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 ...
Search found 103 matches
- Sun Apr 06, 2025 8:13 pm
- Forum: Gameplay Help
- Topic: Foundry logic for railgun shells
- Replies: 0
- Views: 97
- Wed Apr 02, 2025 6:59 pm
- Forum: Gameplay Help
- Topic: Controls issue - "Build ghost" acts partially like "Super-forced build"
- Replies: 1
- Views: 103
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: 536
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: 13673
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 ...
- Sat Mar 29, 2025 8:45 pm
- Forum: Gameplay Help
- Topic: Gleba Petapod Perimeter Defense?
- Replies: 16
- Views: 13673
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.trancexpress wrote: Sat Mar 29, 2025 8:17 pm I dont have a supply chain, my blueprint lets bots load the turrets initially
- Fri Mar 28, 2025 2:24 pm
- Forum: Gameplay Help
- Topic: Do you plan the whole factory from the start?
- Replies: 12
- Views: 606
Re: Do you plan the whole factory from the start?
Plan? What's that? Sounds like a hassle.
If I'm not going to snake new belts through already overloaded areas I'd be bored.
If I'm not going to snake new belts through already overloaded areas I'd be bored.
- Thu Mar 27, 2025 2:43 pm
- Forum: Gameplay Help
- Topic: Crusher runs ".. Asteroid crushing" on "chunk" signal
- Replies: 9
- Views: 485
Re: Crusher runs ".. Asteroid crushing" on "chunk" signal
Give the assembler an iron gear wheel signal and it will start making those.
- Mon Mar 24, 2025 4:13 pm
- Forum: Gameplay Help
- Topic: Late game: getting materials to rockets
- Replies: 3
- Views: 300
Re: Late game: getting materials to rockets
The other option is dedicated roboports separate from the rest of the network serving only specific rocket(s). And then belting the goods in.
- Sat Mar 15, 2025 11:07 am
- Forum: Gameplay Help
- Topic: How does "each" work as output in the new decider combinator?
- Replies: 5
- Views: 336
Re: How does "each" work as output in the new decider combinator?
To make it easier to understand what's going on, I think it would help to reorder the "each" rule to be first, like this. Red is from the constant provider, green is from the inventory.
Screenshot_20250315_120014m.png
It's not obvious in the screenshot, but the input values on the red line are ...
Screenshot_20250315_120014m.png
It's not obvious in the screenshot, but the input values on the red line are ...
- Sat Mar 15, 2025 10:52 am
- Forum: Gameplay Help
- Topic: How does "each" work as output in the new decider combinator?
- Replies: 5
- Views: 336
Re: How does "each" work as output in the new decider combinator?
Basically, for each input signals, ALL conditions are evaluated. For those input signals where the result is true, you get that signal in the "each" output.
I would write it as the following pseudo code:
output = [] # start with an empty list
for each_signal, each_value in signals
if evaluate ...
I would write it as the following pseudo code:
output = [] # start with an empty list
for each_signal, each_value in signals
if evaluate ...
- Wed Mar 12, 2025 10:01 pm
- Forum: Gameplay Help
- Topic: Keep a minimum on space ship?
- Replies: 1
- Views: 239
Re: Keep a minimum on space ship?
Put the reserve on a belt...
- Tue Mar 04, 2025 9:26 pm
- Forum: Gameplay Help
- Topic: How to let the manufacturing machine determine the formula of the signal?
- Replies: 2
- Views: 229
Re: How to let the manufacturing machine determine the formula of the signal?
If it's a mod recipe, the mod needs to provide a signal for the recipe.
- Fri Feb 28, 2025 8:37 pm
- Forum: Gameplay Help
- Topic: [SA] Where to make refined concrete late game?
- Replies: 3
- Views: 420
Re: [SA] Where to make refined concrete late game?
Free concrete from scrap recycling. Also foundries can make concrete without iron ore.
- Sun Feb 23, 2025 8:52 am
- Forum: Gameplay Help
- Topic: Platform requests not working and UI for wait conditions confusing
- Replies: 2
- Views: 189
Re: Platform requests not working and UI for wait conditions confusing
The accumulators are set to import from Nauvis, not Fulgora. You have to change the import planet for all items where the game guesses wrong.
That said I also found the "requests fulfilled" set of conditions confusing and will generally just make conditions on cargo amounts.
That said I also found the "requests fulfilled" set of conditions confusing and will generally just make conditions on cargo amounts.
- Wed Feb 19, 2025 9:40 pm
- Forum: Gameplay Help
- Topic: Some items do not automatically send to the space platform
- Replies: 6
- Views: 441
Re: Some items do not automatically send to the space platform
You only have 206 circuits available in the logistics network, so it can't load 300 circuits into the rocket. The rocket will launch when 300 circuits are available to load.
- Wed Feb 19, 2025 6:43 pm
- Forum: Gameplay Help
- Topic: Some items do not automatically send to the space platform
- Replies: 6
- Views: 441
Re: Some items do not automatically send to the space platform
For the items used for rocket parts, only logistic bots can load them for automatic rocket launches. Inserters would just try to put them into the rocket part production.
When you load them manually instead, you can also launch the rocket manually.
When you load them manually instead, you can also launch the rocket manually.
- Tue Feb 18, 2025 10:48 pm
- Forum: Show your Creations
- Topic: Bio pollution mass filtering (space age)
- Replies: 1
- Views: 499
Re: Bio pollution mass filtering (space age)
I just put some efficiency modules in a few beacons instead... and pollution goes down to 20%.
- Sun Feb 09, 2025 12:35 pm
- Forum: Gameplay Help
- Topic: Cargo bay
- Replies: 4
- Views: 409
Re: Cargo bay
It's by design that cargo bays are not accessible for inserters. You would need to write a mod for that.
- Fri Jan 24, 2025 9:06 pm
- Forum: Gameplay Help
- Topic: Lots of explosive rockets each trip to Aquilo?
- Replies: 14
- Views: 1985
Re: Lots of explosive rockets each trip to Aquilo?
I don't think explosive rockets are useful with asteroids, just make regular ones.
- Fri Jan 24, 2025 3:31 pm
- Forum: Gameplay Help
- Topic: Platform Request Biter Eggs On Demand
- Replies: 2
- Views: 366
Re: Platform Request Biter Eggs On Demand
You could do it from the other side. Just stop takings eggs out of the nests when there's enough science in the planet-side buffers. They don't spoil while in the nest.