Search found 119 matches
- Thu May 22, 2025 2:29 pm
- Forum: Gameplay Help
- Topic: Landing Pad to Space Platform logistics
- Replies: 3
- Views: 265
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: 1986
- Views: 729859
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: 855
[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: 1986
- Views: 729859
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: 648
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: 416
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: 888
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: 758
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: 466
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: 1167
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 ...
- Mon Apr 21, 2025 9:41 pm
- Forum: Gameplay Help
- Topic: Consider only inputs from combinator
- Replies: 3
- Views: 257
Re: Consider only inputs from combinator
Yeah it's useful in just about every situation, I must have hundreds of these circuits everywhere.
Another variant is to set inserter filters, with the conditions like "each(red) > 0" "and" "each(green) less than each(red)", and output a value of 1 for each.
Another variant is to set inserter filters, with the conditions like "each(red) > 0" "and" "each(green) less than each(red)", and output a value of 1 for each.
- Mon Apr 21, 2025 4:47 pm
- Forum: Gameplay Help
- Topic: Consider only inputs from combinator
- Replies: 3
- Views: 257
Re: Consider only inputs from combinator
You can make a filter with a constant combinator on a separate wire (red vs. green), and a decider.
In a nutshell: Put the constant combinator on (e.g.) the red input wire. Put everything else on the green input wire. Set condition "each(red) > 0", and output the input value from green to get the ...
In a nutshell: Put the constant combinator on (e.g.) the red input wire. Put everything else on the green input wire. Set condition "each(red) > 0", and output the input value from green to get the ...
- Mon Apr 21, 2025 12:24 pm
- Forum: Gameplay Help
- Topic: Foundry logic for railgun shells
- Replies: 15
- Views: 1167
Re: Foundry logic for railgun shells
I think being exact may be too problematic. A different option may be to set recipe based on the absence of a material at a specific part of the down-trace belt when hold read. Use two filtered stack inserters placing the two ingredients on different sides of the belt so there isn't a hold caused ...
- Sat Apr 19, 2025 7:47 pm
- Forum: Gameplay Help
- Topic: Circuit network: I don't understand
- Replies: 7
- Views: 601
Re: Circuit network: I don't understand
This is a very old setup, and back then sushi belts were rather complicated to get working.
Since 2.0 with the "read all connected belts" option, it only takes a single decider to implement a sushi belt for an arbitrary number of items on it. So I don't think there's much value in understanding ...
Since 2.0 with the "read all connected belts" option, it only takes a single decider to implement a sushi belt for an arbitrary number of items on it. So I don't think there's much value in understanding ...
- Thu Apr 17, 2025 2:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.45] Crash saving, ItemRequestProxy check fails
- Replies: 6
- Views: 497
Re: [StrangePan][2.0.45] Crash saving, ItemRequestProxy check fails
In my case also, loading the previous game went fine and the error has not reappeared since then.
- Wed Apr 16, 2025 4:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.45] Crash saving, ItemRequestProxy check fails
- Replies: 6
- Views: 497
[2.0.45] Saving process crashed [ItemRequestProxy.cpp:91: this->isActive() || this->entityTarget was not true]
I was reconfiguring recipes on the space platform named "space platform foundation". The autosave kicked in and resulted in this error message. Since then all attempts to save result in the same message.
I am using the Linux "background thread saving" feature and the game continued normally despite ...
I am using the Linux "background thread saving" feature and the game continued normally despite ...
- Sun Apr 06, 2025 8:13 pm
- Forum: Gameplay Help
- Topic: Foundry logic for railgun shells
- Replies: 15
- Views: 1167
Foundry logic for railgun shells
I want to have a single foundry making the copper coil and steel for my railgun shells. (Because of space constraints on the platform and otherwise the copper foundry being way underused with about 5% duty cycle to keep up with the steel.)
Basically I would like to make it craft for example 48 ...
Basically I would like to make it craft for example 48 ...
- Wed Apr 02, 2025 6:59 pm
- Forum: Gameplay Help
- Topic: Controls issue - "Build ghost" acts partially like "Super-forced build"
- Replies: 1
- Views: 134
Re: Controls issue - "Build ghost" acts partially like "Super-forced build"
The foundations are probably part of your blueprint. You can edit the blueprint and remove them (right-click the icon).
- Mon Mar 31, 2025 2:04 pm
- Forum: Gameplay Help
- Topic: Is the recycler honest?
- Replies: 6
- Views: 674
Re: Is the recycler honest?
It's a stochastic process, in the long run completely predictable but in the short term the imbalance could get arbitrarily large.
I generally just get rid of any excess product from it, much easier than trying to balance it perfectly. It's not like scrap is in short supply.
[edit] One more thing ...
I generally just get rid of any excess product from it, much easier than trying to balance it perfectly. It's not like scrap is in short supply.
[edit] One more thing ...
- Sun Mar 30, 2025 8:45 am
- Forum: Gameplay Help
- Topic: Gleba Petapod Perimeter Defense?
- Replies: 16
- Views: 15130
Re: Gleba Petapod Perimeter Defense?
Does that still work for you? I'm pretty sure a recent patch made that impossible. At least I can no longer get it to work.
You mean if it works in general? I have an old blueprint that I use, no idea if I can make a blueprint like that again, I've not tried.
Yeah in general, for the past ...