Factorio I created my first mod: Grenade Yeet! A fun new way to defend your base. |
- I created my first mod: Grenade Yeet! A fun new way to defend your base.
- I should not have compared it. Bad idea.
- Boiler ain't boilin'
- A Before And After Base Picture From Early Game To Mid Game Krastorio 2.
- Help salvaging first liquids play through
- When you can't maintain the perfect solar ratio, is it better to have more accumulators or panels?
- My 100 reactor nuclear plant (Details and info plus blueprint in comments)
- Flying vehicle run-way (Raven Lifted Mod)
- Beaconed blue science 45/s - City block
- 130 hours in and I'm satisfied with my green science machine.
- Fix request (Bug?): Running out of item while ghost drag placing removes item from cursor.
- Krastorio 2 playthrough
- First time building to blue science in months, it is what some may call "spaghetti" but I prefer to call it organized chaos personally
- 9 Tiles Ribbon World: Making a usable train network
- Tiers for solar panels and accumulator
- Mod Help (Bobs/Angels Mods)
- Train signals
- Center of recursive blueprints base
- I'm addicted to making designs as compact as I can. I need help.
- Compact ratio-perfect 180 chemical science per min
- Favorite underated mods?
I created my first mod: Grenade Yeet! A fun new way to defend your base. Posted: 13 Jul 2021 10:19 AM PDT
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I should not have compared it. Bad idea. Posted: 14 Jul 2021 06:58 AM PDT So a few of you might already hate me for constantly advocating against "the bus". Both for early game (as spaghetti is so much tastier) and end game (because trains are so cool). In the past few weeks I constructed a comparison. The basis are 225spm blocks for each science (red, green and blue are combined into one). In one save I made 12 "city blocks" with one of each these science blocks and the appropiate labs to consume the science locally, and being fed by trains entirely. Picture of this The second save uses the exact same science blocks, but grouped per science (not per 225spm), and fed 100% by belts alone. Not a single train in this save. The labs are also consolidated into one big lab array, again fed by belts. Picture of that The "stuff from oil" setups are also identical between saves, but in the train one I used an intentionally far away "outpost" that delivers crude and water from infinity pipes, while the main bus save has the infinity pipes directly connected to the refinery inputs. Since gathering these ressources would end up similar between these concepts in that way, I ditched making actual pump jack and water pump fields. I have used inserter clocking extensively in both versions. Copper and iron plates, GC and steel outputs are perfectly clocked to the theoretical production of the respective items. This is also true for a few low volume items within the science blocks. (BC, RC, LDS and such.) This is identical for both setups. I also circuit-balanced train offloading for the train based save. In turn, I lane-balance every input to the bus-fed setup after leaving the bus. Every single one. The bus outputs themselves are "top shifted" by diagonal priority splitter arrays to void the need for balancing the bus itsef, and force as many and as long stretches of saturated belts as possible. The bus base also got the benefit of perfectly placed ores thanks to the editor, but for the train base they are close enough for the placement of them to not matter a whole lot anyways. So I'd call this even. Both bases make and consume 2700spm consistently over a 50h test period. Result: Train base runs at about 130 UPS, bus base at about 150 UPS. Well, shit. This was not what I envisioned. Turns out that if you do things right, a bus might actually beat out trains. Keep in mind that I didn't feed back ANY items onto the bus, and only transported the exact same items in both versions. So no gears or RC on the bus. I also tried to avoid balancing (lanes or belts) as best as I could, since this will definitely have a big impact. I also looked at a few of the statistics (numbers are approximations, since some of them fluctuate quite a bit): The trains alone are responsible for about 1.9ms of computing time. The inserters for the bus base use up around 1.8ms, for the trains base this goes up to about 2.1ms. Since pretty much all infrastructure is the same in both bases aside from the raws-to-production-block transport, this difference can probably attributed entirely to train (off)loading. Disclaimer: I do NOT claim to have used the optimal solution for both approaches. In fact, I am very sure that I did not. What I wanted to achieve was a comparison between the two methods of bulk-transportation of high volume goods in a larger scale environment. Hence the use of nearly identical setups for raw item and science production, so that the main difference between the two bases really boils down to that. I'm a bit sad about this result. Yet I will still maintain the opinion that going with a bus is the much more boring option, and it is very possible that less optimized versions, especially those that feed many intermediates onto it and re-balance often will still end up inferior to trains. But I am now not too sure anymore if the optimization opportunities combined with the latest belt optimizations by Wube still mandate that the biggest mega base at 60 UPS has to use trains as much as thinkable. Some bussing might actually be a good idea. Ew! [link] [comments] | ||
Posted: 14 Jul 2021 03:53 AM PDT
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A Before And After Base Picture From Early Game To Mid Game Krastorio 2. Posted: 13 Jul 2021 09:56 PM PDT | ||
Help salvaging first liquids play through Posted: 14 Jul 2021 05:29 AM PDT Hello all, as stated in the title I'm on my first play through to reach liquids (noob I know), and as my second overall run its a lot cleaner in terms of supply lines and main bus etc. However, even with generous evolution settings, I've gotten to the point where I am constantly repairing walls/turrets and running around trying to keep up with the attacks on all sides of my base. I can't even start sending plastic to my main bus because I haven't automated dealing with the spitters. Is there any hope to salvage this build so I can power through to mid/late game fun? I have a plethora of turrets but they don't seem to be strong enough and always one or two gets destroyed by an incoming wave, no flamethrower turret yet. I'm also not strong enough to go out to one of the nests and terminate it (trust me, I tried). I've finished all science up to needing the chemical packs, which is what I'm trying to work on but can't. I'd really love to not bail out on this build but its looking exceedingly like a dead end. Any tips/advice would be appreciated! Thank you! [link] [comments] | ||
When you can't maintain the perfect solar ratio, is it better to have more accumulators or panels? Posted: 14 Jul 2021 02:20 AM PDT | ||
My 100 reactor nuclear plant (Details and info plus blueprint in comments) Posted: 13 Jul 2021 02:31 PM PDT
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Flying vehicle run-way (Raven Lifted Mod) Posted: 13 Jul 2021 07:46 PM PDT
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Beaconed blue science 45/s - City block Posted: 14 Jul 2021 06:55 AM PDT
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130 hours in and I'm satisfied with my green science machine. Posted: 13 Jul 2021 03:05 PM PDT
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Fix request (Bug?): Running out of item while ghost drag placing removes item from cursor. Posted: 13 Jul 2021 04:13 PM PDT
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Posted: 14 Jul 2021 05:40 AM PDT Im starting my first playthrough of Krastorio 2 today. My last playthrough was with Bobsangels and im wondering if any of ya guys have some tips to make my krastorio experience better? Im planning on rushing towards rails and doing a city block design with LTN. I decided to not install space exploration as it was conflicting with RSO. And i honestly wanted to try K2 first without SE, i heard space exploration is pretty complicated. [link] [comments] | ||
Posted: 13 Jul 2021 10:17 PM PDT
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9 Tiles Ribbon World: Making a usable train network Posted: 13 Jul 2021 04:52 PM PDT
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Tiers for solar panels and accumulator Posted: 14 Jul 2021 04:22 AM PDT Were wondering if there were any mod that added tiers for solar panels and accumulators w/o adding anything else [link] [comments] | ||
Posted: 14 Jul 2021 06:18 AM PDT Hello everyone, First time posting here. I love factorio and have 700+ hours in the game. I used to add the simple mods like lighted lamps, or some military packs but wanted something more challenging. The problem I run into is when I add bobs mods, I get to a point where (to be specific) where I was missing certian tech (kovarex enrichment missing). after sinking 20+ hours into the game. I tried doing an angels/bobs mods playthrough and have about 50 hours into the save and was in the late game (not real late game, just from a tech standpoint) and I was missing certian items such as liquids/gas and some craftables. I tried removing mods and reloading but it just made things worst. It was my understanding that the game had some resiliance in situations where craftables where missing but I haven't had any luck. Does anyone have a list of mods that they use for bobs/angels that they know work into the late game? I've tried adding all the bobs mods/angels mods I can find, but I'm doing something wrong... Thanks!! [link] [comments] | ||
Posted: 14 Jul 2021 05:01 AM PDT So basically I want 2 trains on the same track, and when I put a signal it makes a block but my train cant actually leave that block cus the other train is waiting at the entrance of the block. So if I put the signal somewhere else it can't make blocks.how do I fix it [link] [comments] | ||
Center of recursive blueprints base Posted: 13 Jul 2021 12:06 PM PDT
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I'm addicted to making designs as compact as I can. I need help. Posted: 13 Jul 2021 05:42 PM PDT
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Compact ratio-perfect 180 chemical science per min Posted: 13 Jul 2021 09:27 PM PDT
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Posted: 13 Jul 2021 05:16 PM PDT While I very much enjoy the big overhaul mods like SE and K2, there are quite a few little gems that are often overlooked in games with lots of mods. Two of my favorite mods are "PureIt" and "Dirty Ore Mining". PureIt adds a bunch of realistic pollution filtration, and I really like the look of the air towers in my factory. Dirty Ore Mining adds a tech that lets you mark ore on the ground to mined as "dirty ore." Dirty ores (even mod added ones) can be washed with some by-product and earn you extra return for your work. What about you guys? [link] [comments] |
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