• Breaking News

    Sunday, June 6, 2021

    Factorio My hardest worker...

    Factorio My hardest worker...


    My hardest worker...

    Posted: 05 Jun 2021 04:37 PM PDT

    Super Compact 1kSPM All Science Builds

    Posted: 06 Jun 2021 04:15 AM PDT

    Zoomed out pollution values make an interesting pattern.

    Posted: 05 Jun 2021 06:49 PM PDT

    First time ever beating the game! As a new player this game is 10/10. Never had so much fun learning and trouble shooting in a game! This game was has been my favorite purchase of the last few years. Don't mind those 41 deaths... those trains are dicks.

    Posted: 05 Jun 2021 07:17 PM PDT

    The McClintock Well #1, the world's oldest continuously operating oil well, Venango County, Pennsylvania, United States [OC]

    Posted: 06 Jun 2021 05:04 AM PDT

    A 72 Rocket Solute to the Factory

    Posted: 06 Jun 2021 12:16 AM PDT

    My latest base project: The Hub

    Posted: 05 Jun 2021 10:47 PM PDT

    My latest base project: The Hub

    I think I'm finally ready to share my latest project, which I'm happy to report was a complete and total failure!

    I stated with three simple goals:

    • Every. Single. Item. has its own completely isolated production block / Logistics network.
    • Every block uses a single train that brings in ingredients AND pulls out the finished product.
    • All items come back to one central Hub, where they get sorted onto their trains by bot.

    My initial goal was 1000spm, but after starting to plan it out, the size of the train needed for copper cables would be absolutely ludicrous, so I scaled it back to 333 SPM, and figured I would copy the whole thing three times to get to 1000.

    I started on an existing map that was running at about 180SPM / mining prod 12. The first thing I did was tear down everything on that map and dump it into a huge storage farm. (If you've never done this, I highly recommend it! I could do another post on that process, but the short version is it was a blast.)

    I started with a bot-only mall, which I gradually added things to as I went. As you can see it's completely boring, the only interesting piece is the unloading station for my 4-12 deconstruction train.

    Bot Mall. Green/Red chips were the only thing I kept producing in my old 180spm base.

    My original 180spm base used very few beacons/modules, and I knew I wanted them for this, so the next step was building a subfactory just for speed 3 / prod 3 modules.

    By this point I decided that I wanted to try and use bots for as much as possible, so threw it all into a roboport box. As you'll soon figure out for most of this I went for ease of use over looks for most of it. I belted in iron ore because it happened to be right beside a deposit, and trained in copper.

    Speed 3 Module subfactory. Enough to have one 8-beaconed am3 producing constantly. (8.75 modules/min) - There is an identical one above, producing prod 3 modules.

    Once I got the two module factories running I realized my old ~1GW nuclear plant from the old base wasn't going to cut it, so ended up building a new nuclear plant. Again, went for easy over pretty, but I've always been of the mindset that nuclear fuel is cheaper than dirt so it's not worth complicating it with steam storage or perfect ratios. I always just try to recreate the simple layout of coal fired boilers, and it has never let me down. I ended up with a 2x4 reactor setup build on the edge of an already-conveniently-flat lake, and ended up repeating the same plant 10 times. I'm currently producing 11.2GW, but a little bit of that is the original plant at the old base.

    Nuclear plant 1 of 10, produces a little over 1GW without having to put any thought into it.

    And of course, no factory walkthrough would be complete without showing the Kovarex setup. This further proves why it's not worth obsessing over perfect nuclear ratios or fuel savings, after a little bit of seed time, virtually all of the fuel needed for all 80 reactors is coming from a single Kovarex assembler and used fuel recycler, I don't think I've ever seen the raw ore processing assemblers working once their buffers filled.

    Koxarex / Nuclear Fuel Processing/Recycling. This one block is enough to fuel all 80 reactors.

    The circuts for the kovarex process seemed straightforward at the time but it was a few hundred hours ago so the details are a bit fuzzy :D - The only smarts are on four inserters. It uses an active provider chest on the used fuel cell recycler to prioritize the output from that, and one of the only belts in the whole factory that moves the u-238 from the kovarex output, only once a buffer threshold is reached. If anyone is interested I can go into more detail on that but it's not really the point of this post.

    So, with all the infrastructure in place it was finally time to start building THE HUB. I'll start with the full base in all its glory

    Full map overview. Hub in the center, Nuclear plant to the south, module factory to the west, science production east, everything else north.

    Here's a closeup of The Hub itself:

    The left side of the hub. I originally hoped to fit it all into a 6-chunk block, but due to incredibly poor planning it ended up taking 2 6-chunk blocks plus some extra for science.

    The right side of the hub. This side is mostly the late-game items that you only need a handful of, so I switched to 1-1 trains and crammed 3 in per line.

    And since it's a little hard to see from the map overview, here's a closeup of what I'm talking about when I say "Production blocks' - Each item has its own logistics network, everything is trained in and out. When I started out I thought I didn't want to restrict myself to a city block grid, but now I really wish I had.

    Map view showing individual production blocks. Left side are the high-volume items (Copper cable etc), right side are lower volume.

    And a map view of The Hub to show station names / locations:

    https://preview.redd.it/gg0b8x1hzk371.png?width=2560&format=png&auto=webp&s=6aa3425e9d513c05437f92cc444c3c50aa62c5c8

    Some things to note:

    • Each item has a single pair of identical trains, that each load and unload the raw ingredients and the finished product for every item.
    • All fluids have to share a wagon with solid ingredients, so they all have to get barrelled/unbarreled.
    • I cheated fluids a little, using a centralized refinery block with the typical circuit-controlled cracking to make sure it doesn't back up, and just trained in light oil, lube, and petroleum rather than trying to balance them all in individual blocks.

    When I first came up with the concept for this project I assumed I would have to do some crazy circuit logic to coordinate using a single train to load raw materials and finished ingredients, thinking about RS latches and counting items going in/out, but I realized after a little trial and error that for the throughput I needed, simply filtering slots on each wagon and doing some simple train schedules I could accomplish the same thing fairly easily. To be honest this was a little disappointing to discover, since it made the whole project much "Easier" but also a little tedious.

    Here's an example: The train for green science:

    The schedule and wagon filter for the 1-1 Green Science train.

    And the green science production block

    This is where the magic happens, looking at the train schedule, the train will wait at the Hub until it's empty of green science but has enough raw materials to produce 1000 of them. It then goes to the production block where it waits until it either:

    • Has 1000 green science, or
    • It unloads any of its raw ingredients, AND the block has less than three loads worth of raw ingredients in its buffer. (Notice that the passive provider chests the train unloads into are hooked back into the station with a wire, with the wire connection set to "send to train"

    The other interesting piece here was auto-supplying each production block with logistic robots. At the edge of each block's logistic network I placed a requester chest requesting logistic bots, and an inserter that dumps them into a passive provider. Then another requester/inserter pair that is wired to only insert them into the roboport if there is less an 100 available bots. You have to seed each block with at least one bot, but after that this setup will automatically keep loading bots as long as the block needs them.

    I repeated this exact setup for EVERY. SINGLE. ITEM. that is required to produce all 6 sciences (Excluding military, since I play without biters) and the sciences themselves.

    I tried, with mixed success, to balance the ingredients for each item based on how many of everything each item needs, but with how I built in a three-train buffer for everything that wasn't too important.

    The only part that really complicated things were items that require fluids, for example take sulfur:

    The Sulfur production block. Empties water barrels, which then have to be loaded back onto the train to take back to the hub for refilling.

    Some lessons learned:

    • I think the idea of having a central hub that is sorted by bots has some potential for a few moderate-volume items. For bulk items like copper cables and green chips it's impractical trying to get enough throughput, and for late-game low-volume items like robot frames it's pointless since you only need a handful of assemblers, you're better off keeping everything close together (Until you get to massive scale)
    • I knew from the beginning that doing it this way introduces huge buffers throughout the chain, and that would possibly hurt throughput for the first while until it balanced out. I thought this wouldn't be a big deal, but at the very end when I finally placed down the last train to bring in white science, I quickly realized that was a massive problem. The buffers were so huge that it would take many hours for anything to balance, (For example, all of my plastic was going to feed red chips, starving my LDS block.) I thought I would be smart and use the console to increase the game speed to 10x, but I'm running this on a potato so the most I could get out of it is 120UPS, but more often it would sit around 80-90UPS.
    • I thought this would be a fun little project. It was fun for the first few hours, then it got a little tedious. I was determined to finish though. From the time I started deconstructing the starter base until now I've put 53 hours into this project. (That's all build time, I never let it sit AFK.) Don't tell my wife.
    • This is an absolutely stupid, ludicrous, pointless idea and should never be attempted by anyone ever.
    • I would love to see everyone else's attempts to build a similar project more efficiently ;) I'm on this sub all the time but if anyone decides to give it a try please tag me so I can see it.
    submitted by /u/KyleAtSchool
    [link] [comments]

    Is there any reason to switch to nuclear power if I have solar fields?

    Posted: 06 Jun 2021 06:20 AM PDT

    I have my base set up so that I just put down a blueprint and my robots expand my solar field automatically. Space doesn't seem to be an issue and nuclear power seems like a pain to deal with. Is there really any reason to switch?

    submitted by /u/Tromboneman14
    [link] [comments]

    That feeling when your base is powered by that one wire you just broke.

    Posted: 05 Jun 2021 07:13 PM PDT

    Best Practice for Late Game Mining?

    Posted: 06 Jun 2021 04:50 AM PDT

    What are the best practices out there for late game mining? Bots belts or direct insertion? Beacons? Modules? Here is what I'm working with right now https://imgur.com/a/HSRfPar

    edit: should specify that I'm going for a 250 spm train based build

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

    oh god what have i done

    Posted: 05 Jun 2021 07:13 PM PDT

    In my last post people suggested i make mini-bases, is this small enough ? There's more uranium in both NW and S where should I expand the great wall next?

    Posted: 05 Jun 2021 11:40 PM PDT

    that one time I tried to get the golem achievement before finding out that artillery shells do exactly 500 damage

    Posted: 05 Jun 2021 06:52 PM PDT

    Solar Storage.

    Posted: 06 Jun 2021 06:19 AM PDT

    Is there a way to make it so a solar battery will only give power to say a laser turret without the whole grid taking it through wires or something like that?

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

    Have had a lot of interest in the demo

    Posted: 05 Jun 2021 08:42 PM PDT

    I have logged almost 20 hours in 5 days on the standalone and steam demos and have found enjoyment in replaying the scenarios with the goal in adding challenges such as not dying or using only the things given to you directly in the scenario to advance as far as possible. I'm planning on buying the game at a later date while continuing to go through the demo. Is the whole game similar to the demos or are they different in terms of goals?

    submitted by /u/andthatsitmark2
    [link] [comments]

    What are your favorite Mods for a vanilla like experience?

    Posted: 06 Jun 2021 01:32 AM PDT

    Hi Guys,

    I have a quick question about mods: I want a fairly vanilla like experience when playing factorio. I played a few of Bob's mods, but they change a little too much for my liking.

    What I'm looking for are mods that add useful or fun little things to the game, like a mod that adds a traffic light to each production building whether it is running optimal or stopping for any reason (I forgot its name).

    Is there already a collection of reviewed mods on here that I didn't find?

    Cheers, Walter

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

    We all know the 4 to 4 blanacer on top but the other one should be equivalent, isn't it?

    Posted: 06 Jun 2021 05:08 AM PDT

    Compact Blue Science, pre-Blue Science Materials Only, 30spm, 24x15 tiles

    Posted: 05 Jun 2021 04:15 PM PDT

    Can someone explain SpaceX to me? (finished Vanilla condition and confused now)

    Posted: 06 Jun 2021 03:58 AM PDT

    Hey guys,

    looking forward to a longer endgame when I returned to factorio after a long time I installted SpaceX mod. Now I just reached my first Rocket launch, clicked 'launch' and it said 'congrats you won the game'.

    I am very confused. SpaceX button says 0/7 Satalites launched? Also there is a Space science pack that I can't seem to build and I just researched Space construction which I don't seem to be able to do anything with...

    Can someone please explain how this mod works to me? I couldn't find a tutorial online.

    Thank you guys for helping a newbie out 😊😊

    submitted by /u/Mojo-man
    [link] [comments]

    Better check the meter

    Posted: 06 Jun 2021 07:25 AM PDT

    No comments:

    Post a Comment