Factorio Universal Laws of Factorio - Law #1 |
- Universal Laws of Factorio - Law #1
- I love factorio
- Cargo wagon-ception! Increase the capacity of cargo wagons 200 fold!
- Watch Sour Step% Now official Category on speedrun.com
- I Have Less Than 50 Hours and Choose to Embrace the Spaghetti
- Bobs/Angels/AAI - Am I doing this right? Any advice?
- Seablock midgame mostly independent 24 iron / sec Setup
- Party like it's 1999
- Memories of my first Factorio gameplay
- My 1100 furnace 2200 bacon steel smelter
- If laser turrets had a heating/cooldown cycle we would all eventually have some problems that bit us
- Upload a random photo of your current build in progress (map screen), for the sake of interest to see what others are up to/building/Techniques / conversation. Heres my recent messy start trying out new things..
- Trains - Cargo = ?
- Combinators to compare two rising numbers? I want roughly the same number of logistics/construction bots in the system.
- [0.16.32] Beacon mining revisited
- How to account for combinator delay in cyclic circuit networks?
- Can someone help diagnose my plastic issue?
- Mods for increasing biter difficulty?
- No Path Issues. Why do I get those?
Universal Laws of Factorio - Law #1 Posted: 21 Mar 2018 01:10 PM PDT If you are crossing train tracks, there IS a train coming and it WILL hit you. (I never cease to be amazed by this. I can have one train on my map and the game's timing is impeccable. I will get nailed the instant I step onto the tracks without checking where that train is.) [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 21 Mar 2018 03:50 AM PDT I love Factorio My base keeps growing Everyday new bitters keep coming
I hate Factorio My coal keeps going Laser turrets down, with no autosave showing
I love Factorio I have artillery cannon Uranium ammo loaded, let's get going
I hate Factorio My time keeps going Boss hates me, I'm not showing
I love Factorio And it's community Let's share mods and blueprints please
I love Factorio Let's go to space Analyse office pics and shared office space
I love Factorio It's one of my favs Thank you for reading this terrible poem.
I love Factorio. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Cargo wagon-ception! Increase the capacity of cargo wagons 200 fold! Posted: 21 Mar 2018 03:20 AM PDT
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Watch Sour Step% Now official Category on speedrun.com Posted: 21 Mar 2018 03:35 AM PDT Hey there, recently I made a post about the speedrunner rain9441 talking about creating a new speedrunning category to make it more accessible for the average player. Now it has been accepted on speedrun.com! Join in on the fun, which is speedrunning! :) For those of you not knowing what I'm talking about: watch your step% has the goal of getting killed by a train (in Factorio of course!) as fast as possible. Current record is just over 40 minutes. Plenty of room for improvement! I'll submit my first run when I'm getting home from work :) Happy speedrunning, Schorty Edit: Please ignore the typo... Damn you autocorrect :/ Should have been "watch your step" obviously [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
I Have Less Than 50 Hours and Choose to Embrace the Spaghetti Posted: 21 Mar 2018 05:27 PM PDT
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Bobs/Angels/AAI - Am I doing this right? Any advice? Posted: 21 Mar 2018 04:38 PM PDT
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Seablock midgame mostly independent 24 iron / sec Setup Posted: 21 Mar 2018 01:57 PM PDT https://imgur.com/gallery/Z6UAp It will output 6 iron sheets/sec and 1.7 landfill/sec and it is completly tileable Things you need to add:
It needs to get jumpstarted, so you need
The ratios should be correct, please tell me If you find a mistake. String on imgur [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 21 Mar 2018 06:40 AM PDT
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Memories of my first Factorio gameplay Posted: 21 Mar 2018 05:31 PM PDT Today I remembered my first time playing factorio. And I decided to share it. 2 my friends have started to play this game together. After a while I came home, and they invited me to join the game. I got the game, went to multiplayer game, and joined my friends. After download, I saw factorio. Few train tracks around, few buildings etc. usual factorio stuff. One of my friends, told me to follow (obviously I was familiar with WASD mechanic) I followed him, until we stopped somewhere (now I know it was biters base). They were on peaceful mode. Then when we were standing there, my friend says "press spacebar". That was the way I died for the first time in factorio. After like 25 seconds of gameplay. Nevertheless, now I have almost 600 hours in this game, and I do not regret a single minute spent there. This story can be used as an advice for those, who want to introduce brutal reality of factorio to their friends. Peace [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
My 1100 furnace 2200 bacon steel smelter Posted: 21 Mar 2018 06:53 PM PDT This is my steel smelter producing 8 blue belts of steel. Takes eight 2-4-2 ore trains (32 blue belts) to feed it. Outputs to one 2-4-2 All belt based of course :) [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
If laser turrets had a heating/cooldown cycle we would all eventually have some problems that bit us Posted: 21 Mar 2018 09:43 AM PDT
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 21 Mar 2018 01:45 AM PDT
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 21 Mar 2018 07:55 PM PDT Hey, I'm trying to set up a train network. I want my train to go from my main base after filling up with 100 coal, to go to my oil fields to unload the coal, and repeat. The problem is, i've tried the = and => commands, but the train will not take off when it's hit 100 coal. Any ideas? Thanks [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 21 Mar 2018 02:56 PM PDT So clearly, I should have paid more attention in maths lessons. As I often tell myself. I would like to have the same number, plus/minus 100, of construction and logistics bots in my system. All the time, whether the total bot number for either type is 500 or 5000, while the number is rising due to constant production. My first problem seems to be a bug: if I tell the roboport to output statistics, it seems to multiply the number by ten - when I hover over the roboport, it says 2000 logistics bots, when I hover over the pole with red wire connected to the port (which is outputting the statistics signal), it reads 20k. So if I hook up the roboport directly to deciders/combinators, and those to either one of or both of the inserters for my two types of bot production, what signal setup should I use that even while the number is changing constantly, there isn't more than 100 difference? I don't want the numbers to get too much out of whack. (I could of course simply say: "make 2000 and then stop" for both, but I wanted to make a nifty mathematical operation and failed.) [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
[0.16.32] Beacon mining revisited Posted: 20 Mar 2018 09:59 PM PDT I'm sure this has been answered before, but I thought I'd revisit the math because, well, why not! I'd appreciate any corrections, because I may have missed an important bit. The questions I'm trying to answer for myself: 1> What's the most ore per second you can get from an ore field and what's the cost in terms of power (the only real cost of these, since everything else is a one-time material cost)? 2> Is it WORTH that cost to get that extra ore? So, here we go! I'm using this calculator to determine my results. Vanilla 0.16.1 standard costs Rates are "items per second" None of the other settings are relevant for this discussion. All images are here: https://imgur.com/a/eAWnT Here's the ore field I'm using: Layouts: No beacons: 4 beacons per miner: 8 beacons per miner: This is for belting your ore output. If you're using a layout that uses logistic bots, you're on your own. The results:
Analysis of results: We see that in terms of power usage, the layout with no modules at all is the least expensive, a surprise to exactly no-one. Surprising to me was that the layout with no beacons but with modules was more power hungry than with 4 beacons per miner. I keep waffling on what the best choice is. Definitely a benefit to the extra ore from production modules, but if you're doing a megabase, higher overall output is not a bad choice. From a purely numerical standpoint, 3 speed 3 modules in the miners, with 8 modules per miner is the highest output. It's a challenge for the reader to see how close to the theoretical maximum number of belts you can actually get out of that, though. For the no-beacon layout, weaving is absolutely necessary. For the beacon model, you'll have to be creative how you set up your weaving, EDIT based on suggestions in the comments: /u/bilka2 and /u/seePyou both suggested running with Mining Productivity Research. If you are at a 50% bonus to your mining productivity, you get 50% more per second. So, for no beacons, no modules, 50% bonus gives you 553.613/second. If you want to know what you'd get, pick your setup from the list above, multiply by (100% + your mining productivity bonus), you'll know your theoretical maximum. The easiest way to present that data would take too much space on the screen, so you'll have to do that math on your own. /u/faevor had two things: First, how much "free" ore do you get? That's easily calculated, and it's relevant to the discussion, because you can factor that into whether you should use production modules or speed modules. I've added a column for that. Second, belt layouts can enable you to get more than the number of belts I detailed in my initial table. I've updated the # of belts column to more accurately reflect useful information. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
How to account for combinator delay in cyclic circuit networks? Posted: 21 Mar 2018 01:54 PM PDT Im trying to do something and basically I have here a clock that goes to 120 and resets, and this here is an AND gate that works when 2 signals are set, one is P=1 and the other is S=1 which is the time of the clock. Now whenever this double signal outputer is set to any S the AND gate wont work, but if its sat to say <= 120 it works. But if I set any number between including even 0 and even including 121 it STILL doesnt work, i tried putting game speed to 0.1, I tried making a video too, and sometimes the clock is at 2 and sometimes at 3 when the AND gate works. How in dafuq am I supposed to understand this? here is the gate http://puu.sh/zMDSa/e0bb8de2e5.jpg it receives the clock signal S from the red wire from the pole. here is the outputter http://puu.sh/zMDU3/eebabfe252.jpg basically what im saying is, its illogical to me that if you set <= 60 or >=60 it doesnt work in both cases, but <= 120 and it does, ?whut [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Can someone help diagnose my plastic issue? Posted: 21 Mar 2018 01:28 PM PDT
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Mods for increasing biter difficulty? Posted: 21 Mar 2018 12:42 PM PDT I'll be starting a deathworld game in the near future with a friend. There are a few mods that I've been eyeing that make it much harder (Worm Attack, Swarm, Rampant). What other mods would you recommend to add to my (0.16) super-deathworld game? [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
No Path Issues. Why do I get those? Posted: 21 Mar 2018 12:24 PM PDT
|
You are subscribed to email updates from Factorio. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
Post a Comment