Factorio Rotational symmetric Hilbert Space-Filling Curve fully beaconed 1.2k spm lab setup


Rotational symmetric Hilbert Space-Filling Curve fully beaconed 1.2k spm lab setup

Posted: 29 Aug 2018 04:05 PM PDT

"etc"? That's the whole list!

Posted: 29 Aug 2018 05:01 PM PDT

unnecessary, but hypnotic

Posted: 29 Aug 2018 05:49 AM PDT

Mixed ore unloading and sorting station

Posted: 29 Aug 2018 05:45 PM PDT

FACTORIO TIMELAPSE -from start to rocket- 37 hours in 2 minutes

Posted: 29 Aug 2018 06:16 AM PDT

Will Nuclear Power further be optimised in 0.17?

Posted: 29 Aug 2018 07:10 PM PDT

I love using nuclear power for my medium sized bases; but it would be even better if I could use it for megabases (personal preference). Unfortunatly, the UPS strain has major impact on gameplay as the power plant grows. I would love to see this improved upon in later updates and was wondering if this is already being worked on or will be worked on in the near future. Thanks!

submitted by /u/RizzutoHD
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Come on over and join me on my new Spaghetorio server! Rules are: only belts allowed! No bots, no trains, only belts. (Info in description)

Posted: 29 Aug 2018 08:48 AM PDT

We all get kind of bored sometimes

Posted: 29 Aug 2018 06:31 PM PDT

Factorio LPT: look for graph paper while back-to-school sales are happening

Posted: 29 Aug 2018 07:17 PM PDT

Unless you aren't the type to doodle out factory ideas between sessions. Who does that anyways?

submitted by /u/knight_check
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First attempt at science pack factory

Posted: 29 Aug 2018 02:58 AM PDT

Mass Production 3, One Hour.

Posted: 29 Aug 2018 02:51 PM PDT

Mass Production 3, One Hour.

So yeah.... I made a thing :)

Stockpiled the ore before hand and it actually did 25m in the hour but that's because my normal factory running in the background is doing 1700spm. There are some mods but nothing game changing.

Obligatory map post - https://factoriomaps.com/user/cdp181/13-old/2018-08-18/index.html#7/-33.893/-55.360/Day Thanks u/GeoStyx <3

A few relevant screenshots - https://imgur.com/a/ljVRfH2

Blueprint of one of the 16 sections you need - https://factorioprints.com/view/-LL6dZNJEep7uz0r8seh

Originally did this a long time ago using bots (65k) but that ran at 5ups which wasn't fun. Oh and this factory is now around 1100 hours old, 35k rockets, 889 mining prod.

https://i.redd.it/4uu0u1bts3j11.png

submitted by /u/cdp181
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Modular Base Plan

Posted: 29 Aug 2018 05:21 PM PDT

Radared quite a decent area but still haven't found any oil besides the 3-spot mini field in the middle of the starting area. What should I do now?

Posted: 29 Aug 2018 08:09 AM PDT

One Per Minute (Finished!)

Posted: 28 Aug 2018 10:02 PM PDT

One Per Minute (Finished!)

Hello fellow Factorians!

A little while ago I posted about a base I've been constructing, and it gained a little traction. It's now complete and ready to share with you all.

The basic idea is that of a single massive main bus that has a throughput of 1 item/minute for every single in-game item. all 200+ of them. Sounds easy, but when you consider the sheer amount of raw resources required to make one Power Armour MKII every minute, one Rocket Silo every minute, one Nuke every minute... it adds up.

I tested the thing out and it ran for nearly 14 hours before the battery production couldn't quite keep up. I did build everything *very* close to ratio though, and I think that if I were to rebuild (not that I plan to), I would actually overbuild to prevent the same thing happening again.

Some statistics:

Power usage when idle: ~1.2GW

Power usage when running: ~2.4GW

Total number of Express Transport Belts: 269k

Total gameplay: >400hrs

Below is a link to factoriomaps where you can see and download two versions of the finished base. One is completely vanilla, the other uses three mods:

1: Versepelles Aquafarm (used for the automation of Fish production)

2: Tree Cloning (used for the automation of Raw Wood collection)

3: Creative Mode (used ONLY to dispose of the 202 items and 8 fluid each minute)

With the exception of mods 1 and 2, the entire thing was constructed in vanilla. I did not build at all with UPS in mind, and as such the base only has moderate performance, particularly with those thousands of belts. The only two things I did to save UPS was to switch nuclear power out for solar, and a 'remove enemies' command with creative mode just before actually running the test - during building, the biters were there and needed to be defended against. On my medium-ish computer, I can get about 130UPS when the base is at idle, and about 58-59 when the base is actually running.

If you decide to playtest the map yourself, I'd be keen to know how long it lasts for you. There is a combinator that can control the speed of everything (explained in the linked youtube video) that can be tweaked to allow for longer - maybe even indefinite production of everything.

As before, if you have questions or comments please do let me know, and automate on, my dudes!

Factoriomaps view and downloads (special thanks to /u/Geostyx for this amazing website.)

Spreadsheet I used for ratio calculation

Video and time lapse of test run

826 Minutes later... Batteries failed to reach the end of the bus.

​Edit: I believe it is custom to say "Thank you for the gold, kind stranger!"

submitted by /u/minibetrayal
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First attempt with splitters, followed by second attempt after realising how they actually work...

Posted: 29 Aug 2018 02:02 AM PDT

Best main Bus configuration?

Posted: 29 Aug 2018 05:18 PM PDT

Ive seen some people make main conveyors that have a wide range of resources on them, what is the best configuration for resources, I tend to have a conveyor with Iron/steel, then one with copper/copper wire, one with plastic and a spare slot and an extra superfluous conveyor just in case.

submitted by /u/RHBathtub
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Trying to find my amazement again

Posted: 29 Aug 2018 05:21 AM PDT

Yellow there guys! For a few weeks now I have this giant project in mind I always wanted to build using bobs mods. I basically only ever had one or two real playthroughs so far but I always wanted to build something more organised, more efficient. I just have the problem that the start can be pretty slow and I easily lose interest after a few minutes. Even when using alternate start so I can skip burners and get a few bots to speed things up I am still getting burned out quickly.

Do you have suggestions on how to convince myself? I have about 600h in the game.

submitted by /u/TehFocus
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passive provider train cars?

Posted: 29 Aug 2018 10:35 AM PDT

I'd love to have a train car that would be a passive provider at the same time. Pull into a train station, drop a roboport, put construction bots in it, place the power pole. Place blueprint. Wait for area to build. Move on to next station.

Also, I'd love to be able to do the same in the car, with it being its own roboport and having its own construction bots. Or if my bots could pull out of the passive provider car/train.

submitted by /u/redditusertk421
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First playthrough. Near the end (I think) and almost out of copper. Advice?

Posted: 29 Aug 2018 07:03 PM PDT

50 hours into my pretty messy first playthrough and I have most stuff researched, producing all the sciences. and am getting ready to research the rocket so I think (?) I'm near the end.

Big problem is that I am down to the bear bones on the last copper fields inside my defenses and the closest copper field I see on the map is on the other side of like 5 biter nests and will definitely require a train network to get the ore up to my smelting field.

Any advice on solving the problem? Should I just try to beat back the biters and build walls/defenses all the way to the distant copper field?

Am I better off just quitting the game and starting over to build a much faster/bigger base originally now that I know better what I'm doing?

submitted by /u/spike4hand
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How do Dis Mod?

Posted: 29 Aug 2018 06:53 PM PDT

I can't figure out how to setup the Train Scaling Mod?

I have it researched but I can't figure out how to set it up

Does someone have a guide?

submitted by /u/Kado_GatorFan12
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Is it just me..

Posted: 29 Aug 2018 02:51 PM PDT

..or does it seem like the game doesn't really even start until you're finished with all of the Gold Science Research and have your Power Armor MK2?

I love building up to that point, and man, the options just seem to explode once I get to that point. That's when the game really starts to feel "open" to me. Anyone else feel the same way?

submitted by /u/throwawaysmy
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Logistics Train Network - Locked Slots per Wagon ?

Posted: 29 Aug 2018 02:50 PM PDT

Trying to make an LTN-based Bobs/Angels world, and I am having a great deal of trouble making provider stations that provide more than one item. I'm using filter inserters with their filters set as (expected train inventory) - (current train inventory), which does the job pretty well. However, when the train gets full, some of the inserters still keep an item in their hand, which gets deposited into the next train that arrives, even if that train is supposed to be for a new item.

I have looked around and seen that the solution is built into the mod itself via the Locked Slots Per Wagon signal, but I don't understand what that does or how it can be used to solve this problem. It does not literally lock the slots in the sense that the player can, and the schedule made is still for the # of items requested by the requester station. Do I have to do something besides feed the locked slots signal into the provider station's input?

Thanks! Love this mod and I want to use it to its fullest potential!

submitted by /u/dudewaldo4
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Ugly, Not efficient and Not modular...But it works.

Posted: 29 Aug 2018 06:19 PM PDT

Do you see anything wrong here? Train claim no path

Posted: 29 Aug 2018 06:08 PM PDT

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