Search found 27 matches

by qwr
Wed Aug 06, 2025 3:37 am
Forum: Gameplay Help
Topic: Is early game Vulcanus and level 1 modules too early for beacon setups?
Replies: 3
Views: 282

Re: Is early game Vulcanus and level 1 modules too early for beacon setups?

Interesting. I thought the only use for beacons was cramming many speed 3 modules to make up for prod 3 modules. Meaning the speedup is not significant enough for a few speed 1 modules compared to doing an 8 beacon setup with a pair of speed 3 modules each. Although v2.0 buffed individual beacons ...
by qwr
Wed Aug 06, 2025 3:19 am
Forum: Texture Packs
Topic: Quality Glassware - Science flasks for mods to use
Replies: 1
Views: 1797

Re: Quality Glassware - Science flasks for mods to use

Wow, those are nice. I've never been a fan of all science packs looking the same except for color.
by qwr
Wed Aug 06, 2025 1:40 am
Forum: Gameplay Help
Topic: Is early game Vulcanus and level 1 modules too early for beacon setups?
Replies: 3
Views: 282

Is early game Vulcanus and level 1 modules too early for beacon setups?

I recently killed the small worm and started mining tungsten to create metallurgic science. My research base is at Nauvis but I want to setup one on Vulcanus. I saw a cool setup for creating circuits with 8 beacons per assembler. I only have a tiny scale production of level 1 modules. Is it too ...
by qwr
Sun Jul 27, 2025 2:02 am
Forum: Spread the Word
Topic: How to stop playing Factorio 8 hours straight?
Replies: 5
Views: 3496

Re: How to stop playing Factorio 8 hours straight?

Spend all your time prematurely optimizing, then realize it's way too time consuming and do something else
by qwr
Sun Jul 27, 2025 1:59 am
Forum: Balancing
Topic: Acid neutralizarion is 10x too fast.
Replies: 21
Views: 4856

Re: Acid neutralizarion is 10x too fast.

Actually I would agree with the premise.
https://www.reddit.com/r/factorio/comments/1hc1zbi/how_many_steam_turbines_per_acid_neutralisation/ here it says one chemical plant supports 33.3 steam turbines, each produce 5.8 MW, so 193 MW from a single chemical plant!
The Vulcanus solar panels produce ...
by qwr
Mon Dec 23, 2024 1:22 am
Forum: Ideas and Suggestions
Topic: PLEASE change the planet distances...
Replies: 19
Views: 2850

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.
by qwr
Sun Dec 22, 2024 2:24 am
Forum: Ideas and Suggestions
Topic: Spaceship automation: pause thrust after arrival
Replies: 8
Views: 2356

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 ...
by qwr
Thu Dec 19, 2024 5:29 am
Forum: Ideas and Suggestions
Topic: Screenshot hotkey and JPEG output
Replies: 0
Views: 277

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 ...
by qwr
Mon Dec 09, 2024 4:09 pm
Forum: Gameplay Help
Topic: Electric furnaces worth it without beacons?
Replies: 13
Views: 4521

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.
by qwr
Mon Dec 09, 2024 3:43 am
Forum: General discussion
Topic: Uranium processing flow chart with FactorioLab
Replies: 2
Views: 2111

Re: Uranium processing flow chart with FactorioLab

Nemoricus 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.
I don't think it matters since it's not practical to achieve exactly these rates, but here you go anyway

Screenshot from 2024-12-08 22-42-08.png
Screenshot from 2024-12-08 22-42-08.png (96.57 KiB) Viewed 1997 times
by qwr
Mon Dec 09, 2024 3:41 am
Forum: Gameplay Help
Topic: Overview of all circuit networks
Replies: 5
Views: 940

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 ...
by qwr
Sun Dec 08, 2024 8:29 pm
Forum: Gameplay Help
Topic: Overview of all circuit networks
Replies: 5
Views: 940

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 ...
by qwr
Sun Dec 08, 2024 6:40 pm
Forum: General discussion
Topic: Uranium processing flow chart with FactorioLab
Replies: 2
Views: 2111

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 ...
by qwr
Sun Dec 08, 2024 6:12 pm
Forum: Gameplay Help
Topic: Overview of all circuit networks
Replies: 5
Views: 940

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.
by qwr
Mon Dec 02, 2024 9:24 pm
Forum: Gameplay Help
Topic: Electric furnaces worth it without beacons?
Replies: 13
Views: 4521

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.
by qwr
Mon Dec 02, 2024 3:29 am
Forum: Gameplay Help
Topic: Space Platform 101 Discussion
Replies: 92
Views: 160779

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 ...
by qwr
Sun Dec 01, 2024 10:28 pm
Forum: Gameplay Help
Topic: Electric furnaces worth it without beacons?
Replies: 13
Views: 4521

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.
by qwr
Sun Dec 01, 2024 4:06 am
Forum: Not a bug
Topic: [Pard] [2.0.20] Space Platform Tips and Tricks not triggering
Replies: 9
Views: 1421

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
by qwr
Sun Dec 01, 2024 3:57 am
Forum: Gameplay Help
Topic: Electric furnaces worth it without beacons?
Replies: 13
Views: 4521

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 ...
by qwr
Sat Nov 30, 2024 11:26 pm
Forum: Gameplay Help
Topic: Electric furnaces worth it without beacons?
Replies: 13
Views: 4521

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 ...

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