![]() ![]() The size and throughput of this base is staggering, even for today’s standards. He even found the origin of the original alien artefact graphic! What’s the big deal? He created the mod called Recursive Blueprints to automate blueprint placing, and then built a fully-functional factory using the mod that was only 9x14 tiles. He built the first large scale colour display, famously showcasing Darude’s Sandstrom. For example, he was the original inventor of the Blueprint String, which was later added into vanilla. It should be noted that to a few people, it came as no surprise that it was DaveMcW who designed this record-breaking base he has always been on the cutting edge of technical Factorio. DaveMcW shattered people’s expectations about what was possible in Factorio. This base was even referenced in FFF-93 as “the biggest factory ever built”, and was used by the developers as an optimization benchmark for quite some time. Even Wube’s founder u/kovarex commented on how hard it would be to optimise Factorio to run this base at 60 FPS/UPS (more on that later). It surprised some of Factorio’s biggest builders, including u/Zistau, u/rootnegative and u/Xterminator5. This 6km-by-6km base shook the community, as clearly expressed in the top comment by u/TheWrongCat. One-rocket-defence-per-minute base by DaveMcW (posted on Reddit and the Factorio forums). Then, on 29th June 2015, DaveMcW showed the world what was possible with his record-breaking old school 60 rdph (or 1 rdpm) megabase. And it was built with the help of some mods like FARL. For example, the largest factory at the time was likely by ColonelWill which could do 15 rdph, but not consistently since it ran out of raw resources. Building bases at such a scale simply wasn’t feasible at the time, and it was debated whether the game could even handle such large factories. Bases rarely even reached 1 rdph, not to mention 60 rdph. The idea was to “protect the landing of the rescue fleet”-although no rescue fleet ever actually arrived. Rocket defence was the final end-game item that triggered the victory condition, but it was very expensive, hence the ‘per hour’. The storyīack then, pre- 0.12, bases were measured in rocket defence per-hour, or rdph. So, how did the biggest megabase look five years ago-before we even had rocket launches back in the days of Factorio 0.11? Well, there is one base that really stood out from the rest, and I had a chat with the creator DaveMcW about his design. The previous record of this kind was likely from u/SteveTrov, who had a 5.8 kspm base in August 2020 running at 90 UPS, that was built in “the old school way”. This record is likely held by Gh0stP1rate and Hamiebarmund’s 10 kspm base running at 15 UPS, which was achieved very recently. Then there’s a breed of player who build true vanilla megabases, without using the editor or console commands, and sometimes even keeping biters, which makes big builds much harder. (Notice the metric was rpm, short for rockets per minute, because this was before infinite science made the spm metric possible.) Also notable from the same time is u/AccidentalChef’s vanilla-ish 10 rpm base base running at 10 UPS, which pushed SteveTrov to go for 15 rpm. Almost three years ago, the record was likely held by u/SteveTrov with his vanilla-ish 15 rpm base running at 15 UPS. This incredible base runs in vanilla, but it was built using some mods and console commands to generate ore, etc. Keeping a large-scale megabase close to the ideal 60 UPS is an art form in itself, and playing with a lower UPS physically slows down the game, making it very time consuming to further expand your base.Ĭurrently, the world record in spm seems to be u/swolar’s 60 UPS 20 kspm base. The main limiting factor here is that building bigger factories also decreases your “updates per second”, or UPS that the computer can run at. Today, records focus on continuously consuming as much science as possible, measured as science per minute, or spm. Over the years these limits have been broken time and time again as players reach new heights. Since the beginning, players have been pushing the limits of Factorio seeing how massive they can build their factories before the game starts to grind to a halt and succumb to a slow and painful UPS death. Nauvis Archives: One Rocket Defence Per Minute stringweasel What are rocket defences, you ask? Well, stringweasel is here to tell you, taking you back to a simpler time the land of Factorio 0.11. In this spookily coincidental issue 13 of Alt-F4 published on Friday 13th (it’s almost like we planned this), we focus on a single topic: building as many rocket defences as possible. Nauvis Archives: One Rocket Defence Per Minute stringweasel. ![]()
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