Search found 129 matches
- Mon Jul 21, 2025 9:00 pm
- Forum: Gameplay Help
- Topic: Can't reach shattered planet
- Replies: 1
- Views: 68
Re: Can't reach shattered planet
Which new version, there are multiple "new" versions depending on your update branch. Do you have any "fly condition" set for the shattered planet destination? Without a condition that allows it to fly it will turn back right away.
- Sun Jul 20, 2025 10:47 am
- Forum: Gameplay Help
- Topic: Parameterised Blueprints - count of ingredient 1 of item 1
- Replies: 2
- Views: 103
Re: Parameterised Blueprints - count of ingredient 1 of item 1
Do you still have the game where it worked? Just put your blueprints from there into the blueprint library and you'll have them in all games.
- Fri Jul 18, 2025 6:44 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2014
- Views: 790380
Re: Simple Questions and Short Answers
How to make higher quality biter eggs? Is recycling them the only way?
- Thu Jul 10, 2025 8:01 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2014
- Views: 790380
Re: Simple Questions and Short Answers
Is there a way to place legendary fish in a pond and have them stay legendary? I have too many of them and kind of want a legendary koi pond...
- Fri Jun 27, 2025 11:38 pm
- Forum: Gameplay Help
- Topic: Specifying Order of Operations in Decider Combinators
- Replies: 7
- Views: 566
Re: Specifying Order of Operations in Decider Combinators
What if I want the statement to work like this: "(A | B | C) & D & E"? I want the statement to pass if D, E, and at least one of A B or C are true.
The only way I have to do this is to use the distributive property of 'and' over 'or' and manually distribute D and E over A, B, and C by dupilacating ...
The only way I have to do this is to use the distributive property of 'and' over 'or' and manually distribute D and E over A, B, and C by dupilacating ...
- Fri Jun 27, 2025 10:05 am
- Forum: Gameplay Help
- Topic: Reactor network setup
- Replies: 34
- Views: 2558
Re: Reactor network setup
The concept with using the used fuel cell to trigger inserting the new one is obsolete
I'd say it's not completely obsolete, it's still very useful before Kovarex, when U-235 is precious, and when my reactor is vastly oversized for the neighbour bonuses to make U-235 last longer. A large steam ...
- Mon Jun 23, 2025 1:36 pm
- Forum: Gameplay Help
- Topic: Hi guys
- Replies: 2
- Views: 226
Re: Hi guys
Radars don't generate any signal of their own. They just transmit signals from one radar to all others.
Or are you using mods?
Also please use a more descriptive subject or people will just ignore the thread.
Or are you using mods?
Also please use a more descriptive subject or people will just ignore the thread.
- Mon Jun 09, 2025 1:49 pm
- Forum: Gameplay Help
- Topic: Coal on Vulcanus Hard to See
- Replies: 2
- Views: 552
Re: Coal on Vulcanus Hard to See
Looking at the map helps a bit, but yeah it's hard to distinguish.
- Sat Jun 07, 2025 12:12 am
- Forum: Gameplay Help
- Topic: Heat Pipe Math for Aquilo
- Replies: 5
- Views: 1025
Re: Heat Pipe Math for Aquilo
Huh, I should've checked back more often. On average 40 kW per tile seems to be a decent rule of thumb, guess I got lucky.Mr Wednesday wrote: Fri Jun 06, 2025 11:35 pm The power draw to keep different things warm is at least documented in the wiki. It's not as simple as the number of tiles occupied.
- Fri Jun 06, 2025 10:29 pm
- Forum: Gameplay Help
- Topic: Heat Pipe Math for Aquilo
- Replies: 5
- Views: 1025
Re: Heat Pipe Math for Aquilo
Yeah, distance is not relevant, it's limited to 969 tiles away from the source due to the minimum 1 K difference between adjacent heat pipes. What matters is how many entities you can keep warm. I don't have hard math to back this up, but each entity that's connected to your heat pipes seems to draw ...
- Thu May 22, 2025 2:29 pm
- Forum: Gameplay Help
- Topic: Landing Pad to Space Platform logistics
- Replies: 3
- Views: 604
Re: Landing Pad to Space Platform logistics
The station can only send down things it already has. There is no way to make it go fetch things based on requests. You need to send it on a route where it picks up all the things that may be requested so it can then just send them down.
- Sun May 18, 2025 2:35 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2014
- Views: 790380
Re: Simple Questions and Short Answers
Right, I never considered that since there are better options, but a railgun one shotting the big one would be funny!
- Sun May 18, 2025 2:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.50] Menu sim tank gets stuck
- Replies: 3
- Views: 2333
[Lou][2.0.50] Menu sim tank gets stuck
Factorio 2.0.50 (build 82883, linux64, steam, space-age). No mods.
In the menu sim where the tank drives through the wall with blinkenlights, to place solar panels over an enemy base, it hits something and gets stuck. It keeps turning but not moving, and the worm survives.
[edit]I noticed it also ...
In the menu sim where the tank drives through the wall with blinkenlights, to place solar panels over an enemy base, it hits something and gets stuck. It keeps turning but not moving, and the worm survives.
[edit]I noticed it also ...
- Sun May 18, 2025 11:31 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2014
- Views: 790380
Re: Simple Questions and Short Answers
Is there a reason to keep researching Railgun damage buffs? They one-shot everything anyway, so it just seems like more overkill. (Shooting speed is another matter of course.)
- Sat May 17, 2025 9:59 pm
- Forum: Gameplay Help
- Topic: Is there a way to change a planets seed or how should I play without tungsten?
- Replies: 12
- Views: 1224
Re: Is there a way to change a planets seed or how should I play without tungsten?
And finally, fighting demolishers isn't that difficult. Load yourself with 100 gun turrets, 2000 red ammo, personal roboports and construction robots and a blueprint like this:
[...]
Place it, watch it being built, wait for the demolisher, watch the demolisher being destroyed. I hate fighting, but ...
- Wed May 14, 2025 2:50 pm
- Forum: Gameplay Help
- Topic: is it normal for this to happen?(underground belt)
- Replies: 6
- Views: 752
Re: is it normal for this to happen?(underground belt)
It's not just normal, it's a vital part of the game. It's very useful for belt lane changes (for the lane that continues), and for stopping one lane while the other continues. (With much less material than splitters, in particular no electronics needed, just iron, and less performance impact.)
- Sat May 03, 2025 9:12 pm
- Forum: Show your Creations
- Topic: Space Platform (Ship) Index
- Replies: 6
- Views: 1883
Re: Space Platform (Ship) Index
For those of us playing without the quality option, it would be nice to know which ships can be built without quality.
- Sat Apr 26, 2025 7:39 pm
- Forum: Gameplay Help
- Topic: How Big to Go Before Travelling To A New Planet
- Replies: 10
- Views: 1651
Re: How Big to Go Before Travelling To A New Planet
I've been doing "rush to space" most of the time, first Nauvis build is generally small, only about 30 spm without yellow/purple at all. Then when I have foundries, big drills and EM plants I'll do the proper big factory. I hate ripping out large factories for a redesign almost as much as I hate ...
- Sat Apr 26, 2025 7:04 pm
- Forum: Gameplay Help
- Topic: Weird problems with EM plant green circuit build
- Replies: 7
- Views: 832
Re: Weird problems with EM plant green circuit build
You can fix it with some additional inserters to fill in the gaps.
The final plants should have each have a red blue inserter plugging the "inside" holes, and a yellow inserter feeding a sideloading belt to plug the "outside" holes.
Like this:
0eNrtlltvgyAUgP8Lz9oI3vtXlqbxwhpSRQfYrGn87zvqpu0KK ...
The final plants should have each have a red blue inserter plugging the "inside" holes, and a yellow inserter feeding a sideloading belt to plug the "outside" holes.
Like this:
0eNrtlltvgyAUgP8Lz9oI3vtXlqbxwhpSRQfYrGn87zvqpu0KK ...
- Tue Apr 22, 2025 4:16 pm
- Forum: Gameplay Help
- Topic: Foundry logic for railgun shells
- Replies: 15
- Views: 1806
Re: Foundry logic for railgun shells
Doesn't matter as long as ammo production exceeds consumption per trip. Steel and copper wire are infinite in space.
It's never enough though, is it? The available production rate just defines the maximum safe speed and/or trip turnaround time. Especially on space platforms, squeezing out the ...