Factorio Factorio got competition! |
- Factorio got competition!
- I'm very sorry Factorio players (My first factory)
- I always disliked rows of steam engines, so I made something aesthetically pleasing to me
- PSA: Each level of mining productivity costs an approximately equal amount of ore on the ground. Also: twice the ore lasts four times as long during that research!
- Extreme low-tech Kovarex Enrichment - splitters and stack inserters only, no circuit conditions
- PSA: You can get Mass Production 3 with one circuit assembler in only 246:54:56
- Version 0.16.50
- Charge indicator for accumulators
- Fully beaconed Green Circuit build w/o gaps (blueprint in the comments)
- What are things you can say about factorio that makes sense to other factorians, but insane to anyone else?
- Petition to have a tag for spaghetti bases
- Speedrun: Factorio 0.16 Default Settings Multiplayer World Record in 2:19:30
- My turn to show off my base
- Why have you never launched a rocket (and is this bad)?
- How do you guys feel about Satisfactory?
- Mod Suggestion: Programmable Turtle
- It's almost 5am here
- When you cant be bothered making an actual 8 belt balancer.
- Principle Behind Nuclear Powered Trains/Cars/Tanks
- Any tips for a complete classic run?
- Not much, but it's mine: simple tileable red circuit production
- Weekly Question Thread
- Iron for 5kSPM. Still have one more row to do.
- Custom maps
| Posted: 11 Jun 2018 03:07 PM PDT
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| I'm very sorry Factorio players (My first factory) Posted: 11 Jun 2018 06:28 AM PDT
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| I always disliked rows of steam engines, so I made something aesthetically pleasing to me Posted: 11 Jun 2018 06:32 AM PDT
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| Posted: 11 Jun 2018 03:43 PM PDT Some Motivation on why this mattersWhile planning my mega base, I wondered how big the ore patches needed to be in order to last for the planned 50h stress test. The calculation is seemingly simple:
Step 1 is easily done by your favorite planner (e.g. Helmod, doomeer or kirkmcdonald etc). Step 2 by asking wolframalpha to sum the levels according to the formulas on the wiki (e.g. for robot speed)), like for example this for robot speed lvl 6 to 25*1000). Step 3 & 4 are also rather easily done by your favorite calculator and a quick look in your bonus window. But now comes the pesky caveat: the last step only yields a correct answer if the mining productivity level doesn't change! So how do we calculate if we want to research hundreds of mining prodoctivity levels? Math incoming, so beware!First, notice that above procedure is still correct, if we want to calculate the cost for a single level, so let's do that: I won't assume a certain base, like all prod3, and therefore treat the result step 1 as a variable called B for "base cost". Our beloved wiki tells us, that level k costs 100*(k-1) of all scienes, which we then combine with the fact, that a single rocket yields 1200 space science (accounting for lab productivity!), to arrive at the conclusion, that level k costs (k-1)/12 rocket launches worth of science, each costing B amount of ore. The same wiki page tells us that the mining productivity bonus for level (k-1), which is the one we have while researching lvl k, is 1+0.02*(k-1). Thus, dividing them yields [(k-1)/12]/[1+0.02*(k-1)]. We can simplify this expression a bit by expanding the fraction with 50, and then bring the overall factor of 50/12 in front: [(k-1)/12] / [1+0.02*(k-1)] = 50/12 * [k-1] / [50 + (k-1)] We can simplify this even more: subracting and adding 1 to the complex looking fraction leads to a much cleaner formula: [k-1] / [50 + (k-1)] - 1 + 1 = [k-1 - 50 - (k-1)] / [50 + (k-1)] + 1 = 1 - 50 / [k + 49] All in all the cost for level k is therefore 25/6 * B * (1 - 50 / [k+49]) As the level grows, the 50/[k+49] term becomes tiny compared to the 1, and we see that each level costs approximately 25/6, or 4.17, times the base ore cost of 1k science! Since the sum of first n reciprocals is asymptotically equal to the natural logarithm of n (see for example the article about their difference), we can even approximate the subleading terms very well: cost up to level n =)+as+n-%3Einfty) B * (25/6 * n - 625/3 * ln(n) + 805.56 + o(1/n)) = B * [25/6 * n - 625/3 8 ln(n / 47.78) + o(1/n)] This formula is quite bad for n=100))+%2F+(25%2F6100-625%2F3ln(100)%2B805.56)), acceptable at n=300))+%2F+(25%2F6300-625%2F3ln(300)%2B805.56)), and quite good at n=1000))+%2F+(25%2F61000-625%2F3ln(1000)%2B805.56)). This is of course nice to have, but in practise a much easier guideline is needed, which leads me to show you the following metrics: Using the exact amount of ore needed for 1k science (assuming prod3 modules everywhere), we arrive at the following shorthand: ~25k stone, ~26k coal, ~186k copper, ~336k iron per level of mining productivity. Furthermore note that typically, a finished mega base has a fixed production rate of some (x)k spm. This means that each level takes longer to research (since its cost is increasing), but the ground ore needed stays constant, leading to an overall slowdown of ground ore consumption/ mining. We can calculate how long a patch lasts by inspecting the total research needed for level n: Since each level k costs 100*(k-1) as mentioned above, reaching lvl n costs sum from k =16 to n of 100*(k-1), or) 50*(n^2-n-210). This term leads to the equality 50*(n^2-n-210) = 1200*t, which states that it takes t minutes in a 1k spm base to reach level n. This can be solved for either t or n: t = (n^2-n-210) / 24 n=0.5+ √ (210.25+24t) Another reformulation is (n-0.5)^2=24*(t+8 73/96), which states that the time in minutes offset by 525.625s (< 9 min) scales with the square of the level reached offset by 0.5. Since the level is approximately proportional to the resource amount, we can therefore conclude that the time a resource patch lasts is proportional to the square of its yield! In layman terms: double the patch lasts 4x as long, tripple the patch lasts 9x as long etc. Main conclusionLet's use the above numbers to get some perspective: In order to last 1h under 1k spm while researching mining productivity starting at level 16, the total yield of all ore patches you mine (e.g. the number shown on the map) needs to be at least this big: ~1M stone, ~1M coal, ~7.5M copper, ~14M iron This size scales with the square root of the time, so 50h will need only ~7 times more resources in the mines. Bonus factsAssuming a central base, and a circular perimiter of radius r, within which you mine everything, as well as a near constant patch density, one can calculate that the total ore yield scales quadratically in r (since the area does), which means that the time you'll need to consume all of them scales with (r^2)^2=r^4. In fact, it scales even higher, since patch richness (and size?) increase with distance from the starting area, but I sadly couldn't find details on how much :( Nevertheless, the conclusion is that even default settings maps support 1k spm bases for 31 +-11 hours with a 1.5k tile radius (I generated 5 maps and command counted the ore in that region)! Scaling to 2k tile radius means about 98 +-35h support! [link] [comments] | ||
| Extreme low-tech Kovarex Enrichment - splitters and stack inserters only, no circuit conditions Posted: 11 Jun 2018 03:24 PM PDT
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| PSA: You can get Mass Production 3 with one circuit assembler in only 246:54:56 Posted: 11 Jun 2018 10:29 AM PDT | ||
| Posted: 11 Jun 2018 08:29 AM PDT Bugfixes
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental. [link] [comments] | ||
| Charge indicator for accumulators Posted: 11 Jun 2018 12:16 PM PDT
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| Fully beaconed Green Circuit build w/o gaps (blueprint in the comments) Posted: 11 Jun 2018 02:28 PM PDT
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| Posted: 11 Jun 2018 07:11 PM PDT | ||
| Petition to have a tag for spaghetti bases Posted: 11 Jun 2018 08:20 AM PDT | ||
| Speedrun: Factorio 0.16 Default Settings Multiplayer World Record in 2:19:30 Posted: 11 Jun 2018 12:48 PM PDT
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| Posted: 11 Jun 2018 08:56 AM PDT Hi everyone I have seen alot of bases being posted and thought, why not. Its a map with QoL mods and Yuoki to spice things up a bit. I needed to limit it to 2k SPM or my computer would drop below 30 ups and to me thats unplayable. its should be able to sustain around 4k SPM, but I wanted to focus a bit more on the design this time around. The train network is using LTN, but the layout is not efficient at all, again design heh Some stats: (all per min) 150k Green Circuits40k Red Circuits 10k Blue Circuits Any questions let me know =) ill see if i can upload more pictures [link] [comments] | ||
| Why have you never launched a rocket (and is this bad)? Posted: 11 Jun 2018 06:37 AM PDT According to a statistic, only 11% of factorio players have ever launched a rocket. I myself have launched 2 in a couple hundred hours. I would like a statistic where this percentage is plotted against the playtime of the user. Nevertheless, I'm interested in two things:
My reasons are that I like to optimize, so much that I often restart bases before I get to launch because I want to do this or that better. Also I tend to get careless at later tech-tiers and then I embrace the spaghetti and then start over. Edit: removed false statement about assumed average playtime [link] [comments] | ||
| How do you guys feel about Satisfactory? Posted: 11 Jun 2018 03:11 PM PDT Satisfactory was a game just talked about at the E3 PC Gaming Show. My first thoughts were negative, as I'm very committed to Factorio and didn't really want it to have competitors. However, the trailer started to win me over. I was curious as to what this community thought. Will this game overtake Factorio? Are you personally interested? [link] [comments] | ||
| Mod Suggestion: Programmable Turtle Posted: 11 Jun 2018 07:39 AM PDT I was wondering if it is possible to make a programmable vehicle that can place entities and move around based on what types of things it runs into and has an interface that lets the vehicle be programmed by giving it the code for a lua program to follow. With a complex enough program this bot could automatically set up outposts or clear enemy bases or set up rail networks. I call it a "turtle" because of this minecraft mod and also because turtle is a generic name for this kind of programmable robot that can be given instructions like which direction to turn. [link] [comments] | ||
| Posted: 11 Jun 2018 07:49 PM PDT Last time i checked it was 1:30 am, i just had to finish to resolve a bottleneck.. [link] [comments] | ||
| When you cant be bothered making an actual 8 belt balancer. Posted: 11 Jun 2018 05:03 PM PDT
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| Principle Behind Nuclear Powered Trains/Cars/Tanks Posted: 11 Jun 2018 07:04 PM PDT I switched to all nuclear powered trains on my current base and I noticed that the recipe for nuclear vehicle fuel is rocket fuel+U235. That's not realistic given current technology on earth. Sure, it fits the logical progression, but IRL the only kind-of-viable nuclear vehicle concepts I've seen for nuclear powered trains or cars involve essentially running glorified steam engines heated by an on-board reactor, and that's probably the main reason why 1950s fantasies of sticking nuclear reactors in everything never took off (besides the weight of radiation shielding). It's safe to assume that the in-game rocket fuel is probably something similar to the rocket-grade kerosene (or RP-1 as it's referred to), since it's petroleum based. Those with more engineering or sci-fi background than me - what do you think a working concept that combines rocket fuel and a nuclear reactor could be like? [link] [comments] | ||
| Any tips for a complete classic run? Posted: 11 Jun 2018 03:51 PM PDT Usually i played it with infinite resources and on easy but now i want to have a more classic experience. I never get to the bots phase. So i want to know if you have some tips that could help me on my journey. [link] [comments] | ||
| Not much, but it's mine: simple tileable red circuit production Posted: 11 Jun 2018 05:20 PM PDT I haven't played a lot, but I'm doing a run aiming to get Lazy Bastard, and trying to get into the spirit of it by automating as much as possible, using blueprints more than I have in the past, etc. I know that this is nothing groundbreaking, but I always see other people's clever designs and feel bad about my factory that is just a big long belt feeding a big long line of assemblers. Anyway, y'all seem pretty friendly, so when I made my first non-trivial blueprint that I actually like, and I thought I'd share. Here is my new red circuit production. There are a couple things I don't like about it, like the weird thing where one belt is half iron for a few tiles, and then that half gets re-used for more copper wire. At first I had an iron belt running between the copper wire assemblers and the green circuit assemblers, but then I realized you can't fit enough long-handed inserters to manage the throughput needed there. It also still has a slowdown somewhere in the copper wire --> green circuit step. I think it's because I have the center copper wire assembler directly feeding both green circuit assemblers, and I think things sometimes get out of balance one way or the other, stopping one of the circuit assemblers briefly. So, not perfect, not novel, and not impressive. But it's my not perfect, not novel, and not impressive design. [link] [comments] | ||
| Posted: 11 Jun 2018 11:05 AM PDT Ask any questions you might have. Post your bug reports on the Official Forums Previous Threads
Discord server (and IRC) Find more in the sidebar [link] [comments] | ||
| Iron for 5kSPM. Still have one more row to do. Posted: 11 Jun 2018 08:27 PM PDT
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| Posted: 11 Jun 2018 08:20 PM PDT Ive been playing on custom maps/scenarios like crash site and am looking for scenarios like that one. Is there an easy way to find a list of these or something? [link] [comments] |
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