Code Monkey home page Code Monkey logo

factorio-cheat-sheet's Introduction

Cheat Sheet for Factorio: "A compendium of the most common Factorio game facts, such as build ratios, tips/tricks, and links to further information".

If you would like to contribute to the cheat sheet code/content, see contributing.md

Factorio Cheat Sheet

Deployments Build Status

This cheat sheet would not be possible without the Factorio community, big thanks to everyone on Reddit, previous cheat sheets, and the Wiki, which all of the data used here is based on. For anyone who is doing development work with Angular, I hope this project helps you out with the code structure and whatnot.

Support Me

If you find the cheat sheet or the source code useful, consider:

Screenshots

Factorio Cheat Sheet Mobile Website

Factorio Cheat Sheet Desktop Website

factorio-cheat-sheet's People

Contributors

bilka2 avatar davepeake avatar dddgamer avatar deniszholob avatar drewtato avatar honkinggoose avatar itchylol742 avatar jimz0r avatar lanzaa avatar mctom987 avatar mvexel avatar pandalion avatar ristovski avatar s3bash avatar samthegitguy avatar sorahn avatar squaredgrunt avatar stefprez avatar super-aardvark avatar wfentress avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar

factorio-cheat-sheet's Issues

Update Material Processing for 0.17

Because of belt speed changes, it's likely that the furnace count needed to smelt a fully compressed belt is going to change too. Unless of course, the furnace recipes are going to be changed too. The nuclear processing section will likely also change.

From the Factorio forum from developer V453000, there is already a proposal for a smelting recipe change:

As the smelting recipe change, I am proposing the following:

  • Iron plate, copper plate, stone brick: 3.2
  • Steel: 16

That would mean exactly 48 stone furnaces per yellow belt, which is the number that people already build, but some of the last ones flicker with inactivity in 0.16, now all of them would work nonstop.

Source for furnace recipe change proposal: https://forums.factorio.com/viewtopic.php?t=64219#p392508

Uranium Facts

The icon shows 10,000 x uranium ore -> 7 x uranium-235, 993 x uranium-238.
Shouldn't this be 1000 x uranium ore?

Update coal liquefaction ratios for 0.17

There is a section on the cheat sheet giving ratios to convert everything into petroleum gas, those ratios will change in 0.17 according to FFF#275.

From FFF#275:

Coal liquefaction - very useful when you have a lot of coal but not enough oil. The Coal liquefaction recipe is also changed so it’s more useful - now it produces much more Heavy oil that you can crack into whatever you need, but produces less Light oil and Petroleum gas. If we cracked everything to petroleum, the maximum gain is almost doubled compared to 0.16.

Source: https://www.factorio.com/blog/post/fff-275

1:2 train ratio is wrong

In the train speed section there's a note saying that the ratio of 1 locomotive to 2 wagons is optimal and is the ratio to maintain the maximum speed.

However, this information is more than 2 years old, and no longer accurate.

The current fuel table clearly shows that this is no longer the case, and a newer source for the accurate information is also given in the same section.

The 1:2 statement and the accompanying link to reddit should be removed.

Update productivity Module Payoffs for 0.17

The productivity module payoff will probably change with:

  • The change of some science pack recipes both in number of packs per craft and crafting time.
  • The Low density structure recipe change.

I'm assuming that the grand picture probably won't shift drastically in that the rocket, labs and yellow and purple packs will stay good picks for first production modules. But the list will need updating to be more accurate.

Source: https://www.factorio.com/blog/post/fff-275

Small spelling error in text near Nuclear Power

Open webpage, CTRL + F and search for the text: percise
The right spelling should be precise.

So the corrected sentence would be: "Note: Pumps and Steam Turbines are rounded up for build ratios. See table for precise numbers."

Update science pack names for 0.17

The science pack names are used in the "hover-over" text for the icons for the flasks/packs. There might be other instances where the names are used too.

Red: Automation science pack.
Green: Logistic science pack.
Grey: Military science pack.
Blue: Chemical science pack.
Purple: Production science pack.
Yellow: Utility science pack.
White: Space science pack.

Source: https://www.factorio.com/blog/post/fff-275

For reference, straight from FFF#275:

Bug when viewing cheat sheet on tablet

The image icons switch around, get duplicated, and shear oddly when viewing with either Safari or Chrome on iOS. Pinch to zoom or unzoom also make the icons change.

Add section for turret DPS and enemy health

Example image (data values are made up):
image
The example only shows laser turrets because it would be simpler to calculate - only have to take into account rate of fire research and damage research. Gun turrets have rate of fire, gun turret damage, bullet damage, and ammo used, which would probably involve a drop down menu to select at least 2 of those variables to set.

Uranium 235/238 Fill Output Belt numbers are off

The numbers for u235/u238 to fill yellow/red/blue belts are off.

They should be yellow: 178, Red: 356, Blue: 534

Buildings = Belt throughput / ( crafting speed * (items produced/crafting time) )
Blue = 40 / (0.75 * (1/10))
Red = 40 (2/3) / (0.75 * (1/10))
Yellow = (40/3) / (0.75 * (1/10))

Update Belt Troughput for 0.17

Relevant quote from Friday Facts #276:

The change overall gives a 12.5% buff to belts, provides nice round integers for calculating factory requirements, and removes a few oddities.

Yellow Belt will be 15 i/s for both sides.
Red Belt will be 30 i/s for both sides.
Blue Belt will be 45 i/s for both sides.

Source: https://factorio.com/blog/post/fff-276

Update science pack recipes for 0.17

Red (Automation science pack) will stay the same.

Green (Logistic science pack) might get a 1x pipe added to it, but this is not yet confirmed in FFF#275

2x Grey (Military science pack) will be 1x Piercing rounds magazine, 1x Grenade, 2x Wall.

2x Blue (Chemical science pack) will be 1x Solid fuel, 3x Advanced circuit and 2x Engine unit. "Now a single craft of Science pack 3 returns 2x as well. The ingredient count and crafting time has been increased to compensate."

3x Purple (Production science pack) will be 30x Rail, 1x Electric furnace, 1x Productivity module. "Production science pack now returns 3x packs in a single craft."

3x Yellow (Utility science pack): 2x Processing unit, 1x Flying robot frame, 3x Low density structure. "Utility science pack now returns 3x packs per craft, making it clear that it is the same tier as Production science pack. Processing units stay, but their number is reduced from 3 to 2, it was just too many."

1000x White (Space science pack), cost to launch one rocket: 1x Satellite, 1000x Rocket control unit, 1000x Low density structure, 1000x Rocket fuel.

Source: https://www.factorio.com/blog/post/fff-275

Pictures from FFF#275:

Incorrect rocket ratio

Submitted by Killcreek2

In the section for rocket production, it shows 22 LDS, 21 RCU, 20 RF for the totals required.
However, that is incorrect ratio as the satellite uses 100 LDS plus 50 RF not 50 RCU.
Should be 22 LDS, 20 RCU, 21 RF.
(I'm assuming it was simply a typo / swapped icon while copying to the cheatsheet.)
Did find a spelling error too, in the "inserter capacity bonus" section: "but instantely grab a stack from containers" should be "instantly".

Update Science section for 0.17

  1. There's a graphic with the "Number of assemblers needed to produce science equally". This graphic will be out of date when 0.17 hits.
  2. Also Science Research Unlocks will probably be different when 0.17 hits.

Source: https://www.factorio.com/blog/post/fff-275
Look at section: "Step 3: Technologies and science unlocks" in the blog post, for a detailed breakdown of what each pack will unlock.

Update Fuel for 0.17

Update fuel values (looks like they will be halved)
Double check any fuel related calculations like
* "Furnaces supplied by coal belt" table
* "Boilers supported by belt of fuel" table
* Check "Smelting Facts" (Stone and Steel Furnaces consume ??? coal/second.)
Ref: https://www.factorio.com/blog/post/fff-266

Recommend explicit Single Reactor Equivalent unit for nuclear power section.

This is already addressed the nuke section, but not very clearly. I recommend adopting the Single Reactor Equivalent (SRE) unit to describe potential power generation in reactor setups (Where a single reactor produces one SRE worth of power and three reactors in a line produce 2 + 3 + 2 = 7 SRE worth of power.)

Spending a paragraph describing the unit and the adjacency bonus would allow the remainder of the documentation to be simplified and abridged by making everything based on the now-understood SRE unit.

Update Low density structure for 0.17

From FFF275:

The Space science pack is only influenced by Low density structures having a slightly different recipe (20x copper plate, 2x steel plate, 5x plastic bar), but other than that it is the same.

Source: https://www.factorio.com/blog/post/fff-275

This recipe change will probably also affect the Productivity module payoff for the low density structure.

Direct People to the Wiki

  • Add link to known issues that directs here
  • Note to check with the wiki first for any information that seems outdated
  • Add "thank you to the community who made previous cheatsheets and other resources such as the Wiki, and Reddit threads which this is based on"

Fluidwagon can't be split in 3 seperate compartments anymore from version 0.16.7

The fluidwagon has changed starting from Factorio version 0.16.7, the fluidwagon is now 1 tank, instead of 3 smaller tanks. So the picture and the text relating to the "Separated Wagon Tanks" can be removed, because this functionality is not in the base game anymore.

Link for the changelog for version 0.16.7:
https://www.reddit.com/r/factorio/comments/7lbkiz/version_0167/

See the Factorio Friday for the developers thinking on this:
https://www.factorio.com/blog/post/fff-222

Prod modules in research don't lose progress

There's a note with a link to a video by xterminator in the part about prod modules in labs.

This information is actually wrong. Yes, the bars reset when you switch research, but you don't actually lose any progress, since the progress from both the regular and the productivity bar are continiously added to the total when doing research.

For example:

  • Build 10 labs.
  • Give each lab 1 red pack
  • Research automation.

The packs will all be exactly gone when research completes.

Now do the same, but with prod modules and you'll see that all labs will have an equal amount of packs left after finishing the research, and none of the labs will have actually finished a full cycle.

Balancer Sheet Improvements

  • Change Table title to "Sample Balancer Blueprints"
  • Make this a list:
    • Balancers that are input balanced take evenly from input belts.
    • Balancers that are output balanced distribute evenly to output belts.
    • Balancers that are throughput limited may not be able to provide maximum output if one or more outputs are blocked.

Other Thoughts...

Spelling Mistake

capture
Should Be
For Lazy Bastard Achievement Open Console, type /permissions, Disable Craft

Mining section doesn't account for productivity bonuses

It would be nice to have a way to adjust the numbers of miners required to fill a belt based on that bonus. From just the green science phase, the game gives access to productivity bonuses on miners, and from then on, the numbers aren't accurate, so it's no longer useful as a quick reference.

Thanks again!

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    πŸ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. πŸ“ŠπŸ“ˆπŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❀️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.