Search found 22 matches
- Mon Dec 23, 2024 1:22 am
- Forum: Ideas and Suggestions
- Topic: PLEASE change the planet distances...
- Replies: 19
- Views: 1174
Re: PLEASE change the planet distances...
I agree the distance is way too low. I setup my very first space ship to get to Vulcanus with one thruster, and I was surprised and disappointed it only took like 2 minutes.
- Sun Dec 22, 2024 2:24 am
- Forum: Ideas and Suggestions
- Topic: Spaceship automation: pause thrust after arrival
- Replies: 8
- Views: 1096
Re: Spaceship automation: pause thrust after arrival
This is unrelated, but on the first time I traveled to a new planet, I left Nauvis and Vulcanus on the automatic list, so immediately after arriving on Vulcanus the spaceship turned around and headed back. There only needs to be one station as you mentioned (not sure if there is a temporary stop ...
- Thu Dec 19, 2024 5:29 am
- Forum: Ideas and Suggestions
- Topic: Screenshot hotkey and JPEG output
- Replies: 0
- Views: 101
Screenshot hotkey and JPEG output
The /screenshot console command is nice. But what many games have is a dedicated screenshot key, perhaps PrtScn, so I don't have to open the console and scroll up to retype the command.
In addition, the output format is only PNG. On my screen, each screenshot comes out to 7 MB. The textures in game ...
In addition, the output format is only PNG. On my screen, each screenshot comes out to 7 MB. The textures in game ...
- Mon Dec 09, 2024 4:09 pm
- Forum: Gameplay Help
- Topic: Electric furnaces worth it without beacons?
- Replies: 13
- Views: 1190
Re: Electric furnaces worth it without beacons?
I agree with you, especially now full logistics is locked behind space science and artillery is far endgame. That being said, I do want to try my hand at a medium sized electric furnace array before I go to Vulcanus with the powerful foundries.
- Mon Dec 09, 2024 3:43 am
- Forum: General discussion
- Topic: Uranium processing flow chart with FactorioLab
- Replies: 2
- Views: 557
Re: Uranium processing flow chart with FactorioLab
I don't think it matters since it's not practical to achieve exactly these rates, but here you go anywayNemoricus wrote: Sun Dec 08, 2024 9:03 pm You should include a few more places past the decimal point, since the numbers are so small that one decimal place isn't enough precision.
- Mon Dec 09, 2024 3:41 am
- Forum: Gameplay Help
- Topic: Overview of all circuit networks
- Replies: 5
- Views: 341
Re: Overview of all circuit networks
Such an overview would probably be a complete mess. It's not clear what useful info you get from out of it. Do you know how many circuit networks you actually have? I guess way more than you think (either you're using none, in this case you wouldn't ask, or you're using a huge number of).
12 ...
- Sun Dec 08, 2024 8:29 pm
- Forum: Gameplay Help
- Topic: Overview of all circuit networks
- Replies: 5
- Views: 341
Re: Overview of all circuit networks
There is no such overview and no history. If it comes to the number, it's just a counter that increments as soon as a new network is created and never decremented. Old numbers are never recycled. In my test sandbox, I have numbers > 16000 as far as I remember.
That's a shame. it would be a cool ...
- Sun Dec 08, 2024 6:40 pm
- Forum: General discussion
- Topic: Uranium processing flow chart with FactorioLab
- Replies: 2
- Views: 557
Uranium processing flow chart with FactorioLab
I realized today FactorioLab can also show a useful flow chart for uranium (re)processing. (To avoid showing every single step like producing sulfuric acid for uranium mining, I set uranium ore and metal as inputs.) In the base game, the only other non-trivial production cycle is oil processing ...
- Sun Dec 08, 2024 6:12 pm
- Forum: Gameplay Help
- Topic: Overview of all circuit networks
- Replies: 5
- Views: 341
Overview of all circuit networks
Every time I make a new circuit network it gets assigned a new network number, like 12. Is there a way to view all networks I've ever made? Even if I connect a wire and then disconnect it, so the network disappears, it still seems like it's counted somewhere.
- Mon Dec 02, 2024 9:24 pm
- Forum: Gameplay Help
- Topic: Electric furnaces worth it without beacons?
- Replies: 13
- Views: 1190
Re: Electric furnaces worth it without beacons?
I am in between nuclear power and foundries. I just started producing space science. Maybe I will make an electric furnace array for now before I unlock foundries.
- Mon Dec 02, 2024 3:29 am
- Forum: Gameplay Help
- Topic: Space Platform 101 Discussion
- Replies: 89
- Views: 117403
Re: Space Platform 101 Discussion
I just noticed I don't have to be in space to build my space platform, I can build directly in map view... :space-age:
I guess I'm so used to just using the map for viewing and building in-person
also I noticed sending stuff into space takes a whole rocket but sending stuff down is completely free ...
I guess I'm so used to just using the map for viewing and building in-person
also I noticed sending stuff into space takes a whole rocket but sending stuff down is completely free ...
- Sun Dec 01, 2024 10:28 pm
- Forum: Gameplay Help
- Topic: Electric furnaces worth it without beacons?
- Replies: 13
- Views: 1190
Re: Electric furnaces worth it without beacons?
Power doesn't matter. You can put two nuclear reactors next to each other and get 160 MW. The only thing is maybe controlling pollution until I have artillery but I already have many lasers and flamethrowers.
- Sun Dec 01, 2024 4:06 am
- Forum: Assigned
- Topic: [Pard] [2.0.20] Space Platform Tips and Tricks not triggering
- Replies: 8
- Views: 635
Re: [2.0.20] Space Platform Tips and Tricks not triggering
I have the same issue on 2.0.21, the latest Steam version. I will see if it gets fixed when 2.0.23 is released on steam
- Sun Dec 01, 2024 3:57 am
- Forum: Gameplay Help
- Topic: Electric furnaces worth it without beacons?
- Replies: 13
- Views: 1190
Re: Electric furnaces worth it without beacons?
Electric furnaces are much more convenient and ecological. Space costs nothing on Nauvis why bother about it? It matters only if you try to replace pack of existing steel smelters with electric ones. But you do not have to do this and may use electric only for new ones.
I like the compactness ...
- Sat Nov 30, 2024 11:26 pm
- Forum: Gameplay Help
- Topic: Electric furnaces worth it without beacons?
- Replies: 13
- Views: 1190
Electric furnaces worth it without beacons?
I used the nifty designs here https://www.reddit.com/r/factorio/comments/p87fqr/my_version_of_full_yellow_red_and_blue_belt/
I am at midgame (just setup the space platform). Is it worth using electric furnaces if I don't have all the beacons? Factoriolab says I need about 170 furnaces for iron ...
I am at midgame (just setup the space platform). Is it worth using electric furnaces if I don't have all the beacons? Factoriolab says I need about 170 furnaces for iron ...
- Sat Nov 30, 2024 6:54 pm
- Forum: Ideas and Suggestions
- Topic: Add a hotkey for the Electric Network Info panel
- Replies: 6
- Views: 6712
Re: Add a hotkey for the Electric Network Info panel
With the new space platform this should be added again.
Apparently there is a little icon you can use to access it but it's not as convenient as it's pretty tiny.
https://www.reddit.com/r/factorio/comments/1god9s8/how_do_i_check_electric_network_info_on_space/
Also I support showing the most active ...
Apparently there is a little icon you can use to access it but it's not as convenient as it's pretty tiny.
https://www.reddit.com/r/factorio/comments/1god9s8/how_do_i_check_electric_network_info_on_space/
Also I support showing the most active ...
- Sat Nov 30, 2024 6:50 pm
- Forum: Balancing
- Topic: Rocket weight capacity
- Replies: 11
- Views: 2473
Re: Rocket weight capacity
They don't have rocket carrying upgrades? Not even as a researchable tech?
- Sat Nov 30, 2024 6:38 pm
- Forum: Gameplay Help
- Topic: Space Platform 101 Discussion
- Replies: 89
- Views: 117403
Re: Space Platform 101 Discussion
Quite opposite - it is excellent game design. In game you have factoriopedia for all items/recipes/techs and platform basics in tips and tricks. After that it is up to you how to design your platforms. And if you search for examples you will be surprised how different they could be. Full tutorial ...
- Sat Nov 30, 2024 3:13 am
- Forum: Gameplay Help
- Topic: Space Platform 101 Discussion
- Replies: 89
- Views: 117403
Re: Space Platform 101 Discussion
How come I can't travel to my space platform with my cargo? I can only press the buttons separately.
It's utterly baffling to me how there's no in-game tutorial on the space platform even after research it. If I really didn't miss it, then it's terrible game design. Kinda like minecraft before they ...
It's utterly baffling to me how there's no in-game tutorial on the space platform even after research it. If I really didn't miss it, then it's terrible game design. Kinda like minecraft before they ...
- Fri Nov 29, 2024 4:46 am
- Forum: Wiki Talk
- Topic: Uranium processing expected times
- Replies: 0
- Views: 211
Uranium processing expected times
(Posting here since wiki discussion pages are dead) I added a section at https://wiki.factorio.com/Uranium_processing#Expected_value about how one centrifuge continuously running should (in theory) be able to power one reactor.
There is some math on the distribution of cycles required to reach 40 U ...
There is some math on the distribution of cycles required to reach 40 U ...