Search found 389 matches

by computeraddict
Thu Sep 25, 2025 6:45 am
Forum: Gameplay Help
Topic: Let's talk train design
Replies: 25
Views: 1057

Re: Let's talk train design

Harb42 wrote: Thu Sep 25, 2025 3:52 am By some time all fluid trains will carry water which become basically useless.
That means you're doing it wrong, not that the mechanics have flaws. All of the solutions described in this thread cannot have this happen.
by computeraddict
Wed Sep 24, 2025 5:26 pm
Forum: Gameplay Help
Topic: Let's talk train design
Replies: 25
Views: 1057

Re: Let's talk train design

Tertius wrote: Wed Sep 24, 2025 5:18 pm From the reasons and from the strengths of the approach we might be able to find a way to some design, but without reason we don't have a design goal.
Not OP, but perhaps it's minimizing number of items in flight?
by computeraddict
Sun Sep 21, 2025 8:46 pm
Forum: Balancing
Topic: Scale Roboport Supply Area and Construction Area with quality
Replies: 9
Views: 850

Re: Make roboport areas scale with quality



This is not a good idea, since it can break set ups that rely on the logistics area being a specific size. It would turn higher quality roboports from being a simple drop in replacement to one where you have to adjust the build to make sure that areas that are supposed to be disconnected stay ...
by computeraddict
Fri Sep 19, 2025 10:17 pm
Forum: Gameplay Help
Topic: Productivity on coal liquefaction recipe
Replies: 6
Views: 422

Re: Productivity on coal liquefaction recipe


Is there any way in-game to tell when something is marked as a catalyst? This isn't automatic. Bacteria cultivation, for example, is not a catalytic recipe.

AFAIK, the only method is to do math with the production rates with productivity present.


Per https://factorio.com/blog/post/fff-256 ...
by computeraddict
Fri Sep 19, 2025 6:30 pm
Forum: General discussion
Topic: Status of 2.1?
Replies: 21
Views: 8588

Re: Status of 2.1?

by computeraddict
Fri Sep 19, 2025 6:29 pm
Forum: Fixed for 2.1
Topic: Hello
Replies: 5
Views: 1079

Re: Hello

hi
by computeraddict
Fri Sep 19, 2025 4:35 pm
Forum: Gameplay Help
Topic: Productivity on coal liquefaction recipe
Replies: 6
Views: 422

Re: Productivity on coal liquefaction recipe

Part of the input is marked as a catalyst. Catalysts are subtracted from bonus production.
by computeraddict
Thu Sep 11, 2025 3:50 pm
Forum: Balancing
Topic: Stop the multiply effect of turret damage
Replies: 15
Views: 2280

Re: Stop the multiply effect of turret damage

I think this thread is kind of missing the point of enemies in Factorio. They aren't really meant to be an existential threat that can keep up with you. This is clearly evidenced by the existence of artillery and nukes, for which no amount of biter evolution can match. Even the Demolishers and big ...
by computeraddict
Wed Sep 10, 2025 5:08 pm
Forum: Gameplay Help
Topic: Coal Liquefaction
Replies: 9
Views: 695

Re: Coal Liquefaction


https://up.picr.de/50039620wm.png
Vulcanus, one green belt coming out of a green balancer and is then halved into two red ones, each feeding 15 refineries. As per screenshot, coal is depleted around the eleveth refinery.


One side of your belts are not saturated. I'd run your mine's outputs ...
by computeraddict
Thu Aug 28, 2025 10:21 pm
Forum: Show your Creations
Topic: Make your recyclers stack their outputs!
Replies: 9
Views: 962

Re: Make your recyclers stack their outputs!

pioruns wrote: Thu Aug 28, 2025 8:44 pm I don't see reason why would it behave like that.
It's exactly how every other production building works with quality
by computeraddict
Thu Aug 28, 2025 4:39 pm
Forum: Show your Creations
Topic: Make your recyclers stack their outputs!
Replies: 9
Views: 962

Re: Make your recyclers stack their outputs!


But, for some reason, if Recycler has Quality modules, Recycler doesn't want to output anything into the buffer, when belt is disabled. It wants to output things immediately onto the belt, and stops very often, even with Buffer empty. Anyone knows why?


If it rolls a different quality output ...
by computeraddict
Wed Aug 27, 2025 3:22 pm
Forum: Ideas and Suggestions
Topic: Gleba Evolution should start with landing not with ariving to Orbit
Replies: 4
Views: 438

Re: Gleba Evolution should start with landing not with ariving to Orbit

Erfar wrote: Wed Aug 27, 2025 1:06 am Time-factor in evolution is already very frustrating one as it punished for plaing game without rush
You can turn it to zero at map generation time
by computeraddict
Tue Aug 26, 2025 7:15 pm
Forum: Modding discussion
Topic: Reached id limit for quality
Replies: 5
Views: 572

Re: Reached id limit for quality

Shirasik wrote: Tue Aug 26, 2025 6:54 pm Or you have "harddesigned" cache line alignment optimisations?
It's generally safe to assume that the Factorio devs have done the most aggressive optimization possible
by computeraddict
Fri Aug 22, 2025 10:50 pm
Forum: Gameplay Help
Topic: Correct me or correct FFF#428
Replies: 14
Views: 1664

Re: Correct me or correct FFF#428


But even if you insert just one fuel cell at a time when the reactor's temperature is below the 500 C minimum, one fuel cell produces 8 GJ of heat energy in a reactor - before multiplying for the neighbor bonus.
That's much more than enough to heat the reactor to the 1000 C maximum, and any energy ...
by computeraddict
Fri Aug 15, 2025 7:18 am
Forum: Ideas and Suggestions
Topic: Automatic down quality in inserter.
Replies: 5
Views: 471

Re: Automatic down quality in inserter.

The way I deal with this in midgame or before Fulgora is overproduction with half being quality and the other being normal. The normal output prioritizes drawing normal items from quality production, so if quality items aren't being used it fails over to using the normal-only production line.
by computeraddict
Tue Aug 12, 2025 4:18 pm
Forum: Balancing
Topic: Stop the multiply effect of turret damage
Replies: 15
Views: 2280

Re: Stop the multiply effect of turret damage


Yeah how dump of me who want to use my tank submachine gun !


Use its cannon? The tank's MG is very much meant for mediums and below. And maybe stray large spitters.


Also, if my tank submachine gun is obsolete like almost as soon as I unlock it, what the point of having it ?


How late are ...
by computeraddict
Mon Aug 11, 2025 2:38 am
Forum: General discussion
Topic: Theorycrafting: Maximum Possible SPM Without Bots
Replies: 11
Views: 2051

Re: Theorycrafting: Maximum Possible SPM Without Bots

macdjord wrote: Mon Aug 11, 2025 1:50 am You also missed that you can't have 30 inserters next to you landing pad on Aquilo, since you need heat pipes to keep them from freezing.
Could you put cars/tanks on top of heat pipes and have the inserters feed them, though?
by computeraddict
Sat Aug 02, 2025 5:08 pm
Forum: Modding discussion
Topic: nevermind -- Any desire or need for a new guide?
Replies: 4
Views: 609

Re: nevermind -- Any desire or need for a new guide?

Kingdud wrote: Sat Aug 02, 2025 2:48 am I refuse to give google my phone number for any reason.
If you know anyone with an Android phone, they already know it.
Kingdud wrote: Sat Aug 02, 2025 2:30 pm the moderators have silently, and without a record, removed from the post.
From clues it sounds like a good decision.
by computeraddict
Fri Jul 25, 2025 12:23 pm
Forum: Ideas and Suggestions
Topic: Add Deconstruction to Blueprints
Replies: 3
Views: 334

Re: Add Deconstruction to Blueprints

CheeseMcBurger wrote: Fri Jul 25, 2025 9:54 am and want to remove only these specific poles and these specific places
Put something you don't use elsewhere like wooden chests in those spots. Deconstruct wooden chests after.

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