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    Saturday, May 29, 2021

    Factorio My new early game infrastructure mall

    Factorio My new early game infrastructure mall


    My new early game infrastructure mall

    Posted: 28 May 2021 11:44 PM PDT

    Construction-Optimized Roboport Patterns

    Posted: 28 May 2021 03:13 PM PDT

    I did it! Under 8 hours :)

    Posted: 28 May 2021 07:17 PM PDT

    Family

    Posted: 28 May 2021 08:05 PM PDT

    I've got a friend who plays this game with his dad and brother. I occasionally play this game with my dad. Good on you, Wube, for making a game that brings us together.

    submitted by /u/Overlord484
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    Roundabouts? Yay or nay?

    Posted: 29 May 2021 04:47 AM PDT

    Observations about pollution dynamics and nests

    Posted: 28 May 2021 05:51 PM PDT

    Hi all,

    I was doing some simulations on Factorio pollution spreading and found some stuff out that y'all might find interesting.

    <tl/dr> nests get a lot more pollution than you would naively expect.

    I was looking at questions like: at the beginning of the game, you set up 10 burner drills and stone furnaces (140 pollution per minute) and there is a relatively close nest 5 chunks away (this is not uncommon on a death world). How much of that pollution reaches the nest and what rate will it cause biters to spawn?

    As you probably all know, Factorio pollution spreads using a simple first-order diffusion model with a (low) flat-rate absorption rate by terrain. So, if you're like me, the first thing you probably though was: pollution is going to spread in an approximately circular fashion from the source, so the pollution flux will decay as approximately 1/r with a bit more for absorption, and at a distance of 5 chunks the circle has radius 2*pi*5 = 31.4, so a single chunk that takes up 1 chunk of a 31.4 unit perimeter should receive about 140 pollution/m * 1 chunk / 31.4 chunks = 4.45 pollution per minute or a biter and a quarter per minute.

    If you're like me, you'd be wrong.

    Very wrong.

    The actual answer is that at equilibrium, even with fully grass terrain, that nest will be receiving about 12.8 pollution from the 140 unit source. 9% of the pollution goes to the nest! 3 times more than you'd expect just from spreading even neglecting terrain absorption entirely.

    This equilibrium takes a while to achieve, but even after just 10 minutes, 7.5 pollution per minute will be reaching the nest, 70% times higher than expectation total for equilibrium with dud terrain.

    So what is actually going on here? The answer is that for most moderate rates of pollution, spawners will absorb every unit of pollution that touch their chunk (spawners absorb per second, not per minute). This is easily enough to distort the pollution field enough to drive a lot more pollution towards the nest.

    This is actually pretty obvious if you think about it (well, it's obvious if you have an extremely strong intuition for fluid mechanics). If you have an infinite diffusion field with a single, finite source and a single, unlimited sink, then quite clearly, at equilibrium, the sink must have the same level as the source. This is the same as saying that if nests were the only place that pollution could go, eventually all pollution will find its way to a nest somewhere. The question is how close we are to this situation. The answer is: surprisingly close.

    Terrain absorption in Factorio is pathetically weak. E.g., a modest early-game 50 mining drill/stone furnace setup needs a circle of grass 25 chunks in diameter to absorb it.

    Our nest looks very much like the only drain in an infinite diffusion field (or at least, an extremely large one).

    You can also conclude from this that higher levels of pollution are disproportionately worse, since the terrain absorption rate is flat, so the more pollution there is, the less terrain relatively matters and the closer we are to a situation where all pollution goes to nests. And you'd be right, in a really bad way. Once you get to the aforementioned 50 burner drills and furnaces, more than 150 of the 700 pollution/minute (22%) will be ending up in the nest 5 chunks away. 150 pollution is 37.5 biters, and since each biter is 1.33 iron to kill with standard ammo (1/3rd magazine * 4 iron), you're going to need 50 iron per minute (4 drills) devoted to ammo production. So one in every 13 drills will need to be producing ammo. You really need to rush to grenades for this kind of nest.

    Another interesting property is that the pollution-cloud-skewing property of the nests means that distance is helpful, but not necessarily in the ways you'd expect. You get more time, because the pollution takes time to get there, and the threshold of pollution production for the cloud being significantly affected gets higher. However, once a nest is deep in your cloud, the fraction of pollution going to it will end up being extremely high, regardless of how far away the nest is, because nests suck pollution really effectively. Clearing your cloud of nests needs to be a priority once your pollution total gets beyond a certain level, because a very large proportion of that total will steer itself into those nests.

    submitted by /u/Icy-Row3389
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    There is no such thing as an Overengineered Design (or so I thought)

    Posted: 28 May 2021 12:04 PM PDT

    Genuinely curious: why do so many posts requesting help / insight / a blueprint to illustrate a concept, result in there being almost-literally-always a reply saying "don't use blueprints it'll spoil the fun"?

    Posted: 28 May 2021 09:40 PM PDT

    This is a sandbox game. There are more ways to play it than I suspect have even been discovered yet.

    This happens to me, but I've also seen it happening to others who post. I cannot speak for anyone else, but I have a learning disability (first diagnosed as an adult). I'm on the autism spectrum. How I "learn how to do something" works for me. Piping in to mutter that an OP's learning method wouldn't work for you in your own personal life... is not a reply that acknowledges the spirit of the game itself, let alone the core of the post itself.

    Understand, this is not intended as a complaint. I've seen it happen often enough to realize that this is more than an internet thing, for whatever reason humans just feel that this theme of reply (which confuses me) is apparently somewhat normal.

    I'm asking, why? What would an OP have to say to invite more of the same responses, or to prevent them?

    submitted by /u/RolandDeepson
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    Compact Solar Array (131.49 MW)

    Posted: 28 May 2021 10:45 PM PDT

    I have created a new solar array design with the goal of maximizing net power production per area. The result is the most efficient solar array in Factorio I am aware of that has roboport and radar coverage and that is reasonably small (7 x 7 chunks or smaller).

    This blueprint can be tiled horizontally, vertically, and/or diagonally. There is also landfill included, but it is highly recommended to place landfill by hand when building over water because doing so is much faster and using bots to build landfill might not work 100% of the time due to substation placement in this blueprint.

    Factorio Prints page: https://factorioprints.com/view/-Maq_izsZeK17XUi4wO4

    Pastebin: https://pastebin.com/MA7pYNdd

    Specs

    • 198 x 199 tile footprint
    • 131.49 MW net sustained power production
    • 13215 MJ accumulator electric storage
    • 0.840382 accumulator to solar panel ratio (0.84 is ideal)
    • 3.337140 kW / tile (best ever)
    • 299.6578 tiles / MW (best ever)
    • 3145 solar panels
    • 2643 accumulators
    • 102 substations (when tiled)
    • 6 roboports (when tiled)
    • 1 radar (when tiled)

    I also have a smaller and more practical 3x3 chunk-aligned design: https://www.reddit.com/r/factorio/comments/mzdnp8/3x3_chunk_solar_array_301_mw/

    submitted by /u/_RandomComputerUser_
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    Question: Is there a button to accept all new recipes?

    Posted: 28 May 2021 11:46 PM PDT

    a) If there is, I can't find it or
    b) one doesn't exist...

    I find it useful only in the case of modded, where you unlock many new fluid barreling recipes. But still, where there is a (meaningful) problem, Wube is quick to respond.

    submitted by /u/Tesseractcubed
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    Deathworld in a nutshell ....... "mine!"

    Posted: 29 May 2021 02:49 AM PDT

    is there any way or mod to read the locomotive fuel count ?

    Posted: 28 May 2021 08:28 PM PDT

    What do you find fun other than launching the rocket ship?

    Posted: 28 May 2021 08:27 PM PDT

    I've really been enjoying Factorio. However, I just go straight for the rocket ship as fast as possible, and then I'm done. I mean, I'm not that fast, but that's my path.

    What else do you do?

    Do you play after the rocket ship is done? Do you try different mods?

    I have the bio industries mod, and that's about it.

    I'm less interested in building configurations that produce quickly, or making puzzles.

    I tried one scenario where waves of biters come at you, and it wasn't clear how to win, so I didn't go back to it.

    EDIT: Thanks for the replies!

    submitted by /u/dfrankow
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    construction bots stop working?

    Posted: 28 May 2021 08:12 PM PDT

    started a game with pyandons various mods and py quick start with bots... charged armor, ports and batteries worked fine for a while... then bots just stopped working. Still, in inventory, everything charged, no active bots on map out of power or anything, have pulled out all modules removed armour, and reloaded. nothing is getting them to work again. any ideas?

    submitted by /u/Mainecenti
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    Want to know if this will cause too many problems in my base

    Posted: 28 May 2021 10:02 AM PDT

    Keeping space nuclear-free for the children

    Posted: 28 May 2021 01:51 PM PDT

    I'm having very slow binaries download from factorio cdn

    Posted: 28 May 2021 04:42 PM PDT

    Hi, im trying to download the windows zip copy from the official factorio site, but the download appears to have a speed limit, making the download time almost 5 hours, is this speed normal?

    Thanks.

    submitted by /u/LittleEpicBoss
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    The SeaBlock Pain

    Posted: 28 May 2021 02:41 PM PDT

    The SeaBlock Pain

    Another SeaBlock Attempt i started this month. Got to green science so far, and im preparing for the blue science pain.

    This time im trying out the LTN mod for the first time. Im planning to build a rail grid to send most of the stuff around on trains.

    Late Early Game after 33 hours. I'm starting to work on LTN blocks on the right edge

    Ore and plate processing. Im procrastinating on expanding it because its such a mess.

    The current Main Bus

    Charcoal from Tianaton Farming. It saves me the hassle with mineralized water

    Powerplant with liquid fuel boilers

    submitted by /u/Teefighter
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    Factorio provider for Terraform, a popular DevOps language used to describe and deploy cloud resources like web servers

    Posted: 28 May 2021 11:56 AM PDT

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