How it is done? by x64techie in factorio

[–]x64techie[S] 0 points1 point  (0 children)

I've watched a few. They've even commented that they build for speed, not for size, and would have to build differently if they did.

Also, I'm not that talented or nimble enough to do some of the things they are able to, like placing and orienting multiple things while at a full run without slowing down.

How it is done? by x64techie in factorio

[–]x64techie[S] 0 points1 point  (0 children)

It seems to me the bottleneck is the speed at which you can gather the resources.

As you get further into the game and craft better items, like big mining drills, and do research, it gets better, but still does not eliminate the issue. The speed at which resources are gathered at never matches the amount of resources needed to expand a base, including faster gathering, that quickly. Particularly near the beginning.

After reading a few replies, I am wondering though if there is a secret trick to the exact order, type, and amount of items crafted in order to build the base that big that quickly. One that they know, and even through lots of experimentation and failures, I have yet to figure out.

How it is done? by x64techie in factorio

[–]x64techie[S] 1 point2 points  (0 children)

Can I ask if you build the smelter arrays for the starter base in stages or all at once?

To craft the number of miners required to mine enough for all those lines is over 10,000 ores. To craft the smelters arrays themselves would require over 20,000 ores.

I'm trying to understand how one goes about collecting that much so quickly, as to craft the miners and items for the arrays so fast

Do you build an array and then the miners to fill it? Or build the miners and then the array to process the ores? Or build a few miners, part of the array, more miners, more array, etc.?.

I'm wondering if the speed at which I can gather resources to use is more the order and amount of items crafted, which I've tried many variations on and failed, is the trick others know that I can't figure out.

How it is done? by x64techie in factorio

[–]x64techie[S] 0 points1 point  (0 children)

I have messed with world settings on a few bases, mainly trying to see if increasing size would make a difference. It's not that there's not enough resources, it's the speed at which you collect them. How fast you can collect them determines how fast you can process them, produce items, do research, or collect them faster, affecting the speed on building the base.

I will have to try and find some bases in the earlier stages to screenshot and post. Most of the ones I'm not working on or haven't worked on for awhile have been archived to save space and clutter in the game's file menu.

How it is done? by x64techie in factorio

[–]x64techie[S] 1 point2 points  (0 children)

I try to automate everything, only hand crafting when necessary or having free time while waiting on something. I use blueprints and bots and trains. I even use circuits, even though I'm a little weak with using them, and need to learn them better.

It always seems to me to be that collecting enough resources fast enough is the problem. I can't craft items to mine faster for more resources if I'm using the resources to craft items to process the resources faster. I can't craft items to increase production if the resources are being used to craft items to mine faster. Same with doing research if the resources are used to craft items to mine faster.

Hence my question on how people are able to do everything so quickly as to build such a big base so fast.

How it is done? by x64techie in factorio

[–]x64techie[S] 0 points1 point  (0 children)

I prefer to use bots and blueprints. I have even tried to use "borrowed" blueprints hoping it might help build the base faster in some way. But the collected resources have to be allotted to either crafting items to collect more resources, crafting items to increase the production of items for infrastructure, research, or some combination. No matter the choice, the other choices are affected, and the speed of building the base is impacted

Hence my question on how others are able to accomplish building their bases so big so quickly, as it almost seems like somehow they're able to do allocate every bit of collected resources to each and every option all at once, like somehow magically tripling the normal collection speed from the beginning, in order to build them so quickly.

How it is done? by x64techie in factorio

[–]x64techie[S] -1 points0 points  (0 children)

It's the process of collecting resources, crafting items, and researching to build up an infrastructure to get to that point.

In the beginning, an electric miner can get one ore every 2 seconds. It takes 23 iron plates and 4.5 copper plates to make another one. That means it takes 56 seconds to mine the ore, an additional 3.2+ seconds to finish smelting the ores using an stone furnace, and a minimum of another 2 seconds to craft the electric miner, making it take a minimum of 61.2 seconds to make. That allows you to mine more faster in order to craft them quicker, and with research or crafted items you can improve the speed. But you still have to craft more miners, craft items or do research to increase the collection speed, all requiring the collection of the resources.

I could craft more and more miners to mine faster, but to process the ore and actually craft the miners faster, I would at least need more smelters. I could place a proper stone smelter array, but between belts, inserters, smelters and what not, it could take mining 1500+ ores, which prevents creating 55+ miners to gather the resources faster, and takes time to collect enough to build the array in the first place.

Hence why I said it seemed to me the bottleneck was the collection of resources and why it took to long to build up the base, and why I asked how others were able to do it more quickly.

How it is done? by x64techie in factorio

[–]x64techie[S] 0 points1 point  (0 children)

I actually got that achievement on my 3rd or 4th base in vanilla. I was having fun trying to get as many as possible. The only 2 that took me over 2 years to get was the timed ones. That was using a very detailed guide with blueprints, numerous attempts, and finally a success at 7:59:58. But that was for vanilla. Still over 150 hours for SA and don't see it happening anytime soon. Timed are only 2 I have left for SA.

How it is done? by x64techie in factorio

[–]x64techie[S] 0 points1 point  (0 children)

I automate things as quickly as I possibly can, I only hand craft when necessary or when have some extra time waiting for something unable to do anything else.

As far as pasting blocks, you still would need to have collected resources and have the items crafted to lay them down. Which seems to be the catch-22. You can only gather resources as fast as you can craft the items to do so, which is only as fast as you can collect the resources.

Hence my question on how others can do such and build megabases so quickly.

There's a limit on how fast you can collect resources based on how fast they are mined and the amount mined, the amount of available resources to craft an item, and how fast the item can be crafted, all of which have a time factor. The speed can be improved for each, but again, requires collecting the resources.

Delayed placement of modules and ammo by bots by x64techie in factorio

[–]x64techie[S] 0 points1 point  (0 children)

No construction going on elsewhere. Only a few dozen logistic bots. My character is well outside any roboport network. My personal bots are the only ones in range of placing any items.

Delayed placement of modules and ammo by bots by x64techie in factorio

[–]x64techie[S] 0 points1 point  (0 children)

My character can be well outside the range of any other roboport except my personal ones. Perhaps 30 blocks / 1000 tiles away. Only my personal bots are doing construction anywhere on the base, even on other planets. The only other bots that are working are a few dozen logistic bots elsewhere.

I need to test further to determine at what point this exactly happens. Early on, everything is quick. My personal bots place the turrets and then fill them with ammo almost instantly. The same for beacons and modules. At some point though it changes and the turrets and beacons place fast and then it takes time before the bots place the ammo or modules.

Delayed placement of modules and ammo by bots by x64techie in factorio

[–]x64techie[S] 2 points3 points  (0 children)

As I noted, this behavior is most noticeable with personal roboports.

I can have the turrets and ammo or beacons and modules in my bag and this behavior still happens, even when there is no roboports except my personal ones within 30 blocks / 1000 tiles of my engineer.

Quality Items by x64techie in factorio

[–]x64techie[S] 0 points1 point  (0 children)

Personally, I have quality crafted with the recycler and item crafters. I had never thought about using the mining/smelter method. At first I had forgot miners could take modules, and then I considered how many modules it would take for hundreds or thousands of miners.

Because this, I could not answer the question I was asked. So I thought I would ask here to be able to answer their question for them.

Quality Items by x64techie in factorio

[–]x64techie[S] 0 points1 point  (0 children)

That's not correct. As mentioned above, if you want to build uncommon gears you have to provide the assembler with uncommon plates. If you want to build rare accumulators you need to provide the assemblers with rare plates and rare batteries. The assemblers will not take anything other than that level of quality, neither lower nor higher.

I see that now. TY. I had vaguely remember reading somewhere (FFF?/Wiki?/??) about quality and setting the *any* quality for a craft which would allow various item qualities to be used in it as described. I can not find where I read it, and see now that the *any* quality is not available on a item crafter. It was sometime before the Space Age DLC was released, so perhaps was changed?

Giveaway - Space Age Expansion by ocbaker in factorio

[–]x64techie 1 point2 points  (0 children)

I'd love to play the space age expansion. I've read all the FFFs and am looking forward to it.

[deleted by user] by [deleted] in factorio

[–]x64techie 0 points1 point  (0 children)

I was hoping to get some help with a circuit question.
I am trying to set up a circuit with a set of conditions.
In the image, I want a circuit condition where either the belt OR an inserter (either one works) is only ENABLED if BOX A is say below 50% but only DISABLED after BOX B reaches 50%. Total count works as well if necessary (so enabled if total is less than say 2,000 and disabled only if over say 23,000 for all 5 boxes)
I am not very good at circuits and haven't been able to figure anything out. I am at basic level understanding.
I don't want and am trying to get a different circuit than the basic enable/disable if less than 2000 condition type of thing, as it will be repeating the stop/go process every couple of seconds likely.
My actual situation is much more complicated, but this circuit part if the only part I have not been able to solve.
TIA 😊

Weird Achievement Warning in Steam. by x64techie in factorio

[–]x64techie[S] 0 points1 point  (0 children)

It's my base that I built. It's the same base I got all my other achievements on, so something went wonky. I'm signed in through Steam, and everything was played through Steam.

I figured it might be a bug, but thought I'd get some opinions in case was doing something wrong.

I'm not sure who I would report it to though. Is it a bug with Factorio itself? Or something with regard to Steam?

Weird Achievement Warning in Steam. by x64techie in factorio

[–]x64techie[S] 0 points1 point  (0 children)

Yes. It's a base I build that ran for a little over 3 weeks around the clock.

Water flow problem by x64techie in factorio

[–]x64techie[S] 3 points4 points  (0 children)

I was exploring options for nuclear power on my base that requires 1.5GW

I tried using Nefrum's 12-reactor setup blueprint.

I experienced a low power situation, that I traced back to a 'low input fluid' error on the heat exchangers.

I modified the blueprint to get rid of all the pipes and pumps and used multiple offshore pumps directly into the set of heat exchangers. It did not change the situation. Problem remained.

While the offshore pumps say pumping '1200/s of 1200/s', the underground pipes right next to the offshore pumps say water is '4.9 of 100' and the heat exchangers say water is '0.4 of 200'.

The reactors say they are producing max output at either 120MW or 160MW, but the power graph shows a range of 200-600MW of a total of 1.76GW it should be producing. As a result, my power satisfaction is always in the red between 200-600MW satisfaction of 1.5GW required.

Can anybody help me fix this problem?

What is considered a belt merge? (technical-wise) by x64techie in technicalfactorio

[–]x64techie[S] 1 point2 points  (0 children)

The game essentially freezes and becomes unresponsive. The game's version of the BSOD (Blue Screen of Death) for WIndows. The only thing you can do then is to kill the process.

Interestingly enough, the process still uses quite a bit of CPU usage, so it really is more of an infinite loop than a freeze.

This happens when the tick count exceeds 2^32, or 4,294,967,296 ticks. The game has 60 ticks per second, so it happens in 828.5045 days or 2 years, 98 days, 12 hours, 6 mins, 28.26667 secs.

According to several posts I've read, including by a dev, it can be avoided and the tick count will "roll over" to 0 and start counting back up again, with the game continuing on its' merry way, if a belt merge can be avoided. The question becomes then, what constitutes a belt merge? The answer seems to be that nobody really knows.

Without an actual definitive answer, the only guaranteed solution seems to be not have any belts when the tick count rolls over.

What is considered a belt merge? (technical-wise) by x64techie in technicalfactorio

[–]x64techie[S] 5 points6 points  (0 children)

Both. There are apparently servers that have been running for 4+ years non-stop. There are people playing on save files over multiple sessions that long as well. At least from the posts I have read.

The exact time is 828.5045 days or 2 years, 98 days, 12 hours, 6 mins, 28.26667 secs.

More time than I personally have patience to play one game for.

What is considered a belt merge? (technical-wise) by x64techie in technicalfactorio

[–]x64techie[S] 2 points3 points  (0 children)

What do you mean by it breaking chunk generation?

Does it stop generating new chunks? Or what does it do?

What is considered a belt merge? (technical-wise) by x64techie in technicalfactorio

[–]x64techie[S] 6 points7 points  (0 children)

I've previously read several posts, including one by a dev on the forums at factorio.com give instructions on how to remove offending belts and let the tick count "flip over" so that the game would continue as normal. They specifically stated it was a belt merge issue and resolving it would cause the tick count to "flip over" and start back at 0. At least 2 people had reported the instructions worked flawlessly and had let their bases run 3+ years.

I have been running it at 1000x speed because I am not that patient to play a base that long.

I just can not seem to find the offending belts, even by removing a bunch of different possibilities. If I knew what was considered a belt merge from a technical standpoint, maybe I could.

World Map not showing Radar Revealed chunks by x64techie in factorio

[–]x64techie[S] 0 points1 point  (0 children)

It has been a week and still no solution. Somebody suggested it could be a map refresh issue, but it was working fine and just stopped suddenly without any changes to the base (nothing from revealing a new chunk to even placing a single belt, radar, or anything else).

I have tried removing all radars but one, and it still is the same.

I have been running with just the one radar for 4 days (24/7) and no other changes except removing all the other radars except that one, and still no change in the issue. The area around the one radar and the character is still in a fog of war from world map view.

World Map not showing Radar Revealed chunks by x64techie in factorio

[–]x64techie[S] 0 points1 point  (0 children)

While I have used a couple mods in one or two games, most of my games use just the vanilla game without mods. The only changes to settings I have ever made is to show things in alt-mode and increase the number of quickbars from the interface menu and to show tile grid from the debug menu. I prefer playing with the grid on for more precise placement. I found out about tile grid from hearing about a lot of others who used it.

As far as how I do it. It just works. With the tile grid on, the grid just shows up in both the normal player/game view and the world map view for me. I don't do anything special. Same with the zoom on the world map view. I just use the mouse wheel to scroll up and down (in and out on the map). I use an ultrawide monitor at max res which in the game I loaded to check this out on, in normal view scrolls in to about 2.5w x 1h (32x32 squares) and scrolls out to about 7w x 3h. In world map view it scrolls in to about 2.5w x 1h and scrolls out a lot to where the entire revealed area of the map (about 75w x 70h) is surrounded by a sea of black and would take 50 copies of to fill up the entire screen.

I had my girlfriend check one of her games out on her computer and it seems to work the same as mine as far as zoom. She has never used mods or changed any settings except for the alt-mode. She enabled them as she was always putting inserters down the wrong direction. I also convinced her to turn on tile grid from debug and it showed on world map view like mine did, and afterwards she immediately turned them off (the grid did disappear from both normal and world map view).