Search found 1072 matches

by Tertius
Mon Jan 27, 2025 5:13 pm
Forum: Gameplay Help
Topic: Define the building plan & read out the content
Replies: 2
Views: 76

Re: Define the building plan & read out the content


I think according to the description "Set blueprint" should be able to manage priorities and work like this: [...]

Factorio has a fixed internal item order, not necessarily the same order as you see the items the combinator GUI. If there are multiple recipe signals on the circuit network and ...
by Tertius
Sun Jan 26, 2025 12:23 am
Forum: Combinator Creations
Topic: Parallel auto malls?
Replies: 1
Views: 136

Re: Parallel auto malls?

Not sure what auto mall you're referring to, so it's not clear what you mean with your details.

In general it seems you're trying to build a mall with dynamic recipe allocation with more than 1 assembling machine, and all assembling machines should pick different recipes to produce multiple items ...
by Tertius
Fri Jan 24, 2025 8:04 pm
Forum: Gameplay Help
Topic: Wasteless nuclear reactor design revisited
Replies: 10
Views: 651

Re: Wasteless nuclear reactor design revisited


Watching the most distant heat exchanger, it never got to 1000 C (not even close, actually) so at no point could you say that the fuel cell was "wasted".

Fuel is wasted as soon as the reactor itself reaches 1000°C. Not something in the reactor vicinity. The fuel cell is burning in the reactor ...
by Tertius
Fri Jan 24, 2025 10:32 am
Forum: Gameplay Help
Topic: Wasteless nuclear reactor design revisited
Replies: 10
Views: 651

Re: Wasteless nuclear reactor design revisited

To be honest, I didn't want to replicate the old discussion of how much heat can be stored within the power plant, since this didn't change. It's all known already, and all the formulas presented never tell the whole story of how much heat is actually able to travel to all entities before the ...
by Tertius
Thu Jan 23, 2025 3:29 pm
Forum: General discussion
Topic: Seeking advice in co-op with non-gamer friends
Replies: 6
Views: 337

Re: Seeking advice in co-op with non-gamer friends

In my opinion, and from experience with similar situations of my own, your attempt to drag your friends into the game is most likely doomed from the start. Either they like the game and are playing out of their own motivation, or they don't play the game. In either case your task is done after you ...
by Tertius
Wed Jan 22, 2025 9:34 pm
Forum: Gameplay Help
Topic: Not a fan of unloading
Replies: 7
Views: 370

Re: Not a fan of unloading

That's not a question of laziness or prettiness. It's just how the game mechanics work.

To clarify: if you have a landing bay without cargo pods, and 10 orbital platforms, and each of them wants to send down a landing pod at the same time, 3 of them are actually being sent down, since the naked ...
by Tertius
Wed Jan 22, 2025 7:23 pm
Forum: Gameplay Help
Topic: Not a fan of unloading
Replies: 7
Views: 370

Re: Not a fan of unloading

A cargo bay doesn't just add inventory space to the landing pad, it also adds an additional slot for the landing pods. The amount of landing pods simultaneously on the way down to the planet isn't unlimited.
by Tertius
Wed Jan 22, 2025 12:23 pm
Forum: This Forum
Topic: phpBB upgraded to 3.3.14
Replies: 2
Views: 216

Re: phpBB upgraded to 3.3.14

If you attach an image with drag+drop, the image is uploaded but the attach tag text isn't added to the message text. You need to click the "Place inline" button, which was not required with the previous forum version as far as I remember.
by Tertius
Wed Jan 22, 2025 10:42 am
Forum: General discussion
Topic: DLC!!
Replies: 7
Views: 503

Re: DLC!!


To be honest there is only one think I don’t understand about the vanilla game “Liquid systems oil and fuel”.

I was about to write about oil processing but cut that, since I don't wanted to bloat my big post even more. But oil processing is actually the only non trivial puzzle in the vanilla ...
by Tertius
Tue Jan 21, 2025 8:47 pm
Forum: General discussion
Topic: DLC!!
Replies: 7
Views: 503

Re: DLC!!

Space Age isn't just taking place "after you finished the game", it's woven within the game and extends it starting mid to late game. A few late game tech known from vanilla is instead being unlocked on some planet with Space Age, for example.

If you create a new map with Space Age active, you ...
by Tertius
Mon Jan 20, 2025 4:21 pm
Forum: Show your Creations
Topic: Proof that Factorio is deterministic
Replies: 7
Views: 741

Re: Proof that Factorio is deterministic

Well, it's not really an experiment that follows some theoretical equations you do before the experiment. From a physics point of view, it's totally nonsense (not just from a physics point of view).

It started by making a huge field of interconnected splitters out of boredom. If you feed items on ...
by Tertius
Mon Jan 20, 2025 8:36 am
Forum: Resolved for the next release
Topic: [2.0.31] Rail planner unresponsive at outer edges of 32:9 display
Replies: 7
Views: 412

Re: [2.0.31] Rail planner unresponsive at outer edges of 32:9 display

Yes, if I place radars to add radar coverage, the rail planner works over the full screen for me.
It's not a major issue for me. I wasn't aware of this issue until now, although I'm playing Factorio for 1 or 2 years with a monitor that huge.
by Tertius
Sun Jan 19, 2025 2:27 pm
Forum: Ideas and Suggestions
Topic: The Train System Lacks Proper System Feedback – Leading to Ongoing Frustration
Replies: 61
Views: 3092

Re: The Train System Lacks Proper System Feedback – Leading to Ongoing Frustration



From my perspective, it’s a system without feedback, and such a system will never function properly.


I disagree with this from your original post, as i said it's not the case that such system lack feedback or can't function properly.

I agree with that. It's not clear why you (@raven2cz ...
by Tertius
Sun Jan 19, 2025 1:28 pm
Forum: Resolved for the next release
Topic: [2.0.31] Rail planner unresponsive at outer edges of 32:9 display
Replies: 7
Views: 412

Re: [2.0.31] Rail planner unresponsive at outer edges of 32:9 display

Happens for me as well. The rail planner just refuses to continue to the outer parts of the screen. It's not extending any more. Pressing shift all the time for ghost building.
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by Tertius
Sat Jan 18, 2025 10:20 pm
Forum: Ideas and Suggestions
Topic: Snap to the line when building
Replies: 1
Views: 94

Re: Snap to the line when building

With pipes, it already works. The other items unfortunately not.
Walls would be cool. The others are not that important.
My procedure for straight lines is to position the mouse, hold down the left mouse button, then use WASD to move. Fails of course, if the character bumps into something. In this ...
by Tertius
Sat Jan 18, 2025 6:45 pm
Forum: Balancing
Topic: Liquid voiding on automatic recipe change
Replies: 11
Views: 566

Re: Liquid voiding on automatic recipe change


But as soon as a recipe gets changed every 10 seconds, the lost fluid way oversteps just normal usage. Either way, something has to be done.

You need to make sure there is space for some fluid before a recipe change that will flush out fluids. You can automate this already, of course.

If you ...
by Tertius
Fri Jan 17, 2025 4:30 pm
Forum: Gameplay Help
Topic: Wasteless nuclear reactor design revisited
Replies: 10
Views: 651

Wasteless nuclear reactor design revisited

With the new fluid mechanic in Factorio 2.0, the classic steam buffer approach to delay inserting the next fuel cell only if the steam buffer is below some threshold doesn't work out well. It's because steam doesn't really flow in and out of a buffer but directly affects fill state. Since we we need ...
by Tertius
Fri Jan 17, 2025 2:05 pm
Forum: Outdated/Not implemented
Topic: Min / Max compare option for Selector combinator
Replies: 2
Views: 174

Re: Min / Max compare option for Selector combinator

@taori You might want to check this thread for a number of useful combinator "snippets": https://forums.factorio.com/viewtopic.php?f=8&t=124776
There is a surprisingly big amount of generic use cases that can be solved with just 1 or 2 combinators.
It includes a min/max, and the task to limit the ...
by Tertius
Fri Jan 17, 2025 1:55 pm
Forum: Balancing
Topic: Liquid voiding on automatic recipe change
Replies: 11
Views: 566

Re: Liquid voiding on automatic recipe change

The liquid isn't voided. It's given back to the pipe the production machine is connected to. It's given back just before the fluid input into the machine vanishes, in case you're switching to a recipe without liquids.
At least it's given back as long as the pipe isn't 100% full and has space for the ...
by Tertius
Wed Jan 15, 2025 1:20 pm
Forum: Gameplay Help
Topic: Efficiency of longer heat pipes
Replies: 3
Views: 305

Re: Efficiency of longer heat pipes

Heat needs a temperature difference for travelling from one point in a longer heat pipe to the other. And heat tries to even out the temperature. If a heat exchanger "consumes" heat, it cools down the connected heat pipe piece. Then heat from connected warmer heat pipes flow into that piece, up to ...

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