Mar 2021 08:20 PM PDT

    is there anyway to get rid of this grass stuff?

    Posted: 28 Mar 2021 10:32 PM PDT

    Send help. Or food/water

    Posted: 29 Mar 2021 09:03 AM PDT

    Streamer Quin69 is currently streaming Factorio to ~12k viewers. It's absolutely hilarious to watch :)

    Posted: 28 Mar 2021 10:07 AM PDT

    I wish I was new again to experience it for the first time :(

    submitted by /u/Peruzzy
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    I've played a lot in the past, but I always end up restarting. This is the start of the first game that I'm really motivated to complete.

    Posted: 28 Mar 2021 10:31 PM PDT

    Self-proclaimed God Gamer, Quin69, successfully automates red science

    Posted: 28 Mar 2021 01:13 PM PDT

    This thing turns raw rescources into artillery shells

    Posted: 28 Mar 2021 02:47 PM PDT

    24 to 24 inline lane balancer

    Posted: 29 Mar 2021 08:02 AM PDT

    24 to 24 inline lane balancer

    Thought I would post it here, as I haven't seen one of these around yet. It is a 24 to 24 inline balancer (throughput limited).

    How it was made:- Started with a normal 6 to 6 balancer (credits to Durabys and others) and made it inline.- Added a mirrored 6-to-6 next to the first one, and added some spagetti to make a 12-to-12 balancer.- Took two 12-to-12 and combined them with fractal mixing to get to the full 24-to-24.

    Hope it can be of use to someone :-)

    https://preview.redd.it/t0j7lo9hfzp61.jpg?width=681&format=pjpg&auto=webp&s=ccd7cdf1a2498770c0efc10269d12f71c9412360

    submitted by /u/Lordpoep
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    A mod for putting a blueprint into Spidertron so that it requests the mats from the logistics network.

    Posted: 29 Mar 2021 07:51 AM PDT

    I am looking for a mod that I can use to put a blueprint into spidertron or my self so that it requests what is needed for that print. This seems like a mod that would have been out already but I can not seem to find one. Thank you for any help.

    submitted by /u/HerAnus
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    20000 SPM = 303*66, belts and bots, 60+ UPS

    Posted: 28 Mar 2021 08:58 PM PDT

    Here is a mod I think is REALLY underrated. I could explain what it does, but a video says more than thousand words. (Disclaimer: The mod does not origin from me, credits goes to u/emlun)

    Posted: 28 Mar 2021 12:24 PM PDT

    Blueprint service to add landfill?

    Posted: 29 Mar 2021 05:55 AM PDT

    Is there a place I can send a huge blueprint string and get back one with landfill tiles underneath everything? Not a new mod.

    submitted by /u/demosthenex
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    Good vanilla plus mods?

    Posted: 29 Mar 2021 08:59 AM PDT

    I haven't played Factorio in a few years and I see a lot has changed.

    So I Was wondering about good vanilla plus mods that don't change base gameplay but makes it a bit less frustrating for someone who hasn't played in a while?
    Stuff like Long reach, squeak through, bottleneck and afraid of the dark.

    submitted by /u/JamesDuckington
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    10kspm achieved! Featuring 500spm raw-to-science "units" and automated construction

    Posted: 28 Mar 2021 08:11 AM PDT

    10kspm achieved! Featuring 500spm raw-to-science "units" and automated construction

    I did it! :)

    I wanted to join the ranks of the real megabases, so I aimed to build a 10kspm factory. I didn't want to do a city-block design, as my thinking is that we know exactly which ratios of products we need to create 1spm. So, from smelting to lab everything is in a fixed ratio. The only thing you can't really include in this is mining as that is limited to resource patches.

    So what I decided to do was design a science "unit" that consumes raw resources (ore, crude, water) and builds and consumes all science packs. I decided to go for 500 spm per science unit, as that is a single rocket silo, and it is still somewhat manageable. Thus, I needed 10 of those units, plus all the outposts, rails, power etc, to keep them supplied.

    This was a fun exercise, and in principle it is scalable to the limits of the CPU - but in practice my UPS already dropped to 20, so I'm pretty much done with this map. I guess to go well beyond this SPM target on my machine I would need to go into UPS-efficient design, which I haven't really bothered with so far (I guess it means going solar and using 12-beacon designs).

    Blueprint book containing all used blueprints: https://gist.githubusercontent.com/vanatteveldt/a65f3580ed0a8f01ba1e4da51524e38b/raw/cd148155d84b32c353d273579422df37c95c659b/blueprints.

    Save file: https://www.dropbox.com/s/s5iudes2yiv7qn8/vanatteveldt_10kspm.zip?dl=0

    * Base overview \*

    Base overview

    The main structure of the base is a double N/S rail line, with science units (the white blobs) in between and outposts on either side. In total, I used 11 science units specced at 500 spm to get a little bit of margin.

    * Science units \*

    5 science units with stackers and outposts

    The main productive unit is the "Science 500", a fully self contained ore-fed science factory that smelts, refines, and builds all intermediates and science packs. They are constructed around a single rocket silo, which is enough to get to ~500 spm.

    One science unit. Silo in middle, refining top right, smelting everywhere :)

    The design is hybrid belt-bot. All ores are unload and transported by belt to the smelter, and most plates are transported by belt to the next tier. Higher tier products are mostly transported by bot to make the logistics manageable. As a result, each unit needs only about 1000 bots. The units can produce military science, but I didn't really use that on this (peaceful) map. If memory serves, it can supply the full 500spm either with military, or with purple, but not both as they share the steel and stone smelters.

    The units are built in two phases. First, a starter blueprint is placed which builds the rails and a 'builder station' that calls the supply train. This blueprint is within the construction distance of the rail roboports, but the roboport of the science unit which starts from the starter station is isolated. The supply train then brings construction bots and all needed building materials.

    To give an idea of scale, each science unit is 6x10 chunks and requires 2.5k speed and prod modules, 1.2k beacons and 4k blue belts to feed about 500 smelters and 300 assemblers. When operational, it consumes 25k copper, 32k iron, ~6k stone and coal, 100k water and 60k crude oil per minute.

    I use 2-6 trains, so in fact the number of trains per minute is quite limited. Each solid train is 12k, so that is 2 copper trains, 3 iron trains and under 1 stone, coal, oil and water trains per minute.

    For control, there are green circuit-controlled lights at the train unloading (to see all raw materials are fully supplied) and at the rocket silo (to see which science or rocket part is the bottleneck). Of course, in theory if all raw materials are supplied it should produce/consume the 500 science packs as specced...

    [E: earlier post about (a slightly older version of) the science unit design]

    https://preview.redd.it/1re5b9qe8sp61.png?width=1088&format=png&auto=webp&s=62a97581070f9d97c722addc14753b2fb6c3ba7b

    https://preview.redd.it/xbeigkrf8sp61.png?width=648&format=png&auto=webp&s=7f6aa769def9ecbe2c9231c6868df7d7638abdf1

    * Rail grid \*

    The rail grid mostly conists of two long main lines left and right of the units. On either side I connected to outposts were there were mineral patches.

    To make this, I used grid-aligned blueprints for straight sections and left/right 3-way junctions and a 4-way junction that can be imposed on the straight sections.

    All rail was roboport-connected, but I placed periodic building material stations and 'cut' the roboport below a building material station to segment the rail grid to prevent bots from flying halfway across the map to build a signal.

    * Outposts \*

    Outposts are all beaconed direct mine-to-train. At the end (within mining prod 120) it took about 10-15 seconds for a train to load. Each outpost had a limit of 2 trains and a waiting area directly behind.

    Blueprints were constructed by two dedicated spidertrons, both with lots of rails, landfill, beacons and speed modules, and one with mines and the other with pumpjacks, pumps etc. I used blueprints to place the outpost itself and the connecting rails, and did some manual routing to connect the rail to the grid.

    Copper mines

    With the rail delivery stations I also build 'depots' filled from my mall with outpost construction materials, so spidertrons could return to the depots to be filled.

    Outpost building depot

    * Mall and module production *

    The mall is built around a number of beaconed ore-to-module rows derived from the science units. To this I organically added more steel and circuit production and a small field of logistic assembler pairs to produce all needed goods for building the rails, science units, etc. 3 trains (for the depot, sicence builder, and nuke builder) are automatically loaded with a small stacker added afterwards when I started using more than one train for each type.

    Mall (top), 2 module lines (bottom right) and builder stations (left)

    The mall takes in iron and copper ore. It also uses stone, coal, crude and water but these were all available in the neighbourhood and never ran dry.

    The mall was specced to build about 36 level 3 modules per minutes, but with each science unit costing 5k modules, that meant an expansion rate of about one science unit every two hours.

    (curiously, the rail supplies stations are still supplied from my starter base way to the south, but since that was never a bottleneck I couldn't be bothered to move this)

    * Train management \*

    The 11 science units each have 3 iron, 3 copper, 1 stone, 1 coal, 1 oil and 1 water station. Each stop has train limit 2, so this gives room for 66 iron/copper and 22 stone/coal/oil/water trains. Of course, the trains need time to go to the outpost and load, so an oversupply of trains is needed. In total, I built about 200 iron/copper and 60 stone/coal/oil/water trains to make sure trains were not the bottleneck.

    To give these extra trains a place to stop I build 'stackers of last resort' next to the science units, which each have room for 3 trains leading to a station with a permanently closed signal.

    [E: /u/kano96's post explaining the stacker of last resort]

    There are also some dummy stations, so the route becomes very unattractive. this means that if a train is full but has no station to go to, it will route to the nearest stacker and wait for the chain signal before the closed signal. Then once a station opens up, it will route to that station instead.

    \"stacker of last resort\" (with some curviness to fit enough trains)

    This should work as long as there's enough time for a train to get to an open station before the next train is emptied (since each station has one buffer train waiting right behind the unloading train).

    To build and launch all the trains I made a special facility that build the engines and wagons and had a rail yard to launch the trains for one unit (6 each iron and copper, and 2 each of the rest), with a blueprint that made all 24 trains. That meant I would just place the blueprint, come back later, set all trains to automatic, and place a new blueprint.

    Train launcher for 24 trains (12 here, 12 above just outside screenshot)

    * Power \*

    Mall area and nuclear power

    Power is provided with a 2xn tileable nuclear plant design. Since the lakes on this map were pretty small, I had to make multiple of these plants, most being around 2x10-2x20. To facilitate construction, I used a starter blueprint which builds a station that calls the builder train. I then have blueprints for landfill (leaving two trenches for water intake), scaffolding (power, roboports), and the plant itself. So I used my engineer to build a train track to a lake, place the starter station, and the startion could build itself for the rest.

    [E: Earlier post with the nuclear plant design]

    Nuclear builder station and part of nuclear plant.

    In the end, I have 412 nuclear reactors supplying about 10k turbines giving ~60G power.

    https://preview.redd.it/4re785q1asp61.png?width=2312&format=png&auto=webp&s=79d25faa5d29cc3ab5cc3648a89d40647750566f

    Nuclear fuel (for trains and reactors) is produced from a single facility built next to a >10M uranium patch. I had two buffer chests that should be permanently full of U235 and U238, and the centrifuges were fed for the respective processes whenever one of them had space. Alarms were set to warn when any resource was not 90% full, as I had no desire to go fix brownouts.

    Nuclear facility

    submitted by /u/vanatteveldt
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    It would be nice if we could put a blueprint in a special request box in our inventories and all needed materials will be requested automatically

    Posted: 28 Mar 2021 11:20 AM PDT

    Sometimes I build blueprints in the middle of nowhere and take all needed materials with me in my inventory. Its super annoying when I forget to request a specific item and have to run/drive all the way back.

    Requesting all the items also messes up the request tab frequently.

    A specific box in our inventories would be nice. You could put a created blueprint in there as reference and all the needed items for that specific blueprint will be requested once.

    Just an idea I wanted to share. Maybe as inspiration for a mod or something.

    submitted by /u/Mo11Mo
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    Dual Smelter

    Posted: 28 Mar 2021 12:08 PM PDT

    So I’m trying to get into modding, but I get this error, as far as I’m concerned, I closed everything the right way but maybe I didn’t see something. Anyone any tips?

    Posted: 29 Mar 2021 02:38 AM PDT

    I know how much you guys like to fix things, the Factorio Icon doesn't scale like some of the others.

    Posted: 28 Mar 2021 09:17 AM PDT

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