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Factorio steam power plant
Factorio steam power plant




  1. Factorio steam power plant how to#
  2. Factorio steam power plant software#

You can get pretty far by being extremely efficient. Or water that isn't green.Īnd yet he doesn't ask about how we destroyed all the cliffs and filled in the lakes, and chopped the trees. The natives are getting atomic bombs thrown at them constantly, it takes a while to even get to the nearest spawner. We got rid of the steam power generation but there are huge areas of nukes all over. The air is black with robots, 100k of them at the moment. I mean we've built hell and the kid doesn't mind. One thing that's interesting is that the game is a bit, you know, dark.

Factorio steam power plant how to#

He also understands how to find root causes now, based on looking at where there's a blockage in production and tracking back along the chain. That engineer keep-stuff-organized thing takes a bit of time to hone, but he's getting there. The kid loves it, but you can (luckily) tell the difference between what he makes and what I make. Maybe you make some blueprints and you're placing a whole set of nuke power plants in one go, or looking at trains. You then move up the abstractions to where you're not really placing inserters all the time. You fiddle with tiny little things like balancing a belt, and then move on to building belt balancers.

Factorio steam power plant software#

It really reminds me of software in many ways. Good game to multi because I don't have to pay attention all the time. Got into it over Christmas based on HN talking about it all the time.

  • Changed nuclear reactor stack size to 10.I'm literally playing Factorio right now, with my kid.
  • Heat pipes (also in reactors and heat exchangers) glow with high temperatures.
  • This explosion has enough power to destroy other reactors, so one explosion can lead to a chain reaction of exploding reactors. If a reactor is destroyed (by damage) while it is above 900☌, it will explode just like an atomic bomb. In the limit (infinite number of reactors), the ratio approaches 1.25 as the edge corrections become insignificant. After some calculation, one arrives at the expression for the ratio of the two (double-row design in denominator) as (1.25n − sqrt(n)) ÷ (n − 1) which evaluates to, for example, 1 for 4 reactors, 1.07 for 16 reactors, 1.16 for 100 reactors (considering only numbers that both an equal-length double row and a square can be built from), and so on. However, while the heat pipe links will allow energy flow from reactors within the square, with no room around inner reactors, there will be no way to insert and remove fuel cells except manually (heat pipes are traversable by the player), which makes this setup impractical.įurthermore, the gains compared to the double-row design are not large. This setup produces 200n − 160×sqrt(n) MW (where sqrt(n) is the square root of the number of reactors). Theoretically, a perfectly square grid of reactors with no spaces between would provide maximum bonus, as it minimizes the number of reactors with unlinked sides. As an example, a 5×2 reactor grid would produce 1,440 MW (1.44 GW), the equivalent of 1,600 steam engines, or 24,000 solar panels. In any case however, such concerns are unlikely to arise until one has a very large base, as the individual output of reactors is massive, particularly with neighbour bonuses. Placing the odd reactor between the ends of aligned rows would also lead to one fewer bonus, and also make the design un-tileable. Offsetting the longer row instead would not gain the extra reactor any bonus, while the reactor on the other end of the same row would lose its bonus as well. Odd numbers of reactors are inefficient in maximizing the bonus, but, if needed, the odd reactor should be aligned with one of the rows. Splitting the row, while possibly logistically beneficial, reduces total power output by 160 MW per split. For even numbers of reactors, the total output of the array is 160n − 160 MW (where n = total number of reactors, and assuming all are fueled).

    factorio steam power plant

    The most efficient practical layout is an aligned double row of arbitrary length (number of reactors as needed). 2 reactors are directly next to eachother with all 3 heat connections directly connecting the two.For example, two reactors operating next to each other will output a total of 160 MW of thermal energy, with each reactor producing 40 MW base and receiving 40 MW of neighbour bonus.

    factorio steam power plant factorio steam power plant

    Reactors receive a bonus for adjacent operating reactors, which increases their effective thermal output by 100% per each such link.






    Factorio steam power plant