Universe Sandbox

General Category => Everything Else => Topic started by: vh on September 19, 2018, 02:54:06 AM

Title: factorio
Post by: vh on September 19, 2018, 02:54:06 AM
i just made this topic to save this link

Title: Re: factorio
Post by: vh on September 26, 2018, 05:02:10 PM

finally set up a proper train station
Title: Re: factorio
Post by: Darvince on September 27, 2018, 12:48:04 AM
every new thing i learn about factorio makes me yet more confused as to what exactly it is
Title: Re: factorio
Post by: vh on September 27, 2018, 08:07:05 AM
Title: Re: factorio
Post by: vh on September 28, 2018, 10:37:59 PM
a little base map

it took me like 50 hours to launch the rocket, and since then i've spent like 30 hours preparing for my first planned out base with a target of 1 science per second
Title: Re: factorio
Post by: vh on September 28, 2018, 10:52:29 PM
in my main enclosure there, there are actually 3 "outpost" mines which eventually got absorbed into my main base as i kept expanding
Title: Re: factorio
Post by: vh on September 30, 2018, 07:26:31 PM
my half-a-reactor-but-its-not-done design

Title: Re: factorio
Post by: vh on September 30, 2018, 09:47:24 PM
new power plant, since i kept on running into power problems. this should produce up to 800 MW, although i usually consume around 200 MW

Title: Re: factorio
Post by: vh on October 01, 2018, 08:57:38 PM
setting up a "proper" non-spaghetti base for once, with a target of 50 spm -- i have plates, green circuits, and steel set up

Title: Re: factorio
Post by: vh on October 03, 2018, 12:24:55 AM
finished oil processing and red circuits today

Title: Re: factorio
Post by: vh on October 05, 2018, 02:54:36 PM
finished red green blue and grey science

Title: Re: factorio
Post by: vh on October 08, 2018, 02:18:54 AM
i fucking did it boys

one science per second, just like the simulations


you can see besides that little spike from when i redid some belts for iron that i've gotten into a pretty consistent 1 rocket every 15 minutes or so, giving me > 1 science per second.

to be honest, when i planned this build out i planned 60 spm but was only expecting more like 40 spm due to me eyeballing a bunch of numbers. turns out i had a bit of margin

i'm definitely really excited about this


my copper patch is 30M right now, so if i'm doing about 6kpm that gives me 80 hours of game-play. plus if i get to productivity 50 (i'm at 25 rn), that'll double it to 160 hours, which is about how long i've spent in total on this game so far. i'd say that's good enough. my iron patch is 60M (actually needed 2 patches to get enough miners on it) so shouldn't have to worry about that for a long time

all the components -- besides a bunch of belt balancers -- designed by myself

my next goals are probably 1. shoring up my defenses, cause this new setup is cranking out insane amounts of pollution and biters and 2. add a second 6-reactor powerplant, since my need for power is insatiable -- i'm drawing around 900MW right now, which is satisfied by my current main reactor (700 MW), my secondary reactor (100MW) and solar (100MW). i just want a lot more margin so i can stop worrying about power for a while. also i'll be able to turn off my secondary reactor which is really inefficient and 3. getting to level 30 mining, then finishing all non-infinite research, then keep doing mining prod forever since i'm pretty sure if i stop researching at any point in time all my trains will start deadlocking


edit: mining prod payoff analysis:

based on the img i posted, it looks like it costs roughly 100 ore (iron and copper) per science. mining productivity level N costs about N*100 science, which is N*10k ore, and gives a 2% boost to productivity, meaning we recover the cost after mining 50*N*10k ore, or N/2 million ore. so level 25 mining productivity is paid back after mining 12.5M ore. level 50 mining prod would be paid back after 25M ore mined. seems like a good target to me
Title: Re: factorio
Post by: vh on October 08, 2018, 09:42:10 PM
4 rph -> 5 rph just by tuning some ratios and some p3 modules

Title: Re: factorio
Post by: Darvince on October 09, 2018, 12:13:45 PM
wow that heat there is very meaningful
Title: Re: factorio
Post by: vh on October 09, 2018, 01:52:53 PM
what heat
Title: Re: factorio
Post by: vh on October 11, 2018, 12:33:23 PM

i have achieved 90 spm!!!1111

look at that continuous lab action on the right half -- it is beautiful

i'm pretty confident that this is as far as i can push my base without actually expanding it -- i have pm3 in most of my assemblers already.

anyway i'm about to finish prod 34. if i want to get to prod 50, which i think i mentioned before as a goal, then  i'd need 15 more levels at an average of about 4200 science per level, which is ~63k science in total, which works out to 17.2 hours -- not bad.
Title: Re: factorio
Post by: vh on November 27, 2018, 03:41:31 PM
i tuned my setup a lot until i was getting 125 spm -- mind you from a design originally intended to do 50 spm, and then i tiled it twice so i am now at 250 spm

you can see in the graph in the second image where i momentarily shut down all science to divert resources into building the "copy" of the original base, and then that part when i started up the base only to realize i was bottlenecked by raw ore, and had to shut everything down to build more mining outposts, and then finally when i got the whole system ramped up properly

right now i'm using up about 660k copper/hour and 1260k iron/hour. i have about 90M iron in my outposts, so assuming a feasible extraction rate of 60% (since it's hard to keep an outpost going once most of the ore is extracted) and mining productivity of 75 (i'm at 66 right now), i have roughly 100 hours before i run out of ore

i've also installed new "train buffers" which you can kind of see in the overhead, where a bunch of trains are sitting, so that i can store trains full of ore without worrying about jamming up the unloading station. it also gives me like 5 minutes to fix any jamming / biter problems in the rail before the factory gets starved of resources, which is nice



Title: Re: factorio
Post by: vh on December 18, 2018, 08:30:22 AM
YEEEEEEEEEEEEEEEEEE 10-hour sustained 250 spm


it is a bit scary the rate at which i'm chewing through ore deposits. mind you when i get to prod 100, every 3M ore produced only corresponds to 1M ore mined, which is nice
Title: Re: factorio
Post by: Darvince on December 18, 2018, 12:23:25 PM
what heat
the heat generated by running your computer playing factorio
Title: Re: factorio
Post by: vh on December 18, 2018, 06:13:15 PM
it's probably roughly 20W
Title: Re: factorio
Post by: vh on December 19, 2018, 12:23:16 PM
prod 100!

Title: Re: factorio
Post by: vh on July 06, 2019, 01:47:22 AM
started mp game with fiah - got up to blue science
Title: Re: factorio
Post by: vh on July 06, 2019, 12:57:06 PM
fiah the WAN quit our mp game before we'd even gotten past blue science

so being the stable genius that i am, i'm setting myself a goal to reach 1k SPM
Title: Re: factorio
Post by: vh on July 07, 2019, 07:58:01 PM
i built 8 new powerplants today, each with 6 reactors. 3 were already more than enough for my 250 spm base, so that means my 11 in total should be more than enough for 1K spm. theoretical max power generation is 8.8 GW

also experimenting with artillery firing stations to keep the area near rails clear of biters

pic of artillery station -- i'm using 2-6-2-2 trains for artillery: 2 engines, 6 artillery wagons, 2 cargo (repair materials), and 2 more engines

of the 8 new powerplants

and the requisite water delivery pipe madness

next order of business will be building enough mining outposts. i'll need roughly 80k iron/minute and 45k copper/minute
Title: Re: factorio
Post by: vh on July 18, 2020, 09:34:58 PM

expanded by base bigly today, among many other things i accomplished

1. red was my "launched first rocket" base
2. blue was my second, 60 -> 250 spm base
3. green is powerplants for supporting my base (although i went kind of overkill with power)
4. orange are all the rail stations, which take up a surprising amount of space
5. purple is the new area i encircled today
Title: Re: factorio
Post by: vh on July 26, 2020, 09:07:23 PM

start of my insane smelting setup. pictured here is only iron and steel, and i've already gone through like ~3K+ level 3 modules

i want to do one of those modular train bases, but i don't want to go to too crazy with train traffic, as my greatest fear is dealing with deadlocks. so as a reasonable strategy, i've decided to do all smelting, steel production, and green circuits "on site", and those will be the inputs to modularbase

my criteria was pretty ad-hoc, but basically anything product which consumes more than ~500 inputs per second, i do on-site. so for smelting that's 800/s copper ore -> copper, 1000/s iron ore -> iron, 700/s iron -> steel, 420/s copper + 400 iron/s -> green circuits

some close contenders were red circuits (roughly ~500/s total inputs) and low density structure (~450/s inputs), but these are sufficiently far down the dependency chain that it gets really awkward
Title: Re: factorio
Post by: vh on August 02, 2020, 01:59:27 PM
more progress on the megabase, and also redesigned mining outpost defense system (but i'm not looking forward to upgrading all my outposts)


Title: Re: factorio
Post by: atomic7732 on August 02, 2020, 05:03:55 PM
what are these names

like patrons
Title: Re: factorio
Post by: vh on August 02, 2020, 05:41:47 PM
i think people who bought early versions of the game got to add to the list of train station names or st
Title: Re: factorio
Post by: vh on August 16, 2020, 05:17:51 PM
bigly progress today

found a blueprint to count the number of trains, figured it'd be good to add to my base


refined and deployed my remote artillery base. i wanted to go pure guns, but turns out i need some lasers to outrange spitters




Title: Re: factorio
Post by: vh on August 16, 2020, 05:28:16 PM
Title: Re: factorio
Post by: Darvince on August 16, 2020, 07:01:06 PM
what the spider is that i thought this was a supply chain simulator
Title: Re: factorio
Post by: vh on August 16, 2020, 07:40:39 PM
the spider is mainly a great addition because

1. it doesn't get run over by trains, therefore building out more bigly supply chains with bigly trains is easier
2. it can walk over factory-buildings with it's long legs, instead of getting stuck on them, enabling me to build even denser more compact factories
3. you can control it and use it to build things via remote control
4. you can use it to blow up things in the way of expanding your supply chain
Title: Re: factorio
Post by: vh on August 22, 2020, 06:34:26 PM

factoria (female)
Title: Re: factorio
Post by: vh on August 25, 2020, 10:10:51 PM
Bigly factorio progress -- i start up the preprocessing block of the factory for the first time



other than a few small errors i fixed, it worked flawlessly beyond all my dreams (kind of like your massive piece of code working on the first try with just some syntax errors).

the number of trains coming in and out was actually pretty scary, currently sitting at (https://cdn.discordapp.com/attachments/255420814114029568/748046615817748530/unknown.png) -- but i did the math, and we should be able to squeak by with just two lanes

the number of trains i need is making me reconsider life
i need to deliver roughly 4500 items/second, or about 100 blue belts worth, or a fully loaded 2-locomotive, 6-wagon train every ~2.5 seconds
the max speed of a train is 300 km/h, or about 80 m/s, although much lower when it's accelerating
this means the average distance between trains at full speed is only 80*2.5 = 200 tiles
and each train itself is 8*7-1 = 55 tiles long itself
so the entire length of my rail network will basically be 1/4th train at any given time
maybe i should just make it Solid Train
ok but at least in theory, this means my two-track strategy still seems pretty viable
definitely brushing up against the limits of viability though
Title: Re: factorio
Post by: vh on August 25, 2020, 10:16:05 PM
another consideration to make: how many trains do i need on the network?

my most in-demand station requires roughly 1200 items/s, or 1 train per 10 seconds.
my most distant mining outpost is ~16km away, which at top speed is roughly 200 seconds. add on a few more seconds for unloading and loading, waiting at intersections, and the round trip should be roughly 500 seconds

therefore as a worst-case analysis, if i want a train every 10 seconds, i need at any given time 50 trains in transit between these two stations!! that's really insane and i have no clue how the hell i'm going to pull it off (i mean i currently only have 10 waiting spots set up, with room for perhaps 10 more...)
Title: Re: factorio
Post by: vh on October 04, 2020, 07:30:29 AM
after forever, i got everything working


admittedly you can only make out the details if you playback in 4K