Factorio Excuse the mess of electrical poles, but after getting comfortable with the game I finally made my first research setup in freeplay!


Excuse the mess of electrical poles, but after getting comfortable with the game I finally made my first research setup in freeplay!

Posted: 01 Aug 2018 11:13 AM PDT

My 1 & 2 Packs are now fully automated! (New player)

Posted: 01 Aug 2018 12:51 PM PDT

I regret using this loader-based design. In the end game, stack inserters are easily 3+ times faster than loaders and I've built nearly 1,000 of these. Sad face --> :(

Posted: 01 Aug 2018 09:26 AM PDT

2x2 Fractal Nuclear

Posted: 01 Aug 2018 01:12 PM PDT

I am being limited by iron plate production. The belt near the smelters fills up, but the plates don't typically reach the end of the line. I don't want to build a second bus with separate infrastructure, so how is this usually solved?

Posted: 01 Aug 2018 06:06 AM PDT

Everyone on this sub has so many good ideas for splitters, I had to contribute my own creation

Posted: 01 Aug 2018 03:29 PM PDT

Still searching for iron on my water world

Posted: 01 Aug 2018 04:28 PM PDT

Meant to meme, worked out anyway

Posted: 31 Jul 2018 09:18 PM PDT

I have the best system

Posted: 01 Aug 2018 03:56 PM PDT

Multiplayer outage?

Posted: 01 Aug 2018 07:52 AM PDT

Is anyone getting an error ip message when trying to play with others in Factorio right now?

submitted by /u/_gabee
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Does anyone know why this does not work? do not work in loading or unloading

Posted: 01 Aug 2018 12:34 PM PDT

So yesterday I posted one of my first attempts at a science factory which generated alot of positive comments and that gave me alot of motivation! Today I gave it an another shot, taking all your advice into consideration and this is the result! Gotta say I feel way more comfortable with this design

Posted: 01 Aug 2018 03:22 PM PDT

Factorio Monthly Community Map - August 2018

Posted: 01 Aug 2018 04:38 PM PDT


What is this?


The idea behind the monthly community map is to share a map exchange string at the beginning of every month, and get as many people as we can to start a new world with it. Then at the end of the month (or even periodically if you'd prefer!) we share screenshots and saves of our factories so that we can see how different people approach the same spawn; how they set up their base, how they deal with aliens, and how they arrange their science, power, and everything else.

I hope it can highlight how many different ways there are to do things, inspire some new designs, and maybe seeing how veteran factorio players tackle problems will help out new players facing the exact same problems. (Of course, there's also the fact that it'll just be plain cool to see all of the different possible factories - the good, the bad, and the ugly.)


Last Month's Results


July 2018 Results


The Community Map


Last month I said I'd be looking for island spawns, and as I mentioned in the July Results thread, it didn't take very long to find what I was after at all.

It's not often that I get to just share an exchange string without spending a good chunk of time trying to vet it, so I'm rather happy about that. : P

Exchange string:

>>>eNptUr9Lw0AUfq/X+KOKVOkiaOnQtSIqoiDN4eLgP6CLEpOrBDSR pB2qQ4tUcCgI4qIIOrkI7iKC4KKgIDq5Vbo4dBAF13rX3jWl+MF7+e5 9d+/HXQCiMAkAqPWHTdfYQE2LmO7WFvNSrsf4qtf0chZLubaQuizmMy +LQMKW3fhGmMM286k1w2ehENHWPcP3kZAe23MdmSHsG47Ft2p+1nVEQ Mt6jPkaIX05z3Ds3KbcCFjunx4tluIgrF6A8XpdGGcvvEVhHGFAHlDQ zA07kwFIzAtDxJ3Y1cLH9pGOTX2MSvIlI0s3MlLZk2TpUpL9e0nomSI FRQ4oTjbwowekWSvLM8siPTQgTbEkRMShw+/i2cpFGuO7t6e1/KAeRB BD4v4Dd3IscK0mAJWzokvpXcfnJ4Gajtg6drdIAGm1FzA6wJfnZe4SI 6BaS6s0MYqZBn7VJFVF3vTOOZIU50TyuHAPjf8EWil5ZyjpMm0Kw4HK j05Ae3krGO5RVbxvK93RQ1L1MEX/GaEjkmy7+IioY7XcJ2k1wW/wpVu t+NsSCPClz868rv4B3u2QhQ==<<< 

What your starting area should look like:

https://i.imgur.com/kuO4ZPn.png

Island spawns have always been a favorite of mine, so I'm happy to be able to dig into another one. This one's pretty massive too, so there's no shortage of space, or really any need to spam a whole bunch of landfill production immediately to make sure you can get off. (Though a nice little chunk of your initial stone should probably go into a chest for landfill production, just so you don't forget later. ; P)

There aren't really any biters for miles, so I doubt they'll ever be much of a nuisance, let alone a threat.

Hope you all enjoy this one - and try not to run out of ore before you get trains researched!


Exchange String Help


If anyone isn't sure how to use an exchange string, just go to new game like you're going to generate a new world, and at the bottom there's a text field labelled "Exchange String", just under seed and world type selection. Just copy the exchange string above and paste it into that box. That's it! You're good to go. Just generate the world and come back in a month to show us how your factory turned out!

If you paste the exchange string in and the text turns red, check to make sure that you copied the whole string, including the three greater than/lesser than signs at the beginning and end, and make sure that your Factorio is up to date with the most recent version installed. (As of the time of this post, the most recent version of Factorio is 0.16.51.)


Let's Players


If you are a streamer or let's player who will be recording yourself building a new factory on a community map, I'd be happy to add a link to your channel here!


FactorioMMO


/u/Factoriommo has generously volunteered to host the community maps. Make sure to check out their sub and their Discord to stay up to date with them.


Multiplayer Servers


If you have an open public server, let me know in the comments below or send me a PM and I'll add your server here!


About Mods


Since mods can affect how a world spawns and ores are distributed, as well as add or change items and functionality, it's important to make sure that we're all playing the same game by the same rules. There are a few select mods that either don't add any new items or change terrain, or that simply don't change the base game in a significant way, and I've decided to put together a list of these "Optional Mods" that I think are ok to use on any map.

These will likely all be nothing more than convenience mods. Even Distribution is a wonderful example of a mod that, while very useful, does not inherently change the way the game is played. Then there are also mods like RadarPlus for RSO that do add new items, but still don't really change the way the game is played.

Of course this list is by no means comprehensive, so if you think you know of a mod that fits this criteria, please suggest it. Likewise, if you think I've added something that I shouldn't have, please let me know why.


Optional Mods


Note: I can't conceive of any situation where this could be an issue, but if you're the author of one of the mods listed here (and can offer me some proof of this) and for whatever reason would like me to remove your mod from this post, I'd be happy to comply.

It's entirely possible some of these mods either don't work with the current version of Factorio, conflict with each other, or in some manner just don't work. I can't test them all, let alone every configuration of them, so you might wanna back up your world before adding one of these.

Auto Deconstruct

Autofill

Auto Research

Better Icons

Bottleneck

Cardinal

Chem Flip

Clock

Color Coding

CredoTimeLapseMod

Dirt Path - Factorissimo2 Compatible

Enhanced Map Colors

Even Distribution

EvoGUI

Factorio NEI

FARL

Foreman

Gah! DarnItWater!

Google Maps Factorio Style

Helmod

Laser Beam Turret

Long Reach

Manual Inventory Sorting

Max Rate Calculator

Module Inserter

Nanobots: Early Bots

Natural Tree Expansion Reloaded

Orphan Finder

Picker Extended Version

Quick Item Swap

RadarPlus For RSO

Remove Mod Names

Research Queue

Sensible Station Names

Squeak Through

Stop That, Silly Robot!

The FAT Controller

There Is My Ghost

Undergound Indicators

Upgrade Builder And Planner

VehicleSnap

WaiTex

What is it really used for?

YARM


Previous Threads


-- 2017 --

July 2017 - Results

August 2017 - Results

September 2017 - Results

October 2017 - Results

November 2017 - Results

December 2017 - Results

-- 2018 --

January-February 2018 - Results

March 2018 - Results

April 2018 - Results

May 2018 - Results

June 2018 - Results

July 2018 - Results

submitted by /u/ChaosBeing
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Comparing the 3 prototypes that have 3 different forms that do roughly the same thing. A breakdown

Posted: 01 Aug 2018 11:43 AM PDT

Hey all,

This post is a breakdown of the 3 prototypes (I don't know a good way to explain what a Factorio prototype is, an idea of what a building does?) that have 3 different forms that do the same thing. Furnaces, assembling machines, and electric poles. (Okay electric poles has a forth, but you don't need to research it to launch a rocket, and it is mostly a space efficiency play) And technically rocketsilos, centrifuges, oil refineries, and chemical plants are assembling machines, but they have their own individual recipes, and centrifuges and oil refineries are more like furnaces than assembling machines.

Everything else either is the only way to make things of its recipe, or the two scalable options have one version that is quick and dirty, and another the requires a ton of upfront investment to be more ore efficient and requires less logistics buildings to support, but you can't have the player emulate those building for free at the cost of player time. (i.e. burner drills vs. electric drills.

Anyway, to the Furnaces.

I find breaking down by craft second useful. Because that gives you something pretty scalable.

Name Stone Furnace Steel Furnace Electric Furance
Energy Cost per Craft Second 180 kJ burner 90 kJ burner 90 kJ electric (with 3 kW drain)
Pollution Per Craft Second 1.8 1.8 0.45 (but power production has its own pollution)
Start Up Cost Per Craft second 5 stone and .5 craft time 5 stone bricks (10 stone smelted), 3 steel, and 1,5 craft time 5 stone bricks (10 stone smelted), 3 steel, 3 advanced (red) circuits, and 2.5 craft time
Tiles Per Craft Second 4 (one furnace) 2 (1 half a furnace) 4.5 (one half a furnace, but 3x3 instead of 2x2)
Research Tier needed N/A Starting Tech Science Pack 2 Science Pack 3

Here you can see, that stone furnaces are by far the cheapest (no steel, which is 5 ore and 10 smelts per unit steel) and require no research to use, but are less energy efficient than steel furnaces.

Steel Furnaces are the most energy and space effienct, but actually have a cost that matters. 5 stone is nothing, 3 steel is not, and 5 stone brink smelts is a bit more energy.

Electric furnaces consume the same amount of energy as steel furnaces, but using boiler backed electric will throw in an extra 1.35 pollution (making them the same as the other furnaces) and cost you 186 kj burner to maintain. (50% efficiency in that system). Electric furnaces also have a less narrow footprint compared to stone furnaces.

And the standard best practice of smelting columns for a balanced output belt means that you will generally have half a belt doing nothing.

Next is Assembling Machines

I will be ignoring drain for this, because all assembling machines have drain equal to 1/30 their base energy consumption, and I don't feel like multiplying 168 and 200 by 1/30 for no real use.

Name Assembling Machine 1 Assembling Machine 2 Assembling Machine 3
Electric Energy consumption per Craft Second 180 kJ 200 kJ 168 kJ
Pollution Per Craft Second 6 3.2 1.44
Start Up Cost Per Craft Second 18 plates, 10 gears, 6 electronic (green) circuits, and 1 final second craft time 24 plates, 13 and a third gears, and 8 electronic (green circuits), and 4/3 craft time (2/3 for intermediate the assembling machine 1 step and 2/3 for the final product) 28.8 plates, 16 gears,12.8 electronic (green) circuits, 3.2 speed modules, and 2 craft seconds to make the 1s, 2s and the final craft itself
Tiles Per Craft Second 18 (2 machines) 12 (4/3 a machine) 7.2 (4/5 a machine)
Research Tier Needed Science Pack 1 (the first one I research) Science Pack 1 (but 110 packs later) Production Science Pack

Here you can see that Assembling Machine 1s are the cheapest per craft second in both start up and electric cost, but are less compact, and pretty polluting.

Note, Assembling Machine 2s are required for 3-4 ingredient type crafts, so you will have to use their power inefficiency.

A final thing here while Assembling Machine 3s are better in everything but start-up cost than the other assembling machines without modules, however to make them, you need to make modules. A single efficiency module per assembling machine 2 drive down the electric cost to 140 kJ per craft second, and only costs you 1 and a third modules per craft second.

Personally, I use assembling 2 and 3s for the prod module, and the ability to have more output per active miner and furnace.

On to the 3 Electric Poles

This in some ways, is a chart based break down of https://www.reddit.com/r/factorio/comments/930wca/wood_is_good_a_breakdown/

Note- Raw Wood can be used to make steel plates by serving as as a fuel for both furnace and boiler, but the ratio is close to 1.5 wood to 1 steel with stone and electric furnaces. (Small Electric Poles has the same fuel value, so burning Small Poles to form medium electric poles is also wasteful.) https://kirkmcdonald.github.io/calc.html#rate=s&furnace=stone-furnace&fuel=raw-wood&items=steel-plate:r:1

Name Small Electric Pole Medium Electric Pole Big Electric Pole
Footprint per craft 2 (two poles are made per craft) 1 2x2
supply area per copper/steel (not including the center occupied by the pole itself) 48 (no steel, instead wood) 24 2.4
Wire Length per 1 copper/steel 15 (no steel, instead wood) 4.5 6
Wire Length per Tile in same direction 7.5 9 15
Research Tier Needed N/A Starting Tech Science Pack 2 (same tech as Big) Science Pack 2 (same tech as Medium)

As you can see, small electric poles are crazy cheap compared to everything else, and a really good way to supply power when you aren't being really compact.

Unstated in chart is that small electric poles require 3x the assembling machine crafting per craft, but because you need like 3x+ furnace craft secs to supply a assembling machine craft second, that is not enough of a drawback.

Space is generally the cheapest resource, and unlike other logistics types, electricity in Factorio has no buffer issues, or flow rate issues.

I generally don't bother to replace small poles with medium poles, for these reasons, but do replace them with big poles for my early game expansions. (at some point, converting a bit of your copper/steel buffer you make as part of piercing rounds is so trivial that I don't bother with making more small poles, particularly since they don't store as well as their raw wood and copper plate wire forms. (1 stack each of Raw Wood and copper plate/wire makes 4 stacks of small poles.)

The lack of compactness is the main weakness of small poles.

In general, the most basic forms of factorio prototypes tend to be the cheapest to start up, and you need some serious investment before you beat that efficiency. (And in the case of Assembling Machines, you gotta make modules)

submitted by /u/sawbladex
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UPS testing, Roboports and Radar.

Posted: 01 Aug 2018 04:28 PM PDT

I am creating a vanilla test bed map for some UPS testing in preparation for a base upgrade so I had to place some solar. I took the opportunity to measure the UPS advantages of removing the roboports and radar from solar stamps. Mini Base is producing 435 science for infinite laser turret damage upgrades. I removed 360 Roboport and 180 radar from the solar stamps powering it.

I found the roboport difference surprising, the radar difference I was half expecting. Please note I placed twice as much solar as is necessary to run the mini base for potential upgrades so assuming correct solar it would only have half the robo/radar and hence half the impact. Even with that the above savings are bigger than I am comfortable with. If anyone would like to rerun the tests on their computers or can find fault with my testing methodology please let me know.

Testing = Created the base map in creative mod first and saved it, ripped out the roboports and saved the map under a different name, then ripped out the radar and saved under a different name again. Disabled creative mod and opened each of the three maps and re saved them to exclude the creative mod. Ran the benchmarking tool on each map for 18000 ticks (30 min) six times, excluded the two lowest scores and averaged the remaining four. Solar stamp roboports were not connected to the base network and did not have any robots in it. Radars were not in range of any unexplored chunks. All explored biters are dead via command. Pollution is turned off. Player avatar is in the same location on each map.

submitted by /u/SicnarfOfSmeg
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Super8Reactor

Posted: 01 Aug 2018 05:24 PM PDT

Super8Reactor

This is the reactor design my buddy and me designed a few month ago producing nearly 1GW electrical power. Thought you would like it.

https://i.redd.it/7jc5i67mpkd11.png

submitted by /u/MS7eVen
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I just have to say that this game, and its community are both amazing.

Posted: 01 Aug 2018 05:39 PM PDT

I've seen a lot of new players posting their setups recently. It's amazing seeing how proud they are of themselves, and I'm always blown away by the positive community responses.

I love seeing the people with 5 or 10 hours played bragging about how they just automated red and green science for the first time. Then, when you look at the pictures, it's all spaghetti, but it works; and it's still great. Yeah the community might offer some improvements, but they're doing what this game is all about - new people are trying things, and then they're making them better.

Whenever I feel tempted to be like "man, i can't believe how much of a noob that guy is" I like to load up a few of my really early saves. It doesn't take long to remind myself that we all started there, and this guy with his red and green science, actually did way better than I did. Yeah he might have 5 hours now, but thanks to the positive feedback he got here, and the fun he had with the setup...he'll be posting his megabase soon.

Anyway, was just thinking about this so, I thought I'd extend a big, "good job" to everyone here.

submitted by /u/dustinlbrown
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Factorio Co-op

Posted: 01 Aug 2018 10:01 AM PDT

I want to do a co-op playthrough with one other person. If your 17+ yrs old and live near the east coast of the USA PM me if youre interested. Game will be vanilla.

submitted by /u/Gs_Shenanigans
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Abandoning a base question.

Posted: 01 Aug 2018 04:38 PM PDT

So my current base has hit a point where I would rather start over and design it to be way larger. This time I don't feel like starting completely over I would rather just make my way far into enemy territory and start there.

My question is if I shut off all pollution buildings, all energy generation, basically everything...will biters destroy my abandoned factory still? I have tons and tons of resources and things to make the new base so I don't need to tear it all down for scraps.

submitted by /u/Snackmix
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120 hours "newbie"... New game a few days ago, this is my oil. Can anyone help I feel like I'm missing something.

Posted: 01 Aug 2018 08:34 AM PDT

Little tip for anyone doing large circuit network builds

Posted: 01 Aug 2018 01:26 PM PDT

Use chests or lamps as wire connectors, they will look much cleaner than electric poles, and won't have copper wires going everywhere, especially on huge network-only builds like computers.

submitted by /u/Sigma-001
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Is there a good way to redirect the ore trains to the idle smelter, without LTN?

Posted: 01 Aug 2018 08:55 AM PDT

I want to direct my ore trains into the smelter with has less than some certain amount of ore. To do this, I added train stops to the stacker, and I'm enabling/disabling smelters according to their ore count. Trains stop at the stacker and wait for a smelter to be available.

My problem is, let's say all the smelters are disabled, and there are 2 trains waiting. Once a smelter becomes available, both trains want to go there and one leaves the stacker. As it unloads the ore, that smelter becomes disabled again. Then the train that waits at the stacker gives me no path error. How can I solve this in a clean way without installing a mod?

submitted by /u/HolyAty
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