Search found 25 matches
- Mon Nov 25, 2024 6:37 pm
- Forum: Not a bug
- Topic: Furnaces give out spoilage sometimes which causes stuck belts
- Replies: 6
- Views: 190
Re: Furnaces give out spoilage sometimes which causes stuck belts
Anything spoilable can spoil inside of machines before it’s used. Yes, but the "new spoilage" ends up staying in the FUEL slot and beeing consumed. Test it yourself. Otherwise builds like this would be stuck every min multiple times and not once every 10 mins. Also a boiler for example wo...
- Mon Nov 25, 2024 5:23 pm
- Forum: Not a bug
- Topic: Furnaces give out spoilage sometimes which causes stuck belts
- Replies: 6
- Views: 190
Furnaces give out spoilage sometimes which causes stuck belts
What did you do? -Place the blueprint and power it (its 8 simple furnace lines with infinity chests ) -let it run for a while 10 to 30 min -Check if any of the RED LIGHTS go on. What happened? There is spoilage on the OUTPUT belt of the furnaces now What did you expect to happen instead? Iron plate...
- Sat Nov 23, 2024 2:13 pm
- Forum: Gameplay Help
- Topic: Stackinserter is not able to give out spoilage at non full stacks anymore.
- Replies: 4
- Views: 339
Re: Stackinserter is not able to give out spoilage at non full stacks anymore.
That both don't work if the stack inserter picks something up and it spoils in it's hands before it got a full stack.
You realize, that the second option didnt even involved a stackinserter ?
- Fri Nov 22, 2024 4:12 pm
- Forum: Duplicates
- Topic: [2.0.21] Parametrising blueprint of bulk inserters will set stack sizes to 1
- Replies: 2
- Views: 105
[2.0.21] Parametrising blueprint of bulk inserters will set stack sizes to 1
What did you do? -place 2 bulk inserters -change the stacksize to 6 and the other one to 8 -make a blueprint -click parametrise -paremetrise the 6 It will allrdy change both values in this menue, but you can save the blueprint and place it and check both stacksizes What happened? Both stacksize val...
- Fri Nov 22, 2024 2:54 pm
- Forum: Gameplay Help
- Topic: Stackinserter is not able to give out spoilage at non full stacks anymore.
- Replies: 4
- Views: 339
Re: Stackinserter is not able to give out spoilage at non full stacks anymore.
I haven't tried this yet, but maybe a combinator solution can work, if you detect spoilage in the hand, force the size of the stack to 1. Sure, the are many sollutions. But there was allrdy a good one in the game and now its gone :( Before i place a combinator for every inserter, i would rather &qu...
- Thu Nov 21, 2024 11:26 pm
- Forum: Gameplay Help
- Topic: Stackinserter is not able to give out spoilage at non full stacks anymore.
- Replies: 4
- Views: 339
Stackinserter is not able to give out spoilage at non full stacks anymore.
When you selected "prio spoield items" on a stack inserter, it was able to give out spoilage with priority even with "non full hand" That was a very nice option, since you didnt had to filter every single item on every single machine. I used it in almost all of my Gleba builds. S...
- Thu Nov 14, 2024 2:16 pm
- Forum: General discussion
- Topic: It takes too long to get to new Space Age content
- Replies: 28
- Views: 2694
Re: It takes too long to get to new Space Age content
I am a long time fan of Factorio
I've been rushing to get off-planet and at 25h in I have a basic space platform
Only the space platform ? thats just blue science...
A good player can do that in 4h
We landed on the second planet after 8 hours, with a normal 4 Iron lane 90 SPM Bus
- Mon Nov 11, 2024 12:18 am
- Forum: General discussion
- Topic: Is there an endgame-balance for planets ?
- Replies: 4
- Views: 1056
Re: Is there an endgame-balance for planets ?
It wasnt about the exact number, but a build like this gives you 100 plates / sec. grafik.png Double it for the lava processing if you want. I placed this ~20 times in 4h, like i said. Now try to get the same ammount of plates on gleba. Sure, oil is harder to get on vulcanus, but still achiveable. O...
- Sat Nov 09, 2024 3:16 pm
- Forum: General discussion
- Topic: Is there an endgame-balance for planets ?
- Replies: 4
- Views: 1056
Re: Is there an endgame-balance for planets ?
This may depend on your play style. I found myself using Gleba as my main hub. It was so efficient turning fruit into iron and copper I did not need lava. Both are infinite. Can you send me a picture, of one gleba block of your production ( ~200 Iron Plates / sec ) For Vulcanus its ~8 foundrys ,the...
- Fri Nov 08, 2024 2:04 pm
- Forum: General discussion
- Topic: Is there an endgame-balance for planets ?
- Replies: 4
- Views: 1056
Is there an endgame-balance for planets ?
First things first : I like all 3 planets. I am at my third SpaceAge run now and the "testing and exploring basics phase" is over. Turns out that vulcanus is the #1 planet for 95% of Production. You get stacked T2 belts with foundrys and single beacons on a completly new scale. I had like ...
- Fri Oct 04, 2024 4:31 pm
- Forum: Wiki Talk
- Topic: Poison capsule damage is wrong on wiki
- Replies: 1
- Views: 230
Poison capsule damage is wrong on wiki
Probly a simple mistake, but it should say 16/second since it hits twice per second (on the black box right side)
https://wiki.factorio.com/Poison_capsule
Wiki is great, cheers.
https://wiki.factorio.com/Poison_capsule
Wiki is great, cheers.
- Fri May 26, 2023 2:51 pm
- Forum: Duplicates
- Topic: Item delivery number is incorrect sometimes ?
- Replies: 1
- Views: 559
Item delivery number is incorrect sometimes ?
Hey there. The logistic network shows, that 4 furnaces are "delivered" . its also 2 and 3 sometimes. However its only one assembler producing them close by, into a provider chest which is empty . (dedicatet network, 100 logi bots available) so there is only one furnace transported at the s...
- Sun May 21, 2023 3:32 pm
- Forum: Duplicates
- Topic: Productivity percentage
- Replies: 1
- Views: 562
Productivity percentage
Assembler says 11 % productivity with two Red t2 Modules. shouldnt it show 12 % ?
- Mon Jul 25, 2022 1:39 pm
- Forum: General discussion
- Topic: Should "Wire Shortcuts" be in the Base game ?
- Replies: 16
- Views: 5481
Re: Should "Wire Shortcuts" be in the Base game ?
P.S.: In this case we are both the same opinion. :P But it should not matter how long someone is in this forum, or how many posts he/she made. If something is right or wrong for you, you can argue with us, no matter what subject. okay, there was lot missunderstanding :D I 100% aggree with you. We h...
- Sat Jun 25, 2022 10:42 am
- Forum: General discussion
- Topic: Should Construction Robots Prioritze Storage Chests ?
- Replies: 35
- Views: 12272
Re: Should Construction Robots Prioritze Storage Chests ?
On my ideal game, bots never fly long distances to pick materials to build something: there are materials near the construction site, usually delivered by train (and viceversa, bots place deconstructed materials into nearby chests, then delivered back to main storage by train). That works for whate...
- Sat Jun 25, 2022 10:32 am
- Forum: General discussion
- Topic: Should "Wire Shortcuts" be in the Base game ?
- Replies: 16
- Views: 5481
Re: Should "Wire Shortcuts" be in the Base game ?
That’s my man! :D I said that since years! And I can prove it: https://forums.factorio.com/search.php?keywords=%E2%80%9CWireshortcuts%E2%80%9D&terms=all&author=Ssilk&fid%5B%5D=6&sc=1&sf=all&sr=posts&sk=t&sd=d&st=0&ch=300&t=0&submit=Search And many oth...
- Thu Jun 23, 2022 6:38 pm
- Forum: General discussion
- Topic: Should "Wire Shortcuts" be in the Base game ?
- Replies: 16
- Views: 5481
Should "Wire Shortcuts" be in the Base game ?
There is a mod called "wire shortcuts" it ads shortcuts for red and green wire. Why isnt it in the basegame ? I can't see any downside, and crafting them is inconsistent and unintuitive for new players considering you get them for free if you copy settings. Its just pure QoL, without chang...
- Thu Jun 23, 2022 6:32 pm
- Forum: Balancing
- Topic: More Realistic Biter behavior by small changes
- Replies: 8
- Views: 3326
Re: More Realistic Biter behavior by small changes
You obviously haven't seen what animals are capable of on our own planet. Yes, this is completely within the realm of possibility. Aside from that, so what? So the pollution irritates them from far away, they come, then they identify the actual polluter and go after it. Is this functionally any dif...
- Tue Jun 21, 2022 6:23 pm
- Forum: General discussion
- Topic: Should Construction Robots Prioritze Storage Chests ?
- Replies: 35
- Views: 12272
Re: Should Construction Robots Prioritze Storage Chests ?
Currently, construction bots try to find the chest that is the closest to the ghost they want to rebuild. Idea is, that players want to bluprints to be built fast, so construction robots shouldn't travel over large distances (system that manages this is still pretty simple, though, so it's not that...
- Tue Jun 07, 2022 9:38 pm
- Forum: General discussion
- Topic: Should Construction Robots Prioritze Storage Chests ?
- Replies: 35
- Views: 12272
Re: Should Construction Robots Prioritze Storage Chests ?
Currently, construction bots try to find the chest that is the closest to the ghost they want to rebuild. Idea is, that players want to bluprints to be built fast, so construction robots shouldn't travel over large distances (system that manages this is still pretty simple, though, so it's not that...