Could you put cars/tanks on top of heat pipes and have the inserters feed them, though?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.
Search found 372 matches
- Mon Aug 11, 2025 2:38 am
- Forum: General discussion
- Topic: Theorycrafting: Maximum Possible SPM Without Bots
- Replies: 10
- Views: 729
Re: Theorycrafting: Maximum Possible SPM Without Bots
- Sat Aug 02, 2025 5:08 pm
- Forum: Modding discussion
- Topic: nevermind -- Any desire or need for a new guide?
- Replies: 4
- Views: 285
Re: nevermind -- Any desire or need for a new guide?
If you know anyone with an Android phone, they already know it.
From clues it sounds like a good decision.Kingdud wrote: Sat Aug 02, 2025 2:30 pm the moderators have silently, and without a record, removed from the post.
- Fri Jul 25, 2025 12:23 pm
- Forum: Ideas and Suggestions
- Topic: Add Deconstruction to Blueprints
- Replies: 3
- Views: 239
Re: Add Deconstruction to Blueprints
Put something you don't use elsewhere like wooden chests in those spots. Deconstruct wooden chests after.CheeseMcBurger wrote: Fri Jul 25, 2025 9:54 am and want to remove only these specific poles and these specific places
- Thu Jul 24, 2025 1:46 pm
- Forum: Ideas and Suggestions
- Topic: Hot nuclear reactors removed by lava should explode
- Replies: 2
- Views: 228
Re: Hot nuclear reactors removed by lava should explode
For a reactor to explode on death it has to be over ~900C
- Fri Jul 11, 2025 11:08 pm
- Forum: Ideas and Suggestions
- Topic: Power generator circuit connections
- Replies: 4
- Views: 395
Re: Power generator circuit connections
That is an indication that you are using more than you are producing, yes. You have not communicated how this would be insufficient.Spychotic wrote: Fri Jul 11, 2025 7:58 pm because it depends on the accumulators being partially charged
Yes? What's the problem with that?
- Thu Jul 10, 2025 4:41 am
- Forum: Gameplay Help
- Topic: Hub smashed by cargo pod
- Replies: 4
- Views: 419
Re: Hub smashed by cargo pod
From memory, the landing spot of that fish pod roughly matched where the pods would have normally landed into the "hole" of the hub, but looked a little to the left. I could have cut and restored power to the hub repeatedly (due to the refactoring) when it happened.
Cargo landing pads don't ...
- Wed Jul 09, 2025 3:43 pm
- Forum: Duplicates
- Topic: [2.0.58] Rocket stack amount for foundry, electromagnetic plant, and cryogenic plant are incorrect
- Replies: 2
- Views: 357
Re: [2.0.58] Rocket stack amount for foundry, electromagnetic plant, and cryogenic plant are incorrect
Pretty sure that display only has precision to one decimal point and it's just rounding.
- Mon Jul 07, 2025 12:00 am
- Forum: Balancing
- Topic: Uranium and ammo shipping too expensive
- Replies: 27
- Views: 3376
Re: Uranium and ammo shipping too expensive
My point with the example, as clarified in the next paragraph, is that the ammo weight and extra difficulty of sending up ammo is just that. Extra. It's redundant and pointless difficulty for something that is already discouraged to the appropriate level just by the fact that it requires off ...
- Sun Jul 06, 2025 7:19 pm
- Forum: Balancing
- Topic: Uranium and ammo shipping too expensive
- Replies: 27
- Views: 3376
Re: Uranium and ammo shipping too expensive
For example, the only reason that I didn't use uranium shells to kill my first few demolishers was because I made the mistake of bringing explosive ones instead of the super-high-penetration normal ones when I first made the trip, and I didn't want to bother sending my platform back to get them ...
- Sun Jul 06, 2025 5:13 pm
- Forum: Show your Creations
- Topic: Cursed hub bot throughput trick
- Replies: 4
- Views: 1125
Re: Cursed hub bot throughput trick
A legendary tank full of legendary toolbelts has an inventory capacity of ~1055 slotssolublefish wrote: Sat Jul 05, 2025 8:37 pm Excellent. Question, though. I don't know how to grow tanks' inventory arbitrarily. Of course adding utility belts makes a pretty large inventory but the gear grid is finite.
- Sun Jul 06, 2025 4:22 pm
- Forum: Balancing
- Topic: Uranium and ammo shipping too expensive
- Replies: 27
- Views: 3376
Re: Uranium and ammo shipping too expensive
In other words, it doesn't add anything to the game or make the game better in any way. It just makes the game more annoying, or in other words less fun.
Without the restrictions on uranium export it would be the best power source on any surface with water (or you could even just drop ice from ...
- Wed Jul 02, 2025 2:50 am
- Forum: Outdated/Not implemented
- Topic: Allow us put more landing pads. With high distance from each
- Replies: 15
- Views: 2724
Re: Allow us put more landing pads. With high distance from each
Gameplay. Just look at how (some) people build Space Exploration bases.Ingvar wrote: Sat Jan 18, 2025 10:18 pm It would also be a lot more realistic. What is the logical idea behind only having one pad? Most other stuff in Factorio has a pretty natural reason for it, but not this.
- Wed Jul 02, 2025 12:08 am
- Forum: Gameplay Help
- Topic: Need help with the new trains system
- Replies: 13
- Views: 826
Re: Need help with the new trains system
Assuming one train network, you can also leverage the radar circuit to coordinate and communicate how many stations are requesting/supplying.
- Tue Jul 01, 2025 3:10 pm
- Forum: Gameplay Help
- Topic: Need help with the new trains system
- Replies: 13
- Views: 826
Re: Need help with the new trains system
Use circuits to set its train limit to 0 when full instead of disabling it.
That has identical behavior as disabling and will not skip the station in schedule.
I was intending to point out that doing so will get the same limiting logic as he was using before, just with same-named stations ...
- Tue Jul 01, 2025 2:09 pm
- Forum: Gameplay Help
- Topic: Need help with the new trains system
- Replies: 13
- Views: 826
Re: Need help with the new trains system
I have each input platform enable/disable itself based on the local stock level.
But then how can I ensure a balance between all the stops that take green circuits?
Use circuits to set its train limit to 0 when full instead of disabling it.
Less importantly, the individual platform ...
- Sat Jun 28, 2025 3:35 pm
- Forum: Ideas and Suggestions
- Topic: Power generator circuit connections
- Replies: 4
- Views: 395
Re: Power generator circuit connections
There's no way to do this - well, there might be but it's far too complicated if there is - using the accumulator readouts.
It can be accomplished with a single decider. (A < T1) or (S > 0 and A < T2) -> 1 S, with the output fed back into the input. T1 is your low power threshold and T2 is your ...
- Sat Jun 28, 2025 12:45 am
- Forum: Ideas and Suggestions
- Topic: Improved interaction with the cargo landing pad
- Replies: 3
- Views: 344
Re: Improved interaction with the cargo landing pad
If by "manipulators" you mean inserters, you can. It's the only way to automate delivery of white science when you first unlock it.
- Thu Jun 26, 2025 2:08 pm
- Forum: Gameplay Help
- Topic: No Fulgoran vault ruin
- Replies: 20
- Views: 1409
Re: No Fulgoran vault ruin
A tank with a fission reactor and some shields lets you drive around without worrying about lightning, too.mmmPI wrote: Thu Jun 26, 2025 11:20 am You can use your spaceship to drop a car on Fulgora, it takes much less time to wander around btw![]()
- Sun Jun 22, 2025 6:25 pm
- Forum: Ideas and Suggestions
- Topic: Unfulfilled conditions in yellow
- Replies: 3
- Views: 486
Re: Unfulfilled conditions in yellow
Maybe not yellow/green, but definitely needs something
- Fri Jun 20, 2025 7:37 pm
- Forum: Gameplay Help
- Topic: Can't research Promethium...... Why not???
- Replies: 10
- Views: 844
Re: Can't research Promethium...... Why not???
Removing mods doesn't always undo the changes they've made to the tech tree iirc