Search found 85 matches

by jdrexler75
Fri Jan 24, 2025 9:06 pm
Forum: Gameplay Help
Topic: Lots of explosive rockets each trip to Aquilo?
Replies: 14
Views: 514

Re: Lots of explosive rockets each trip to Aquilo?

I don't think explosive rockets are useful with asteroids, just make regular ones.
by jdrexler75
Fri Jan 24, 2025 3:31 pm
Forum: Gameplay Help
Topic: Platform Request Biter Eggs On Demand
Replies: 2
Views: 118

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.
by jdrexler75
Tue Jan 21, 2025 10:15 pm
Forum: Gameplay Help
Topic: a route with a train at three stations
Replies: 4
Views: 137

Re: a route with a train at three stations

With a terminus station you have to reverse the locomotive in the back, in automatic mode they can only provide power going forwards. Or make the track loop back.

Then you open the train, and put the three stops on its schedule, and let it go.
by jdrexler75
Sat Jan 11, 2025 9:41 pm
Forum: Gameplay Help
Topic: Prevent New Chunk Generation
Replies: 2
Views: 208

Re: Prevent New Chunk Generation

My solution is to send a spidertron or tank with enough bots instead of going there myself. Then only the closest chunks will be generated.
by jdrexler75
Mon Jan 06, 2025 8:24 pm
Forum: Show your Creations
Topic: My Gleba Base
Replies: 3
Views: 393

Re: My Gleba Base

Gleba is my favorite planet too. How much SPM does this support?
by jdrexler75
Mon Jan 06, 2025 8:22 pm
Forum: Gameplay Help
Topic: Strange Heat Pipe behavior?
Replies: 5
Views: 365

Re: Strange Heat Pipe behavior?

To keep all heat exchangers going, you need to keep the reactor temperature above 500Β°C + X, where X is the distance of the most distant heat pipe in use. Otherwise the closer heat exchangers suck out the heat and there's nothing left for the further ones.

So this is either (like previous ...
by jdrexler75
Sun Jan 05, 2025 12:57 pm
Forum: Show your Creations
Topic: Proof that Factorio is deterministic
Replies: 7
Views: 773

Re: Proof that Factorio is deterministic

In any case the proof of determinism is the ability of multiplayer games. If it wasn't deterministic, multiplayer games would desync. And in fact whenever a desync bug is fixed, it's because something was accidentally not deterministic.
by jdrexler75
Sat Jan 04, 2025 8:55 am
Forum: Gameplay Help
Topic: Agricultural tower production rate calculation
Replies: 11
Views: 1144

Re: Agricultural tower production rate calculation


1. I've tried starting on Gleba several times and always end up running out of seeds.


Use Biochambers not Assemblers to process the fruit. You get 50% extra seeds from the productivity bonus.

Dealing with the nutrients is a bit of a hassle, but you need to do that anyway for the science. So ...
by jdrexler75
Sun Dec 29, 2024 10:28 pm
Forum: Gameplay Help
Topic: Efficiency modules have no effect in electromagnetic plants?
Replies: 5
Views: 376

Re: Efficiency modules have no effect in electromagnetic plants?

They definitely have the expected effect for me. Check the e-plant tooltip, it should say -80% power consumption.
by jdrexler75
Fri Dec 27, 2024 2:40 pm
Forum: Gameplay Help
Topic: Set recipe with combinator not working
Replies: 2
Views: 243

Re: Set recipe with combinator not working


A recipe will not get set if the tech for it is not researched yet, if it's limited to a specific planet, or if the previous products or ingredients are still in the machine.


This is what trips up a lot of people because it's different from manually changed recipes. You have to clear the output ...
by jdrexler75
Wed Dec 18, 2024 4:18 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1941
Views: 638137

Re: Simple Questions and Short Answers


My simple question is: How can I see power generation and usage graph on a space platform?

I did check the key bindings in case I was "playing the game wrong" by clicking on the nearest power pole all these years. No love on the wiki either. But I assume it must be simple to do?


Open the hub ...
by jdrexler75
Wed Dec 18, 2024 1:46 pm
Forum: Gameplay Help
Topic: Holmium output instead of electrolyte - a bug?
Replies: 2
Views: 225

Re: Holmium output instead of electrolyte - a bug?

And furthermore, if you've changed the plant recipe, some holmium solution may be stuck in its hidden output buffer, so you may have to flush the pipes a few times to get it all out.
by jdrexler75
Wed Dec 18, 2024 9:36 am
Forum: Show your Creations
Topic: Energy Optimization with Red Inserters
Replies: 34
Views: 2200

Re: Energy Optimization with Red Inserters


A better comparison might be to look at the power draw for each of the 50 or 72 ticks instead of eyeballing the dang power graph


To measure this I would set up an accumulator, charge it and then separate it from the grid. Then count how many items each inserter can transfer using that charge ...
by jdrexler75
Tue Dec 17, 2024 5:45 pm
Forum: Gameplay Help
Topic: How much fruit to harvest for a small Gleba factory?
Replies: 27
Views: 1754

Re: How much fruit to harvest for a small Gleba factory?


I am using the overgrown artificial soil and controlling the number of possibly plants with that.

As I commented above, when I disable the tower based on belt contents, it doesn't plant trees. That means, when I need more fruit, I'll potentially need to wait for trees to be planted and grown, not ...
by jdrexler75
Tue Dec 17, 2024 5:38 pm
Forum: Gameplay Help
Topic: Defence Tactics Advice
Replies: 12
Views: 732

Re: Defence Tactics Advice


The flip side to using efficiency modules to reduce the amount of pollution is to use red productivity modules in everything in the hopes that you don't have to expand out to new ore patches. (That's what I tend to do on Nauvis).
I think that both green and red modules are good techniques to avoid ...
by jdrexler75
Mon Dec 16, 2024 9:35 pm
Forum: Gameplay Help
Topic: Defence Tactics Advice
Replies: 12
Views: 732

Re: Defence Tactics Advice

One more thing people underestimate: Efficiency Modules.

When you get your drills to -80% power usage, their pollution is also negligible. That makes defences much much easier, generally only small groups on an expansion trip, rather than pollution-based attacks.
by jdrexler75
Sun Dec 15, 2024 8:47 am
Forum: Gameplay Help
Topic: Bug: Incorrectly waiting for items (I'm sure it's me not a bug)
Replies: 5
Views: 293

Re: Bug: Incorrectly waiting for items (I'm sure it's me not a bug)

Looks like your inserter filter is "spent fuel cell of normal quality", but the reactor has processed an uncommon fuel cell and so there's now an uncommon spent fuel cell.

Change the filter to match "any" quality of fuel cell.
by jdrexler75
Sat Dec 14, 2024 9:12 pm
Forum: Gameplay Help
Topic: Pros and cons of mining/recycling scrap with quality
Replies: 5
Views: 1067

Re: Pros and cons of mining/recycling scrap with quality

pf_moore wrote: Sat Dec 14, 2024 5:03 pm Although I think just trashing stuff is longer term the better option.
The discerning engineer of modern times does not trash stuff, he recycles. That is absolutely fine.
by jdrexler75
Sat Dec 14, 2024 4:07 pm
Forum: Gameplay Help
Topic: Pros and cons of mining/recycling scrap with quality
Replies: 5
Views: 1067

Re: Pros and cons of mining/recycling scrap with quality

Quality holmium ore is not completely useless, you can still make (regular) holmium solution from it, since you should also be getting enough quality stones. There's just no particular benefit to its quality.

Also, dealing with it is a little annoying, either by recipe switching or the duplicate ...
by jdrexler75
Fri Dec 13, 2024 11:11 pm
Forum: Gameplay Help
Topic: Catching item from the void _ Space Age
Replies: 4
Views: 377

Re: Catching item from the void _ Space Age

No. Items you throw away cannot be caught again.

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