Search found 1369 matches
- Sat Aug 09, 2025 6:24 pm
- Forum: Ideas and Requests For Mods
- Topic: Mod to Visualize Train Network Efficiency & Congestion
- Replies: 4
- Views: 168
Re: Mod to Visualize Train Network Efficiency & Congestion
Queue lengths at stations
Average waiting time per stop
Tracks with heavy vs. light usage
"Dead zones" where no trains ever go
I didn't feel the need of a mod for this so far. Previously, I did this:
queue length: place a programmable speaker next to a station or number of stations ...
- Sat Aug 09, 2025 5:20 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2017
- Views: 800758
Re: Simple Questions and Short Answers
Sorry I should've said, it's the higher quality prod modules that I need them for... and recycling yield is just too low. So I would've liked a more efficient way to produce them in larger quantities but I guess it's not so easy.
I posted my module factory here, it's intended to bootstrap from ...
- Sat Aug 09, 2025 10:10 am
- Forum: Gameplay Help
- Topic: Trouble Balancing Power Production and Consumption in Late Game
- Replies: 4
- Views: 153
Re: Trouble Balancing Power Production and Consumption in Late Game
You seem to talk about Nauvis, not of the other planets. So your main energy source is nuclear power.
What you describe is either insufficient power production in general or a flaw in your nuclear power plant design preventing full power output after some time with full load. Perhaps water supply or ...
What you describe is either insufficient power production in general or a flaw in your nuclear power plant design preventing full power output after some time with full load. Perhaps water supply or ...
- Fri Aug 08, 2025 7:11 pm
- Forum: Gameplay Help
- Topic: There are no biter nests in Naivus. "No Enemies" Mode
- Replies: 8
- Views: 518
Re: There are no biter nests in Naivus. "No Enemies" Mode
I switched to map editor mode (using /editor in the chat), this removes the character and enables much faster travelling. Then I started exploring the water way north of your starting area and created a big search circle clockwise around your starting isle. I continued, because there was not 100 ...
- Fri Aug 08, 2025 5:37 pm
- Forum: Gameplay Help
- Topic: There are no biter nests in Naivus. "No Enemies" Mode
- Replies: 8
- Views: 518
Re: There are no biter nests in Naivus. "No Enemies" Mode
SPACE 2-2.zip
It seems you set your map creation settings in a way the whole Nauvis is completely covered with water (water scale 150% coverage 600%) so just the area considered as starting area is covered with land, since it's guaranteed to have land in the starting area.
And you set the enemy ...
- Fri Aug 08, 2025 9:41 am
- Forum: Ideas and Suggestions
- Topic: Inserter Filtering as a Tech Unlock
- Replies: 24
- Views: 866
Re: Inserter Filtering as a Tech Unlock
I remember my first steps with Factorio 1.1 with its specialized filtering inserters. Being able to filter was a welcomed but not important upgrade at the time. I didn't use inserter filtering for a long time, and I saw it as kind of gimmick instead of a really useful feature. At that time.
If I ...
If I ...
- Wed Aug 06, 2025 9:21 am
- Forum: Technical Help
- Topic: "Pre-Prepare" on time usage metrics taking up UPS
- Replies: 13
- Views: 522
Re: "Pre-Prepare" on time usage metrics taking up UPS
The stutter happens whenever the disk is doing something, which is as far as I know, limited to reading/writing data
The game isn't accessing the disk drive at all while it is just running. Only during load/save.
So if the stutter happens whenever the disk is doing something, locate the app ...
- Mon Aug 04, 2025 2:23 pm
- Forum: Gameplay Help
- Topic: How does pentapod egg production spoilage work exactly?
- Replies: 4
- Views: 311
Re: How does pentapod egg production spoilage work exactly?
As far as I know, it is by design the recipe will not produce an output if the output would spoil before actually being output.
However the observed behavior is different, because it sometimes outputs something if it should output nothing and output nothing if it should output something.
If it ...
However the observed behavior is different, because it sometimes outputs something if it should output nothing and output nothing if it should output something.
If it ...
- Fri Aug 01, 2025 12:30 pm
- Forum: Gameplay Help
- Topic: Reactor network setup
- Replies: 47
- Views: 3813
Re: Reactor network setup
To place one of my 2*N modular blueprints I would have had to venture further east to the next ocean and shred through biter territory because the little lake in the starting would not have done it. I did not leave the space around it for bigger plants. I thought eventually I would just landfill ...
- Fri Aug 01, 2025 7:27 am
- Forum: Ideas and Suggestions
- Topic: Set Research with circuit logic.
- Replies: 6
- Views: 437
Re: Set Research with circuit logic.
I made an older proposal here: viewtopic.php?t=129148
tl:dr: "set recipe" option for biolabs for setting research, selector combinator functionality to determine current research levels and possible researches with given collection of science packs.
tl:dr: "set recipe" option for biolabs for setting research, selector combinator functionality to determine current research levels and possible researches with given collection of science packs.
- Thu Jul 31, 2025 9:56 am
- Forum: General discussion
- Topic: I'm afraid of reddit influence
- Replies: 44
- Views: 3399
Re: I'm afraid of reddit influence
Long story short game has no explanation what quality is. Let's say we took one common iron plate and one legendary iron plate. How they differ? What properties do they have that differ enough to make a conclusion what one plate is common and another is legendary? How exactly can we compare them ...
- Thu Jul 31, 2025 8:49 am
- Forum: Gameplay Help
- Topic: Reactor network setup
- Replies: 47
- Views: 3813
Re: Reactor network setup
I changed my paradigm to build more compact powerplants only using 2x2 setups (I don't care about the fuel eficiency as much anymore, it is also not necessary to build huge nuclear plants with SA) similar to brunzenstein in the original post, but mine is symmetrical in both axis, so the heatpipes ...
- Wed Jul 30, 2025 8:57 am
- Forum: Ideas and Suggestions
- Topic: Configurable process priority
- Replies: 4
- Views: 216
Re: Configurable process priority
Such a setting is dangerous. People will detect it, and some will assume: "Factorio will run faster if I turn this up" when they see Factorio is just using 25% CPU on their 16 core high end CPU and runs their megabase with only 40 UPS, then open a bug report when they see the setting doesn't change ...
- Tue Jul 29, 2025 5:25 pm
- Forum: Ideas and Suggestions
- Topic: Borderless fullscreen & UI Scaling options
- Replies: 3
- Views: 292
Re: Borderless fullscreen & UI Scaling options
I am using a multimonitor setup and the default fullscreen mode is terrible because every time the window focus changes by either clicking outside the Factorio window or back into the Factorio window it causes an annoying black screen flickering. That is why I am not using fullscreen mode on my ...
- Tue Jul 29, 2025 1:39 pm
- Forum: Gameplay Help
- Topic: Fast Acid-Neutralisation and Steam-Condensation, throughput issue?
- Replies: 10
- Views: 548
Re: Fast Acid-Neutralisation and Steam-Condensation, throughput issue?
There's really a difference with the direct connection in 2.0.47. Every other build is the same throughput, but with direct connection in 2.0.47 water output can go up to ~1974/s, which corresponds to a speed of ~11 / ~22, which is steam throughput of 22000/s, which means a throughput of 7333/s per ...
- Tue Jul 29, 2025 10:54 am
- Forum: Gameplay Help
- Topic: Fast Acid-Neutralisation and Steam-Condensation, throughput issue?
- Replies: 10
- Views: 548
Re: Fast Acid-Neutralisation and Steam-Condensation, throughput issue?
By using that many plants, I just mirrored your first screenshot. Since given the correct amount of speed boosts one water condensing plant is able to fully consume the output of one acid neutralization plant, the most space efficient setup is the direct connect. However, there are subtle and ...
- Mon Jul 28, 2025 11:00 pm
- Forum: Gameplay Help
- Topic: Fast Acid-Neutralisation and Steam-Condensation, throughput issue?
- Replies: 10
- Views: 548
Re: Fast Acid-Neutralisation and Steam-Condensation, throughput issue?
Now I think deeper, I remember the fff about the new fluid system, which says the maximum fluid throughput of a single fluidbox is 100 per tick or 6000/s.
If you use each of the 3 inputs/outputs, you get a maximum of 3*6000/s=18000/s. You also see the reason why this machine got 3 inputs and 3 ...
If you use each of the 3 inputs/outputs, you get a maximum of 3*6000/s=18000/s. You also see the reason why this machine got 3 inputs and 3 ...
- Mon Jul 28, 2025 8:00 pm
- Forum: Gameplay Help
- Topic: Fast Acid-Neutralisation and Steam-Condensation, throughput issue?
- Replies: 10
- Views: 548
Re: Fast Acid-Neutralisation and Steam-Condensation, throughput issue?
Add one or more storage tanks to the steam pipe as buffer. The steam is generated in so huge quantity with so much throughput, it's too much to hold within just a pipe. The location of the tanks doesn't matter, since everything is just one big volume, just somewhere connected to the steam.
- Mon Jul 28, 2025 4:00 pm
- Forum: Gameplay Help
- Topic: How to get rid of item less than 100% health?
- Replies: 21
- Views: 991
Re: How to get rid of item less than 100% health?
I can't figure out a way around this without having to manually intervene. I manually click on the less than 100% health in the inserter's hand to have the bots remove them now.
No, don't remove the less than 100% health items from the inserter's hand. Instead, go to the assembling machine the ...
- Mon Jul 28, 2025 1:15 pm
- Forum: Gameplay Help
- Topic: How to get rid of item less than 100% health?
- Replies: 21
- Views: 991
Re: How to get rid of item less than 100% health?
I tried to recreate this in remote view with a bunch of damaged yellow inserters to craft fast inserters in an assembling machine 3.
A requester chest requests all ingredients, and eventually the damaged inserters will get into that chest.
As soon as the inserter in front of the assembling machine ...
A requester chest requests all ingredients, and eventually the damaged inserters will get into that chest.
As soon as the inserter in front of the assembling machine ...