Search found 1301 matches
- Wed Jun 25, 2025 9:04 am
- Forum: Gameplay Help
- Topic: Reactor network setup
- Replies: 9
- Views: 291
Re: Reactor network setup
You configure the requests of a requester chest in the middle section, where the 1 fuel cell icon is shown. Click one of the empty spaces next to the 1 fuel cell icon, just above the "Add section" button. Your chest currently requests 1 fuel cell and in the chest present are 50 cells, so no more ...
- Tue Jun 24, 2025 9:17 pm
- Forum: Gameplay Help
- Topic: Reactor network setup
- Replies: 9
- Views: 291
Re: Reactor network setup
The blueprint is incomplete, by the way. The outer 6 steam turbines behind the substations are not connected to steam.
- Tue Jun 24, 2025 9:05 pm
- Forum: Gameplay Help
- Topic: Reactor network setup
- Replies: 9
- Views: 291
Re: Reactor network setup
To make sure there is never more than 1 cell in a reactor, and it is the burning one, you need to check for 2 conditions at the same time. An inserter must only insert, if the reactor temperature is below a threshold (for example 700°C) AND there are 0 fuel cells in the reactor.
with <= using as ...
with <= using as ...
- Tue Jun 24, 2025 5:27 pm
- Forum: General discussion
- Topic: Factorio: The ultimate hardware tester?
- Replies: 2
- Views: 294
Re: Factorio: The ultimate hardware tester?
All of the minor annoyances from my previous motherboard are gone, too. (FYI: MSI MAG B650 TOMAHAWK WIFI --> Gigabyte B650 AORUS ELITE AX V2)
What minor annoyances? Usually, instability and malfunctioning hardware is visible without special diagnosis tools if you observe your system carefully ...
- Tue Jun 24, 2025 12:36 pm
- Forum: Gameplay Help
- Topic: how to setup space platform station conditions combinations
- Replies: 6
- Views: 284
Re: how to setup space platform station conditions combinations
What you want is: "leave if all requests are satisfied. However, if there is not enough refined concrete to make cryogenic plants, ignore the cryogenic plant request".
I would implement this with a timeout, since it's tedious to create a condition without the possibility to use brackets to group ...
I would implement this with a timeout, since it's tedious to create a condition without the possibility to use brackets to group ...
- Mon Jun 23, 2025 7:45 am
- Forum: Gameplay Help
- Topic: Wired Parking lot and train pathing
- Replies: 5
- Views: 296
Re: Wired Parking lot and train pathing
Do you know how people usually deal with their mines being so far away? I burned through most mines close enough with any decent amounts and just decided to go out for the really big ones with 500 million+ resources(default settings). I thought about splitting the distance with multiple stop ...
- Sun Jun 22, 2025 9:37 pm
- Forum: Gameplay Help
- Topic: Wired Parking lot and train pathing
- Replies: 5
- Views: 296
Re: Wired Parking lot and train pathing
Difficult to comment, since it's probably not what you want to hear.
I thoroughly investigated the behavior of such setups for weeks in the map editor. Exactly what you try to setup: multiple unloading stations with possibly extremely fast train unload with a stacker in front of them for buffering ...
I thoroughly investigated the behavior of such setups for weeks in the map editor. Exactly what you try to setup: multiple unloading stations with possibly extremely fast train unload with a stacker in front of them for buffering ...
- Fri Jun 20, 2025 10:13 am
- Forum: Technical Help
- Topic: Non-blocking saves?
- Replies: 16
- Views: 4671
Re: Non-blocking saves?
Interesting. But then i found this https://learn.microsoft.com/en-us/windows/win32/api/processthreadsapi/nf-processthreadsapi-setprocessinformation?redirectedfrom=MSDN which I wonder if that could be used to work around this? That's a fascinating prospect.
According to Chen in the last comment ...
- Thu Jun 19, 2025 5:09 pm
- Forum: Technical Help
- Topic: Non-blocking saves?
- Replies: 16
- Views: 4671
Re: Non-blocking saves?
As far as I understand, Windows has a copy on write for memory as well, however you need to explicitly design and code, while with unix-like systems all complexity is completely hidden inside the fork() call. All you need to do is fork() without complex initialization, and you just need to check the ...
- Wed Jun 18, 2025 5:20 pm
- Forum: Gameplay Help
- Topic: Radar Using More Power Than Needed
- Replies: 5
- Views: 282
Re: Radar Using More Power Than Needed
If you hover over an electricity consuming entity, you see the fill state of the energy buffer in the popup at the right side of the screen titled "electricity". Usually it's full and green and nobody notices, but in case it isn't full, it has a smaller yellow or red bar.
In your case it will never ...
In your case it will never ...
- Mon Jun 16, 2025 11:55 am
- Forum: Technical Help
- Topic: [2.0.55] Windows suddenly blocks executable
- Replies: 3
- Views: 269
Re: [2.0.55] Windows suddenly blocks executable
As far as I read about Smart App Control, it heavily relies on the executables being digitally signed by the developer. If Factorio is blocked, it might be the signature isn't valid.
Factorio.exe IS signed by its developers.
And since it's the first time I ever read this about Factorio after all ...
Factorio.exe IS signed by its developers.
And since it's the first time I ever read this about Factorio after all ...
- Sun Jun 15, 2025 10:31 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: 8 Lane Scissor Filter Sushi Bus for Fulgora
- Replies: 17
- Views: 1168
Re: 8 Lane Scissor Filter Sushi Bus for Fulgora
It has some merit by just not sorting what comes out of the recyclers, however I was never able to successfully use sushi belts. I tried multiple times, but sooner or later they all did congest or get out of balance and were not able to recover. Just wanted to show an alternative, in the unfortunate ...
- Sun Jun 15, 2025 7:46 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: 8 Lane Scissor Filter Sushi Bus for Fulgora
- Replies: 17
- Views: 1168
Re: 8 Lane Scissor Filter Sushi Bus for Fulgora
Given the OP has Fulgora with trash recycling as use case, and the given filter sorts just 2 of all the material with a somehow large footprint, I propose a different approach. Very simple and very direct. Sorts 100% congestion free every material on almost zero footprint, easily extendable with ...
- Fri Jun 13, 2025 7:34 pm
- Forum: Gameplay Help
- Topic: Wildcard Interrupts clarification
- Replies: 13
- Views: 1492
Re: Wildcard Interrupts clarification
Would a train still route to a station that is too far away for 3 nuclear fuels to fuel a train to reach the destination?
I doubt you will build a large enough rail network where a train isn't able to get from the center to the outpost and back without refuel in between. Except perhaps you spend ...
- Fri Jun 13, 2025 8:51 am
- Forum: Gameplay Help
- Topic: Wildcard Interrupts clarification
- Replies: 13
- Views: 1492
Re: Wildcard Interrupts clarification
I apologize, but I question your whole train schedule/station naming approach in that thread. It may be good to investigate the behavior of interrupts and wildcards in a controlled lab environment, but it isn't feasible for a real map.
you don't need to carry train fuel around. No outpost needs a ...
you don't need to carry train fuel around. No outpost needs a ...
- Thu Jun 12, 2025 10:30 pm
- Forum: Gameplay Help
- Topic: Wildcard Interrupts clarification
- Replies: 13
- Views: 1492
Re: Wildcard Interrupts clarification
I don't fully understand what you're trying to do. I guess you're trying to use wildcards for what they were not intended. My recommendation again: don't use wildcards for trains with a mix of different cargo items.
- Wed Jun 11, 2025 6:12 pm
- Forum: Gameplay Help
- Topic: How to upcycle?
- Replies: 140
- Views: 16166
Re: How to upcycle?
It's true I'm obsessed with efficiency, but I'm not THAT obsessed to not upcycle such a thing. The only items I will not upcycle are items without quality bonus except hit points. Of course I need quality inserters.coffee-factorio wrote: Wed Jun 11, 2025 5:00 pm Inherent productivity is nice but it doesn't make inserters.

- Wed Jun 11, 2025 2:34 pm
- Forum: Gameplay Help
- Topic: How to upcycle?
- Replies: 140
- Views: 16166
Re: How to upcycle?
Have you tried to mine quality scrap ?
I tried, but as far as I see this becomes feasible with quality mining drills and quality recyclers, and quality quality modules of course. Before that, needs a rally huge amount of machines with low quality modules and low yield.
Upcycling is a loop, and ...
- Tue Jun 10, 2025 10:47 pm
- Forum: Gameplay Help
- Topic: How to upcycle?
- Replies: 140
- Views: 16166
Re: How to upcycle?
From what I gained from the thread, a valid approach is to first create normal ingredients with largest productivity bonus+modules possible (and speed increased by speed beacons), then start upcycling the product you want in machines with inherent productivity bonus.
The start is quality quality ...
The start is quality quality ...
- Tue Jun 10, 2025 9:53 pm
- Forum: Technical Help
- Topic: [2.0.55] Game fails to start
- Replies: 10
- Views: 1002
Re: [2.0.55] Game fails to start
About the log: for me, my log continues with information about directx:
0.479 [0]: \\.\DISPLAY1 - NVIDIA GeForce RTX 4070 {0x05, [0,0], 5120x1440, 32bit, 120Hz}
0.524 [Direct3D11] Display: 0, Output: 0, DisplayAdapter: 0, RenderingAdapter: -1; d3dcompiler_47.dll
0.716 Initialised Direct3D[0 ...
0.479 [0]: \\.\DISPLAY1 - NVIDIA GeForce RTX 4070 {0x05, [0,0], 5120x1440, 32bit, 120Hz}
0.524 [Direct3D11] Display: 0, Output: 0, DisplayAdapter: 0, RenderingAdapter: -1; d3dcompiler_47.dll
0.716 Initialised Direct3D[0 ...