Factorio - Factories, Conveyors, Pollution and Monsters - alpha

CPX

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Eh, for high volume things like greens it actually matters the least. Assuming you're filling all the chests with a balancer, they should be within a few seconds of each other and it really doesn't matter.

I wish that was the case, but high demand can leave those platforms off by a thousand or two so can absolutely throw off trains.
 

Scotttheking

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Rebuilding an entire base is tedious!
probably 70% of the way there. Got a good chunk of the intermediates mall done today (chips, lds, heat shielding).
Need to, in no particular order:
rebuild cargo receiving (tried to avoid a ton of splitters but inserters weren’t fast enough)
build cargo launch area (I have some fancy circuit ideas which I can hopefully defer, although shiny…)
build a new rocket component factory
build final products mall
plumb both malls into cargo launch area (intermediates via belts, final products via bots)
setup a few new ore patches to avoid issues while off planet
Build a module factory
get meteor defense functional
finalize power production setup (rebuild the solar fields, plumb nukes in, send fuel to backup power plant)

Think once that is done I can head off world again.
whew!

need to load up modules on one world, make changes to the outpost mall based on observing it running, and then stamp it down on each world.
once that is all done I can go focus on science production for a while!

did i mention space exploration is fun? Sryan, did you start it?
 

Drizzt321

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I found an awesome Space Exploration + Factorissimo hack. When going to a new planet to make a new base, make some big chests and fill them up in a Factory 2 or 3. Potentially even make Factory 1 or 2 already setup with whatever processing. Fill it up. Pick up the single 2 or 3 Factory, and it only takes up one slot in your inventory. No need to worry about losing any parts or stuff due to losing any cargo parts because there's no landing pad.
 

CPX

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I found an awesome Space Exploration + Factorissimo hack. When going to a new planet to make a new base, make some big chests and fill them up in a Factory 2 or 3. Potentially even make Factory 1 or 2 already setup with whatever processing. Fill it up. Pick up the single 2 or 3 Factory, and it only takes up one slot in your inventory. No need to worry about losing any parts or stuff due to losing any cargo parts because there's no landing pad.

I mean, that's literally half the point of Factorissimo. It's not easy to automate interior construction but it's way easier to manage at your mall than to place it at destination and forget a few hundred modules for it.
 

Drizzt321

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At least for setup. For regular usage, I'm still trying to master the signal tower things. I think I have worked out, at least home to home-orbit with some basic resources with delivery canons. Unfortunately they can't do anything more advanced like science packs and such :( And Factorissimo appears not to be able to be placed in orbit. So I'm debating now if I want to massively expand the orbit and re-implement all the production chains to generate the all the science packs there or not. Or figure out how to do rocket loading and launch without backing stuff up and issues.
 

Scotttheking

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At least for setup. For regular usage, I'm still trying to master the signal tower things. I think I have worked out, at least home to home-orbit with some basic resources with delivery canons. Unfortunately they can't do anything more advanced like science packs and such :( And Factorissimo appears not to be able to be placed in orbit. So I'm debating now if I want to massively expand the orbit and re-implement all the production chains to generate the all the science packs there or not. Or figure out how to do rocket loading and launch without backing stuff up and issues.
Lmk if you want pointers on anything. I like the logistics challenge and happy to help.

Edit: Sometimes, spaghetti! Rocket parts, delivery cannons, fuel.

Screenshot 2024-03-15 at 5.05.55 PM.png
 
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Quarthinos

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So on Monday, DerekMacIntyre set a new 100% record 4:20:33. Yesterday evening, AntiElitz tied him. Anti has been trying hard to get below 4:20 before Derek did, which was Anti's goal for last night.

It's kind of fun to watch every so often, but everyone is running essentially the same build, so it gets very samey after two or three attempts. but, Nefrums has been working on a new set of blueprints for 100%. I don't know what theoretical time he built the blueprints towards. but hopefully he'll be ready for real runs soon for some variety.
 

kperrier

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It's kind of fun to watch every so often, but everyone is running essentially the same build, so it gets very samey after two or three attempts. but, Nefrums has been working on a new set of blueprints for 100%. I don't know what theoretical time he built the blueprints towards. but hopefully he'll be ready for real runs soon for some variety.
I have watched some of his streams. He is building to a larger scale with his new design. I don't know what SPM he is going for but I would say its ~50% larger than the current design floating about. It all comes down to how fast you can feed raw materials to the base.
 

CPX

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I got my blocks running at the 1-2k spm range. At the moment, these are edge-load designs where trains stop at the outside to feed belts weaved to machine inputs. My system only drops below 50 UPS when I bring out a big blueprint, so I think I'm ready to move on to the next level of designing new blocks entirely around train direct insert instead of belts.

Two mods really made this run so much easier when I figured them out, being Constructrons (continued) and Project CyberSyn.

Constructrons really do completely automate blueprint placement entirely but everything in the blueprint must be available to a Constructron Service Station (special version roboport with no range that connects to logistics network). The good news is that you don't need everything in the same geographic location, they just need their own lognet and service station. I find it particularly helpful since my landfill, module, and advanced solar/accumulator construction plants are all a bit aways from my mall. But Constructrons absolutely hang if they can't get something they need so make sure its there. I made a mistake of placing a ton of landfill blueprints to fill in later with woefully inadequate landfill production, so I'd constantly have half my available spiders just waiting for 7k landfill that was building at a very slow rate. But once I overhauled landfill production and storage? Made filling in vast ponds stupid easy. The only other hard limitation on them is a tiny grid size. They can basically fit two portable fusion reactors, four roboports, one exoskeletion, and two Mk2 batteries. They will often get caught on major tile jobs like concrete and landfill waiting to recharge so consider some advanced portable power source mod (like the singularity generator with the Advanced Power Armor mod) if you find yourself really needing more speed.

CyberSyn is exactly the evolution LTN needed to remain useful after train limits came into the picture. Trains being able to immediately queue into the next job without returning to depot truly does eliminate one of the biggest weaknesses of LTN. The CyberSyn depot system goes a step further. Depot stops must be individually named (unlike LTN), but you can allow trains to return to any depot within their network. Refueling is more elegant as well. Trains automatically visit dedicated fuel stations upon reaching below the refueling threshold which eliminates the need to supply at the depot (not a huge issue before with LTN but still just that much easier now). I might be missing a setting, but CyberSyn does seem to favor dispatching a depot train over tasking a train currently "on-mission", but I'm sure I can adjust a few settings to shift that encouragement over to trains somewhere in the midst of fulfilling delivery.
 
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Quarthinos

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I have watched some of his streams. He is building to a larger scale with his new design. I don't know what SPM he is going for but I would say its ~50% larger than the current design floating about. It all comes down to how fast you can feed raw materials to the base.
From what I understand about 100% blueprints, it's not really about SPM, so much as "how much time will it take to get to <milestone>". The fixed milestone you can go for is getting the achievements for launching the fish rocket. Unless Nefrums has figured out some kind of glitch, getting to 20M greens is still about stamping blueprints out in the hinterlands. I could see having multiple outposting trains maybe helping, but I don't see how to get the outposts running as fast as currently if you don't have the player putting down the initial infrastructure.

Unless the extra 50% size is all devoted to building green circuits and the plan is to just have trains bring in the stacks of raw materials rather than making everything on site?
 

kperrier

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I have been there waiting on research to finish on a good map and I am not a speed runner of his caliber. So accelerating research is part of the plan. Yeah there at the end its about waiting for the outpost train to refill to build the next green circuit outpost. I am sure all of the additional production for the science is redirected to supplying the outpost train.
 

CPX

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Took some doing, but I finally put together a Beaconed Liquefaction Build with the "close enough" 12/8/11 ratio out of vanilla components based on my Beaconed AOR Build. This being a vanilla build, disposing of LO and PG buildup is entirely on you if you use. I have a modded build using Advanced Storage Tanks and Flare Stacks, but this was for general use.

Blueprint available upon request.

Direct insert is a lot more challenging because you have to let go of a lot of previous preconceptions on how you build. No more 8/12 beacons, you fit 6 at most. You also need to consider how many trains in vs out, with 1->2 being good for fast simple stuff and 2->1 being necessary for longer goods.
 

sryan2k1

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Anyone else playing Space Exploration? Spencer?
I got about an hour in, got busy, went on spring break and haven't had the motivation to pick it back up.


I'm considering rerunning with biters/pollution turned off. The last megabase I built was my first and ended up at a solid 5k SPM. The biters ended up just being annoying rather than difficult.


Breaking the megabase barrier was rewarding, this time I think I'm going to try and design the base with that in mind. I said before I play robot heavy and run one giant network but there are some growing pains along the way like switching from 1-4 to 1-8-1 trains. I may just put more effort in up front to avoid "more work" down the road and just start big.
 
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CPX

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So here's some screenshots of what I've been working on. Most of it is my 1-2K SPM belt-block base, but I can also share some of the new Direct Insert Blocks which are getting out of hand so very quickly.

This is the older belt-driven part of the base that runs on CyberSyn. This block style has no realistic way of cracking 10K SPM, but I daresay the 1K SPM science blocks are aesthetically pleasing.
s4HTAcZ.jpg

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Petrochemical production is pretty intense, too, but enough to satisfy everything currently going on.

cR2pXZl.jpg

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BhcDiri.jpg

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The weird part about DI is building out entire blocks for every single possible good that might be needed for something else.

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The block size fits 8 units. Every block either uses 16 supplying trains for 8 output trains or vice versa. Production numbers aren't fantastic but that's the cost of eliminating belts and bots.
 

Scotttheking

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Sadness.

Seems the number of trains in my direct insert blocks may be causing game stability issues. Had several crashes today with little else going on besides trains. I'll have to research how many trains the game can run before it's supposed to get unstable.
Hundreds…
And even if mods, they’d still be curious.
 
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CPX

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I think I figured out my big issue. CyberSyn and vanilla trains do not play nicely when they run into train limits. I had some thirty direct insert trains all going for the same iron plate stops that CyberSyn trains would also use. The big problem for CyberSyn is that, like LTN, they bypass station names by targeting a location first that puts them at the stop in question but then they can't occupy the stop because a dozen vanilla trains already "reserved" the stop.

I'm starting to separate out CyberSyn network stops for building and DI network/grid for mass science.
 

CPX

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Yeah, I got a few more stable hours yesterday afternoon upon separating out the train networks. I'm now re-discovering the long-lost art of stackers since this DI concept is demanding so many trains hitting raw resource sites. I can handle 10 so far in a mixed parallel/series config that still fits in my block style. I actually added an additional inline buffer to the belts feeding the Bulk Rail Loaders since those top out at 320 stacks a piece (functional limit of 8 trains). Next challenge will be how to address sulfur for chemical science. Might end up the same way the iron and copper plates do.
 

CPX

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Have you watched any of ColonelWill's (twitch.tv) low-resource megabases? When he gets it up and running, he's all DI (except for ore loaders.)

I have a hard time watching Factorio video or any top-down sim. I feel like what I really need is a narrated replay save instead so I can freely look around the map, query details, etc.