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!
- My 1 & 2 Packs are now fully automated! (New player)
- 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 --> :(
- 2x2 Fractal Nuclear
- 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?
- Everyone on this sub has so many good ideas for splitters, I had to contribute my own creation
- Still searching for iron on my water world
- Meant to meme, worked out anyway
- I have the best system
- Multiplayer outage?
- Does anyone know why this does not work? do not work in loading or unloading
- 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
- Factorio Monthly Community Map - August 2018
- Comparing the 3 prototypes that have 3 different forms that do roughly the same thing. A breakdown
- UPS testing, Roboports and Radar.
- Super8Reactor
- I just have to say that this game, and its community are both amazing.
- Factorio Co-op
- Abandoning a base question.
- 120 hours "newbie"... New game a few days ago, this is my oil. Can anyone help I feel like I'm missing something.
- Little tip for anyone doing large circuit network builds
- Is there a good way to redirect the ore trains to the idle smelter, without LTN?
Posted: 01 Aug 2018 11:13 AM PDT
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My 1 & 2 Packs are now fully automated! (New player) Posted: 01 Aug 2018 12:51 PM PDT
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Posted: 01 Aug 2018 09:26 AM PDT
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Posted: 01 Aug 2018 01:12 PM PDT
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Posted: 01 Aug 2018 06:06 AM PDT
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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
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Still searching for iron on my water world Posted: 01 Aug 2018 04:28 PM PDT
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Meant to meme, worked out anyway Posted: 31 Jul 2018 09:18 PM PDT
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Posted: 01 Aug 2018 03:56 PM PDT
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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? [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Does anyone know why this does not work? do not work in loading or unloading Posted: 01 Aug 2018 12:34 PM PDT
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Posted: 01 Aug 2018 03:22 PM PDT
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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 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: 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. Dirt Path - Factorissimo2 Compatible Natural Tree Expansion Reloaded Previous Threads -- 2017 -- -- 2018 -- [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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.
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.
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
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) [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 01 Aug 2018 05:24 PM PDT
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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. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 01 Aug 2018 08:34 AM PDT
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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. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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? [link] [comments] |
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