The Tao of Gaming

Boardgames and lesser pursuits

Posts Tagged ‘factorio

Pay no attention…

Factorio 0.16, (the final pre-release, improved graphics and optimizations and a few new features) dropped this week. Expect nothing and ye shall receive.

But I got my copy of Wild Blue Yonder in the mail, so I may actually play that at some point as well, so expect something and ye may receive.

 

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Written by taogaming

December 14, 2017 at 9:34 pm

The Latest

I’d been waiting for Magic Maze to show up at the game store. It never did. However — Barnes and Noble got it, and the TaoLing’s class was having a fundraiser there (anything you but they get 10%), so I got it. B&N has a shockingly good games section. Way too many tie-ins … (seriously, Game of Thrones Settlers of Catan? The pure-non-conflict Euro meets the Red Wedding? Sheesh)  but there are jewels there.

Anyway, after a few games 2 player, I came up with an obvious variant:

Use the four player tiles and rotate them normally, so you only change 1/2 of what you do each rotation (instead of having the same things always grouped). For more weirdness, assign a tile to each hand, and then you have to do the actions with the correct hand.

Magic Maze isn’t great two player, but its not necessarily easier. We managed to lose several times, but now we’re at the “full game” (Scenario 7).

Haven’t tried solo Magic Maze. Doesn’t seem like it would be goodl

After a few weeks off, picked up my Factorio Mega-base again. Coming along nicely. Last time I posted I was at 20 rockets at 55 hours. I improved smelting, got more oil refining. This required breaking the 1 Gigawatt barrier and an hour or two of tactical nuclear devices to pacify the natives and clear out more area for mining.  Anyway, I’m at around 85 hours and 210 rockets. Always something to improve.

Written by taogaming

December 3, 2017 at 11:18 pm

Posted in Uncategorized

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Mainly Factorio, still

(This is the sort of thing that only someone who plays Factorio will care about).

Read the rest of this entry »

Written by taogaming

November 4, 2017 at 10:12 pm

Posted in Artificial Opponents

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Minor-Miner Update

Now that the boy is in camp, I have some access to the computer again, which means more Factorio. I get 50 hours into a base earlier this summer, but then six weeks away meant I had lost the thread. My power situation was OK but weird (some issue with heat pipes maybe being too far) and my trains were a mess, so I decided to start again. (I still have the save if I figure out the things I could go back to it). I’ve had a few false starts, so I keep resetting after a few hours.  I think I’m going to play the new one … build a small starter base and then build a main bus, and then perhaps a mega base. We’ll see.

I also did go-kart racing (work team builder) which lead to an injury. I knocked a shoe off while getting into the cart (It caught on the edge of the pedal) while switching off in a team-style Le Mans (“Which team can complete the most laps” during the event).  When reaching around/over the steering wheel to replace it I managed to strain every muscle in my core and left arm due to a spasm in that awkward position, which was not an injury I’d ever considered worrying about at a go-kart track. I consistently came close to the tree at the edge of the tight corner, but that just means I wasn’t dawdling….

It turns out that I am pretty good at the (~40MPH) beasts. Surprised me. (A bunch of racing games have given me a decent eye for the best line). Still, 30 minutes in 99° heat (with one break) and muscle spasms meant I was a wreck afterwards.

Thankfully I have tomorrow off to relax my muscles and work on my factory.

In other gaming news, Mrs. Tao did some old school D&D with her coworkers, while my (no-longer-minor) eldest mocked her during her absence.

Strange days, my friends, strange days.

Written by taogaming

July 20, 2017 at 10:51 pm

Posted in Artificial Opponents, Non-Gaming

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Got some Factorio recently

I launched a rocket to get the “no solar panels and no laser defense” achievements. Now I’m working on the mega-base ramp up (and turned off rockets to pause and let the base work on other products). Added nuclear power (which is a huge relief, basically tripling my power and letting me use the steam engines as reserves. In fact, for a while I wasted power, as you can’t tune nuclear. When I add two more reactors I’ll triple it again, I think). So now I’m adding a lot more iron processing (400k plates/hour), and generally clearing out the nearby aliens and otherwise growing. I think I have a dozen trains (ish) running, which is appropriate for a train world.

I also got nuclear weapons, so I’ll definitely have to nuke some aliens in the near future. Maybe also go for depleted uranium bullets…

One of the toughest parts was coming back to a base I hadn’t played in a few weeks … I had no idea where everything was. In fact I had a few really terrible things that needed fixing (including a train stopped in an intersection … I’d never set up a fuel station for it, and it was blocking other trains).

But whenever you solve one thing you simply discover the next bottleneck. I need really ramp up my iron mines (since my smelting can now process a train’s load of ore before the next train arrives) then a bit more iron smelting, then copper.

Then circuits (green/red blue) and then I’ll see if how good my rocket throughput is.

Written by taogaming

June 4, 2017 at 9:30 pm

Posted in Session Reports

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Factorio Tutorial — Simple Production Ratios

I see a fair number of questions on production ratios (on reddit) and amazingly, nothing on the wiki seems to deal with it, so here it goes.  (This is really just a draft I plan on cleaning up and putting on the wiki).

The beginner says “Aha, I need a ton of <insert something here> so I’ll build some factories for it.” Then the factories sit idle most of the time. Adding factories doesn’t work if you don’t have the necessary inputs. So, how to figure that out? The easiest way is decide how many outputs per second you want.

For simple things (such as red science) you can build a lot of factories because the inputs (copper + gears) are either fast to make or basically infinite. (OK, not really, but if you aren’t smelting enough copper you have bigger problems). But let’s consider science pack 3 (blue science). Here’s the formula (as of 0.15):

1 Advanced (Red) Circuit + 1 Engine Unit + 1 Assembling Machine 1 (Grey) and 12 seconds makes 1 blue science.

(Thanks to Dave McW’s wonderful cheat sheet for this).

So, the easiest way to is to target some # of packs per second. Let’s say you want one. Picking round numbers makes it easy.

As the old saying goes ‘You can’t make a baby in one month by getting nine women pregnant.’

But you can average a baby a month that way.

To average 1 blue/second, we need 12 factories. (I’m ignoring the speed multiplier for assembling machines. It isn’t actually 12 seconds, depending on the factories. If you have all blue assembling machines (level 2) and change everything to level 3s, the number you get will speed up, but there will be no bottlenecks or slowdowns if they are all even).

Rule of thumb — If you want one unit output per second, you need as many factories as the time it takes.(Again, ignoring speed multipliers). If you want Z per second, you need Z times the number of seconds it takes one factory.

So, we need 12 factories producing blue packs. Now the reason to pick a nice round number like “one blue a second” is that we now know that we need one red circuit per second, one assembling machine per second, and one engine unit per second. We have to have enough inputs.

So, what does an Engine Unit take to make?

1 Steel + 1 Iron + 2 Pipes and 10 seconds makes an engine unit.

In order to support one blue science a second, we need 1 engine per second, which means 10 dedicated engine assemblers. Similarly, we need six red circuit assemblers. We only need half of an assembly one assembler, since it only takes 0.5 seconds. We can make these factories dedicated for this output (which may make sense for some objects) or we may have a big production area (for, say red circuits) so that any overflow can be used elsewhere.

Let’s look at a more complex example: Production Science Packs (purple)

1 Pumpjack + 1 Electric Engine Unit + 1 Electric Furnace + 14 seconds gives us 2 production science packs.

If we want one purple per second, we need seven factories dedicated to production (since they produce two each every 14 seconds).  Every fourteen seconds our seven factories dump out their two purple each to give us one purple per second, and every fourteen seconds they each take in a pumpjack, electric engine and furnace.

So we only need 7 of each input per 14 seconds.

We need 1/2 of a pumpjack per second (or 1 pump jack per two seconds). Ditto the other two.

Electric Engines take an engine unit (sigh), 2x electric circuits and 15 units of lubricant and 10 seconds.

If we want a dedicated line we need five factories (for 1 every other second), which will also require 5 factories for engine units (again, one every other second).  (Remember our rule, we want Z per second. Z is “one-half” and the factories take 10s, so 0.5 x 10 = 5 factories.

“It’s really easy to forget the two outputs per unit time,” he wrote looking at his current factory and suddenly realizing why there’s such a backlog of electric engine units. Ah well, I can divert some of that production and my pump jack production….In fact, there are a number of practical matters. If you only use purple science packs intermittently, you can get by with lower inputs and you’ll buffer some up while researching things that don’t require purple).

So far we’ve just spoken of production speed, but if you start getting into big numbers, you may have to worry about throughput. Maximum throughput of a yellow belt is 13.33 items per second.  If you need 15 or 20 items per second, you’ll requirea faster built (or a second belt) otherwise the first factories in your line will consume all the inputs and choke off your remaining factories. For our examples, that hasn’t been a huge concern (although technically it means that our one purple per second is actually 13.33 purple per 14s, assuming we have perfectly packed yellow belts). But if we wanted to go to two per second, we’d need to upgrade our belts (red belts are exactly twice as fast). If we wanted to go to 5 a second, that would require multiple lines (or maybe having a staggered line where we produce a few intermediates, then a few purples. But that way lies madness).

You can do this to see compare if you have enough labs to consume your science production (or too many labs) although that’s tricky because the colors you need (and times) change based on what you are researching. But typically research takes 30s or 60s (some of the early game research takes less, and some military researches take 45 and braking speed takes 35!) If you produce one (of each color per science) then you can keep 30 labs working all the time, and your 61st lab is guaranteed to sit idle (assuming you never stopped), but in reality you will stop from time to time….

I haven’t done the math on launching one Rocket Per Minute, but throughput becomes a big concern.  1000 Rocket Control Units (which are required per rocket) requires just shy of 40k iron per minute, 650ish iron per second (smelting and transport). Of course those actually have a bunch of intermediate steps, but that’s 17 lanes of express belts just for iron. (In reality, its a bunch of trains to various outposts to make green circuits, etc). And rockets have a bunch of other parts.

 

 

Written by taogaming

May 2, 2017 at 10:26 pm

Posted in Artificial Opponents, Strategy

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If you were borderline on Factorio

They’ve just released 0.15 (up to 0.15.2 for some bugfixes). I’m sitting here waiting impatiently for it to download. Nuclear power, rebalanced combat, a ‘marathon’ mode (critical items take a lot more materials to build), and prebuilt settings for various styles of play….

It is a sign of good sportsmanship on my part that I didn’t skip gaming to download it yesterday (when it released), but that’s only because I’d promised that I’d teach High Frontier.

Update — It’s slower going (7 types of science instead of 4 — and purple science is no longer “stuff you get for free by killing natives”). I’ve got a horrible spaghetti maze because I haven’t been looking ahead. I should probably punt, but my goal is to use this base as a starting point for a big base, so its ok. But I do like many things:

  • Flamethrowers are still good, but much more expensive. Bullets have been buffed, because they were terrible.
  • Infinite science (even if some of it seems to be a bad deal, like mining productivity).
  • Lots of quality of life fixes (showing oil patches underground, etc).

I need to get logistics bots for this factory. It’s not pretty. Gotta find a new copper patch, too. Have basically run out.

Written by taogaming

April 25, 2017 at 7:32 pm