Factorio Reasonably happy with the result [Not WR] |
- Reasonably happy with the result [Not WR]
- FactorioLab 1.3!
- Well... The 1st time I played this game was about 2 years ago and gave up at the Blue Science Tech. 2nd play through this last week (yes... one week...)... I DID IT! :D OMG! I'm EXHAUSTED! I need to sleep.
- So I made a large nuclear reactor. . .
- I discovered the rather "unique" border textures of Angel's Smelting's Concrete brick tiles and found they're perfect for creating the illusion of a solid foundation when building up in Surfaces Reloaded.
- Just another unfinished factory running at 211k SPM
- Where's the replay checkbox?
- lazy bastard achievement
- 50-High Ringworld + DangOreus + Lazy Bastard is making me give in to the spaghetti
- Santa's Workshop - 520 red and green science per minute
- Tip for when the bots have an overflowing build queue
- FML: I've realized that Kirk McDonald's calculator uses the beacon index for each module, not as a double-module beacon.
- 4 oil refineries feeding one solid fuel, one sulfur, two plastic, but not making enough gas? The gas igon on the pipes is flickering.
- My First Rockets
- Sushi Question
- The Pyanodon beast has been tamed
- Nothing special, just a neat early-game stonebrick/steel combined smelter I made for military science.
- Anyone wanna play
- modular 1 kilobase, with short logistic flows
- Just finished the full tutorial, and this is my first factory after few hour, I think I'll have to change everything when I'll need to produce more ^^
- How to solve production loop in Helmod? (K2)
Reasonably happy with the result [Not WR] Posted: 08 Apr 2021 04:08 AM PDT
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Posted: 07 Apr 2021 07:19 PM PDT
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Posted: 08 Apr 2021 12:28 AM PDT
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So I made a large nuclear reactor. . . Posted: 07 Apr 2021 08:50 PM PDT
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Posted: 08 Apr 2021 05:24 AM PDT
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Just another unfinished factory running at 211k SPM Posted: 08 Apr 2021 05:09 AM PDT I decided to post this one here because people typically just show the final result but never mention the errors they made. If you don't like modded factories, you might not like it, but don't underestimate the work which is required if you build a non standard factory and can't rely on any blueprint others have built.
Technical background: modded factorio, island map, mostly based around 5dim, with RFP for electricity and badass weapons delivered by the big bertha, advanced furnaces as smelters, omega drills and a remodded (heavily reduced effects) modules of alien industry as excuse to kill aliens. I also fixed a bug which allowed the highest tiers to be used in any place and not in intermediates only. Rampant/natural evolution enemies for some fun, pollution turned on, no ore patch or item being generated using an editor of any type, and ore patches don't give unlimited resources. All running on an AMD 3600X@4.4 GHz with 32 GB CL15 RAM.
The story: It starts with a simple first factory using a main bus and some spaghetti. After around 40h the initial rail grid is defined and we can start moving away from a bus system to a railroad/city block design, after the required bots are finally available: https://i.imgur.com/GZD1i45.png
92h: The initial main bus factory is gone to free up space for the city blocks. I am not running any research at the moment but focus on using the resources to expand the factory. I use a jet (aircraft mod) to travel around, spidertron is too slow and can't cross water. The factory consumes around 9GW at the moment. Energy is provided by mixture of 2 standard design 2x2 nuclear reactors (blueprint from the net), a bunch of 2x3 MKII nuclear reactors (own design, including the whole automatic feeding) using some modded turbines. Total amount of possible output is 40 GW, but I haven't started the one from realistic fusion power yet. A high speed heavy water production site has been built, just like Deuterium extraction and He3 production. The goal is to walk through all of the research to unlock antimatter as energy source plus the two funny artillery shells I plan to use to bring freedom to the surrounding islands. Factory overview: https://i.imgur.com/eIAzIfw.png Heavy water production: https://i.imgur.com/A8czZC9.jpg He3 production (needed at a later stage): https://i.imgur.com/vjREgzB.jpg 3 of my own nuclear plants, 2.1 GW output per nuclear plant: https://i.imgur.com/I0NkCP2.jpg
120h (version a): Dead end, in multiple ways. The factory is running at 32kspm but UPS is down to 30 and below. The reason is a major flaw in the way I have built the factory. Until now I am unloading resources from 1-4 trains into merged chests using two types of miniloaders (because one was cheaper to produce) which saves me from using any balancer. The goods are then either moved to assemblers using underground belts, or in case I use multiple trains to bring in goods combined in another chest and then finally moved to the assemblers. A lot of overhead and the loaders kille the UPS as they are working with merged chests which are up to 1000 slots big. And I am limited with the amount of materials which can be transported. The fastets belt can transport 280 items/s (I doubt that), which is to slow. Typical production center using merged chests: https://i.imgur.com/IFUAhJU.jpg On top, I noticed a lot of traffic jams on the railway system some hours ago, and because most people say: "the intersections are the problem", I tried to resolve this by redesigning the whole railway network and use a 1 way only, two lane and right turn only layout (own design). It turned out that I was wrong, and this one here is a dead end, too. First of all, laying down the tracks caused my head to hurt. The intersections need to be placed carefully, using two types which look very similar but if used in the wrong place, the whole network is broken. There is a reason why the arrows (using rails) are visible on the map. And then while I might save some time by not blocking some of the trains, I loose a lot of possible throughput as trains can only go into one direction every second city block. Not worth it, maybe I'll try it again in a new game. The mess with the new railway system in the upper area: https://i.imgur.com/04uxGXW.png 112h (version b): So back to an older save game and loose 8 hours, and now look at the mess. The whole factory needs a redesign, and the true solution for traffic jams is: add some space between production centers. The trains automatically have more space to move, resulting in less traffic jams. So let's go to work... Almost everything here needs to go after I figured out how to redesign each production center: https://i.imgur.com/pW8u60V.png Side note: these brown circles are leftovers of the RFP artillery. At least ari works.
136h: The new factory takes shape. The miniloaders are slowly replaced by city blocks with small bot networks. I am using the "Moar roboports" mod to build them. They are the only ports which offer a small supply area footprint to fit into such blocks and offer a lot of high power recharging stations to fill the MK10 bots I am using. Big thx to the "LTN cleanup" mod which helps me keeping my trains amnd the network clean during these hours by offering dedicated stations to deal with trains containing unwanted content. I also have decided to build a second, physically separated rail network with 2-8 (electric) trains to bring in goods from outposts and ore patches. It is visible on the left and upper part on the map. Electric power issues are now solved forever. I managed to go through all research steps of the RFP mod, and with antimatter I have unlimited power (6.1 TW), so 110GW energy consumption is no problem at all. Took only 1 million science packs of each color to get there. A new city block using bots: https://i.imgur.com/L8RY1Kl.jpg The bot networks: https://i.imgur.com/40ThO18.png Electric grid in fine shape: https://i.imgur.com/qVx0YD5.png
159h: After an upgrade is before an upgrade... Factory is stable at 68k SPM, but I notice UPS drops due to the electric trains I use. Looks like the energy they require to move is injected via some kind of script, and with the amount of trains I can see some UPS issues coming up soon. So let's replace the trains with 5Dim MK10 ones and use nuclear fuel. Problem is: they are much heavier and don't accelerate very well - bad for inner city travel. So let's change the whole layout from 1-4 and 2-8 trains to 2-4 and 3-8 but leave some smaller special trains (1-1 and 1-2) untouched.
184h: All trains have been replaced and the city is running again after the upgrade from 1-4 to 2-4 trains doing stable 105k SPM (except military). A typical production center looks the following way. 2-4 trains bring in goods into provider chests, unloaded using ultra fast inserters, then transported to the assembler via bots and the output being pushed to requester chests, ready to be loaded to the next train. Bots are fast after worker robot speed upgrade 22 (62.5 mio science packs) and with cargo size upgrade 14. Bots: https://i.imgur.com/R5jX83h.png
Side note - weapon system: With natural evolution enemies and rampant I am no longer on a island. Biters can swim at 99% evolution, so I need to protect every railway track. This is done using laser artillery, placed along each route. For fast nest clearing I am using good old big bertha, which after some upgrades now fires 3 times/second. I just have to use multiple grenades because biters are 100% resistant to one damage type. I use a combination of high ex and bio artillery shells for auto cleaning and the big boys (pure fusion and antimatter shells) for erasing islands. And yes, I also spent some science packs in upgrading those, so a biter either has 100% resis against explosives or it is dead. Map with weapon coverage: https://i.imgur.com/ADxrW0I.png the bad boys: https://i.imgur.com/SyKsGIc.png https://i.imgur.com/mDDgqzs.png The result of using the small one: https://i.imgur.com/vsE63Bx.png
202h: More mods bite the dust due to UPS issues. Automatic train painter (I love the colored trains, but not at that cost) and void-all I used to remove unwanted liquids are gone. Found Automatic train station renamer, and it's a game changer for fast copy&paste stations across a megabase. Just for the lolz I started archiving "things I might need later", like U235, U238 and D2. So beside producing nuclear fuel, I am sucking up some additional uranium ore and store it. The base has been expanded a bit more and now is running at 211k SPM which is the latest status. I am just hitting the 60 UPS cap, mostly caused by the bots, and I am now looking into ways to reduce this now. One approach is to change some city block designs again. Example blue plates. Until now I produce green and red plates in dedicated areas, bring them in, produce blue ones and ship those. The city block uses a single bot network for moving goods. In the new design, I bring in the raw goods (copper plates, plastic, bricks) and produce blue plates in a single run. On top the bot network is split, with one network dedictaed for the output and one for the input side, so there are less issues with bots searching the wrong chest for goods. So let's see if we can push the system a bit more before Rampant and some other mods need to go. New (new) design with two networks per block: https://i.imgur.com/HUGzvjZ.jpg The layout of the factory with enough space around the production areas and small bot networks: https://i.imgur.com/p0BpejG.png U235 archive, each wh 2000 slots, 10 full ones so far: https://i.imgur.com/NUajrpv.jpg One of the six science centers (35k spm consumption): https://i.imgur.com/cxBtyYx.jpg One of the reload stations (3-8 -> 2-4): https://i.imgur.com/9oW5hEJ.png The map so far: https://i.imgur.com/ucnENoa.png Pollution map - go green is not the motto here: https://i.imgur.com/4LWcSP6.png Yes, they can swim (or walk on water): https://i.imgur.com/5GcYLZs.jpg Mall/production center: https://i.imgur.com/M2YH5nl.jpg with energy in the upper left, mall/"defense" (the three berthas) next, a loading block to send goods to the second mall (too much UPS drop due to the many chests in mall 1) and in the lower left the area where raw goods are brought in. An outpost producing low density structures. A single drill generates 37k pollution: https://i.imgur.com/dOrooOX.jpg My only helper for judging how many production centers I need and if the idea works - rate calculator. I just pick an area and look at the stats: https://i.imgur.com/DNiYfWY.jpg and https://i.imgur.com/0cOOjgM.png -it will work because the consumption of red and green is lower than what the assemblers produce. Forget about the copper cables, it's only relevant if the green plate production runs at full speed. So this block produces 28k blue chips/min and by looking at the stats (80k/min consumed) I need at least 4 of those. Stats stats: production stats (1h): https://i.imgur.com/b8TjLgo.png production stats total: https://i.imgur.com/8sTPJO8.png pollution stats: https://i.imgur.com/Gi5w1NT.png Science stats: https://i.imgur.com/7ed9ePe.jpg - the production sites could go faster, I have limited the whole thing by using a limited amount of labs. Train situation - 306 trains, 1718 stations: https://i.imgur.com/1mYYaBC.png Other stats: worker robot speed 24 (262 mio science packs) done, mining productivity 17, robot cargo size 14 and inserter cap. bonus 23 have been finished, and 10 mio landfill has been consumed so far to make the island a bit bigger than it originally was.
So what next? Solve the UPS issues with the bots and go bigger, because the factory must grow. And if anyone wants to see some more aspects of the base, I can share some more screen shots. My learnings so far: no matter if modded or not, at some point you will hit a road block. And it takes a lot of time to rebuild the factory (again) after hitting one. [link] [comments] | ||
Posted: 08 Apr 2021 06:25 AM PDT
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Posted: 08 Apr 2021 05:08 AM PDT Hi, I wanted to get started on the "lazy bastard" achievement But as I did the math, I came to the conclusion that it was impossible to get automation with 111 hand-crafted items or less. I went online to look at some guides, but a lot of them seemed to be for older factorio versions, where the resource costs were different Here's the list I made: I need A lab, a boiler, a steam engine, an offshore pump, a power pole, 10 science packs and one assembling machine Lab (59 crafts) the lab itself (1) 10 Iron gear wheels (10) 10 electronic circuits (10) 30 copper cable for the 10 circuits (30) 4 transport belts (4) 4 iron gear wheels for the belts (4) Boiler, reusing the starter furnace (5 crafts): the boiler (1) 4 pipes (4) steam engine (14 crafts) the steam engine (1) 8 iron gear wheels (8) 5 pipes (5) offshore pump (11 crafts) the pump (1) 1 iron gear wheel (1) 1 pipe (1) 2 electronic circuits (2) 6 copper cable for the circuits (6) power pole (3 crafts) the pole (1) 2 copper wire (2) science packs (20 crafts) 10 packs (10) 10 iron gear wheels (10) assembling machine (18 crafts) the assembly machine (1) 5 iron gear wheels (5) 3 electronic circuits (3) 9 copper cables for the circuits (9) that would be 130 crafts total. Is my math wrong? Where did I screw up? [link] [comments] | ||
50-High Ringworld + DangOreus + Lazy Bastard is making me give in to the spaghetti Posted: 07 Apr 2021 11:35 PM PDT
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Santa's Workshop - 520 red and green science per minute Posted: 07 Apr 2021 01:36 PM PDT
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Tip for when the bots have an overflowing build queue Posted: 08 Apr 2021 02:49 AM PDT
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Posted: 08 Apr 2021 05:17 AM PDT Yesterday I realized that... now I have to go through my whole factory to find resources bottle necks or output limitations. Fuck my life. This at least explains why was I seeing belt starvation way earlier than expected across many factories.... [link] [comments] | ||
Posted: 08 Apr 2021 04:17 AM PDT
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Posted: 07 Apr 2021 09:20 PM PDT
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Posted: 08 Apr 2021 04:12 AM PDT So, I'm making a sushi (memory cell) for ribbonworld and the problem I always face is that the items aren't distributed enough. Basically, there'll be a long stretch of green circuits on the belt and then stretches without any green circuit. Which means, my assemblers are Idle a significant portion of the time. Is there any way to distribute the items evenly? [link] [comments] | ||
The Pyanodon beast has been tamed Posted: 07 Apr 2021 09:25 AM PDT
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Posted: 08 Apr 2021 03:08 AM PDT
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Posted: 08 Apr 2021 06:29 AM PDT I am looking for someone to play a custom mod pack I made.its a difficult modpack [link] [comments] | ||
modular 1 kilobase, with short logistic flows Posted: 07 Apr 2021 01:33 PM PDT
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Posted: 07 Apr 2021 09:54 AM PDT
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How to solve production loop in Helmod? (K2) Posted: 07 Apr 2021 02:31 PM PDT
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