Search found 129 matches

by jdrexler75
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.
by jdrexler75
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.
by jdrexler75
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?
by jdrexler75
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...
by jdrexler75
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 ...
by jdrexler75
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The concept with using the used fuel cell to trigger inserting the new one is obsolete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 ...
by jdrexler75
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.
by jdrexler75
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.
by jdrexler75
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

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.
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.
by jdrexler75
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 ...
by jdrexler75
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.
by jdrexler75
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

mrkev wrote: Sun May 18, 2025 2:00 pm Maybe If you wanna one shot the big demolisher.
Right, I never considered that since there are better options, but a railgun one shotting the big one would be funny!
by jdrexler75
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 ...
by jdrexler75
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.)
by jdrexler75
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 ...
by jdrexler75
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.)
by jdrexler75
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.
by jdrexler75
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 ...
by jdrexler75
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 ...
by jdrexler75
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 ...

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