Massively Multiplayer Part 2: 100M Green Circuits

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mngrif
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Massively Multiplayer Part 2: 100M Green Circuits

Post by mngrif »

So all of us weirdos on the #Factorio IRC on EsperNet have started up another massive multiplayer saga. This time the goal is clear.

ONE HUNDRED MILLION GREEN CIRCUITS.

As of this first post, we are up to about 38k stored circuits. Updates are planned every order of magnitude that we reach. Fun fact: it will take 10,417 chests to store them all.

Some of you may be asking why. The answer is quite simple.
42
Here's the current map save dated 07 March 2015:
https://lennier.info/factorio/hundredmi ... 072015.zip
Here's a Factorio Maps dump of it:
https://lennier.info/factorio/FactorioM ... index.html
You'll need these mods to play:
https://www.dropbox.com/sh/lk9u8xvbju4m ... uB49a?dl=0

Currently something like 200k green circuits are stored. Iron shortages have really cut in to the stash.

Here, have some screenshots:
http://i.imgur.com/rHwHlzU.png
http://i.imgur.com/6upELGc.png
Would you like some worms?
http://i.imgur.com/sSULFFZ.png

If you wish to join us, hit up the IRC channel.

Malachite is supposed to post up some rules. #1 being http://i.imgur.com/xnh7rOV.jpg
Older Saves and Maps
Last edited by mngrif on Sat Mar 07, 2015 8:08 am, edited 2 times in total.
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beny166
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Re: Massively Multiplayer Part 2: 100M Green Circuits

Post by beny166 »

and i thought that guy who made speedrun in 4:44 was crazy :)

this will take you ages ( but no longer that making stable 0.11 :) )

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Re: Massively Multiplayer Part 2: 100M Green Circuits

Post by psihius »

That "Choo-Choo" picture...
It hit me hard, still laughthing :D

BTW: You should really consider this mod then: https://forums.factorio.com/forum/vie ... =14&t=7700
So you can extract resources fast :)

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Re: Massively Multiplayer Part 2: 100M Green Circuits

Post by Malachite »

State of the game:
19:07:40
Iron running low.
Sanity running lower.

State of the base:
North and east walls expanded.
http://i.imgur.com/Z0eaZSi.png

Iron shortage is hurting circuit storage goal.
Current visitor count: 11
Death count: Trains: 3 ; Biters : 7
Steady-State IDLE laser power demand: 17 mw (around 2.9k lasers)
Iron piles depleted: 2 large, 4 medium, 2 small

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Re: Massively Multiplayer Part 2: 100M Green Circuits

Post by Malachite »

Addendum: The current List of Rules for MP
Rule 1: The train tracks are probably live.
Rule 2: Ask BEFORE you connect, not after.
Rule 3: Alien artifacts never go in the Loginet.
Rule 4: The train tracks are definitely live. CHOO CHOO MOTHERFUCKER
Rule 5: Put your stuff in a box when you leave.
Rule 6: Long term planning is for suckers.
Rule 7: Extend your autosave duration.
Rule 8: Delete /temp/ and crop-cache.dat
Rule 9: Trains are not your friend.
Rule 10: The red on the trains do make them go faster.
Rule 11: The red on the trains is not paint.
Rule 12: Going to war without sanction is punishable by repeated Shotgunning.
Rule 13: Never use active provider chests.

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mngrif
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Re: Massively Multiplayer Part 2: 100M Green Circuits

Post by mngrif »

psihius wrote:That "Choo-Choo" picture...
It hit me hard, still laughthing :D

BTW: You should really consider this mod then: https://forums.factorio.com/forum/vie ... =14&t=7700
So you can extract resources fast :)
The problem isn't extracting or transporting them, it's getting to the deposits with as few casualties as possible. It takes a solid 50-ish turret and bot deaths to take a single mine, if not more. That's a lot of iron.
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Re: Massively Multiplayer Part 2: 100M Green Circuits

Post by Malachite »

So, continuing on, we're now at 21:30:00

Pic: http://i.imgur.com/V6tIT9o.png

The south wall has been completed, and bioreactor production has been increased to help the increased demand on red circuits for module production. Due to an unfortunate engineering mistake, all the green circuits got sucked away by greedy players, so we're actually back down to 0 circuits. This worrisome news has been mitigated by the fact that we have alot of iron and copper piles to mine out, so its not so much as a setback as one might think. The next order of business is to establish a small facility just for making circuits, and to start consuming some of these annexed resources.

As always, anyone willing to join should just say hi over in #factorio. All takers may come, as long as you're here to have fun.

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Re: Massively Multiplayer Part 2: 100M Green Circuits

Post by mrtux »

I have an off-topic question: How did you create the Maps Dump?
If only my thesis could be done in Factorio …

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Re: Massively Multiplayer Part 2: 100M Green Circuits

Post by Malachite »

Now at 28:20:00 and 16 unique visitors.
Trains are now 11 to the biter's 9.
Circuits are still flowing in and out, but we finally turned to a net positive after boosting red circuit production.

Overall base picture: http://i.imgur.com/G1lxTQO.png
Area of highest pollution (at the steam engines, who would have thought) : http://i.imgur.com/nNYiDuC.png
Smeltry / Unloading / circuit production: http://i.imgur.com/BihZiIo.png
Research and oil processing: http://i.imgur.com/O368BPm.png
Steam engine field: http://i.imgur.com/HrzQ0e6.png
Circuit production stamping (credit to Trangar) : http://i.imgur.com/9LWytw1.png
Power graph: http://i.imgur.com/9JQ4TJe.png

Misc Stats:
10 trains, 20 stations
3 Million copper cable produced, and consumed.
2.7 million iron plates
1.7 million copper plates.
28 Oil pumpjacks.
4 Oil Refineries.
2600ish Solar Panels
4 sets of Mk2 Power Armor
Total power storage: 14 GJ, or about 32% of an average household's energy usage for heating for one year.
1347 Logistics bots at Mainbase
500 Logistics bots at Iron Field Doughan
~3000 construction bots, Various.


We had a pretty massive power failure caused by the expansion of bot usage, so that held up the circuit making efforts. This was spurred by the drop in performance caused by the inserters, which hurt more then expected. Once the power network is expanded, the general plan is to make a separate circuit processing facility, and expand east to ensure our iron supply does not dwindle.

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Re: Massively Multiplayer Part 2: 100M Green Circuits

Post by mngrif »

mrtux wrote:I have an off-topic question: How did you create the Maps Dump?
https://forums.factorio.com/forum/vie ... =14&t=5812

Thanks to Jeroon for this amazing mod.
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Re: Massively Multiplayer Part 2: 100M Green Circuits

Post by mrtux »

Ah, thank you! :)

I will try it out and upload my current map.
If only my thesis could be done in Factorio …

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Re: Massively Multiplayer Part 2: 100M Green Circuits

Post by mngrif »

Updated OP with latest save and Factorio Maps dump as follows:

Here's the current map save dated 07 March 2015:
https://lennier.info/factorio/hundredmi ... 072015.zip
Here's a Factorio Maps dump of it:
https://lennier.info/factorio/FactorioM ... index.html

aka this reply is a shameless bump.
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Re: Massively Multiplayer Part 2: 100M Green Circuits

Post by mrtux »

I'm a bit amazed by your biomass-to-cellulose production ratio: Mine is never as good, i.e. I need much more biomass production compared to what I get in cellulose.
If only my thesis could be done in Factorio …

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Re: Massively Multiplayer Part 2: 100M Green Circuits

Post by gr0mpel »

no shame in that :)
download doesnt work for me though.

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Re: Massively Multiplayer Part 2: 100M Green Circuits

Post by mngrif »

gr0mpel wrote: download doesnt work for me though.
If it doesn't work please update your browser as your current one doesn't support secure HTTPS protocols.
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<_aD> OBSERVE SIGNAL ASPECT BEFORE CROSSING TRACK

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Re: Massively Multiplayer Part 2: 100M Green Circuits

Post by DoctorWho? »

This post was originally going to be a complaint about not being told how to connect to the server on #Factorio, but i've only been there for about ten miinutes and it's one in the morning.

Edit: I just realized I sound like an impatient git.

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