Search found 460 matches

by computeraddict
Tue Jun 16, 2026 7:36 pm
Forum: Gameplay Help
Topic: Apply blueprint with removing extra objects.
Replies: 12
Views: 918

Re: Apply blueprint with removing extra objects.

It also sounds like these bases were built without upgradability in mind. Larger separation of concerns and modularization of areas would facilitate this piecemeal approach to upgrades a lot more easily. Then you would be looking at rebuilding individual modules rather than rebuilding a whole ...
by computeraddict
Sat Jun 13, 2026 3:45 pm
Forum: Ideas and Suggestions
Topic: Regarding the issue of cargo landing pad logistics throughput.
Replies: 10
Views: 662

Re: Regarding the issue of cargo landing pad logistics throughput.


Your space research center can only reach about 70k at most, and that's your limit.


You can build more than one


If I use only belts and inserters, the maximum is around 70k


Something about your math isn't mathing. Legendary stack inserters do 120 items per second in chest to chest ...
by computeraddict
Sat Jun 13, 2026 1:30 am
Forum: Ideas and Suggestions
Topic: Regarding the issue of cargo landing pad logistics throughput.
Replies: 10
Views: 662

Re: Regarding the issue of cargo landing pad logistics throughput.


Ok, sure, if you hyper-optimize it,


Even the setup you posted can support 24k raw spm before productivity and biolab bonuses. And you can still add bots on top of that. Or if you really really don't want to use bots nothing is stopping you from putting unlimited numbers of regular labs on space ...
by computeraddict
Fri Jun 12, 2026 3:03 pm
Forum: Ideas and Suggestions
Topic: Regarding the issue of cargo landing pad logistics throughput.
Replies: 10
Views: 662

Re: Regarding the issue of cargo landing pad logistics throughput.

airbrush wrote: Fri Jun 12, 2026 11:31 am The root cause
To give the short version I've done a half dozen times before, inserters alone let you sustain 36k raw spm. Iirc your physical hardware will bottleneck before the landing pad does.
by computeraddict
Fri Jun 12, 2026 9:58 am
Forum: Ideas and Suggestions
Topic: Regarding the issue of cargo landing pad logistics throughput.
Replies: 10
Views: 662

Re: Regarding the issue of cargo landing pad logistics throughput.

airbrush wrote: Fri Jun 12, 2026 4:36 am and there is a bottleneck
Even without using bots, you can get 50% more throughput by going from pad -> chest -> two belts (add extra chest->chest steps for more space)
by computeraddict
Thu Jun 11, 2026 1:35 am
Forum: Outdated/Not implemented
Topic: Add additional "buffer" slot in labs
Replies: 5
Views: 440

Re: Add additional "buffer" slot in labs


This discussion and others show how in nearly every case, it's better to use productivity modules.

However, if you have dedicated "quality science" assemblers that use leftover quality materials from your base, I guess another solution could be just having separate labs for each quality.


For ...
by computeraddict
Wed Jun 10, 2026 8:26 pm
Forum: General discussion
Topic: Energy shields on tank or spidertron are bad.
Replies: 4
Views: 825

Re: Energy shields on tank or spidertron are bad.

Yep. Ever since discovering this I usually just don't bother putting more than one shield module for rocks on tanks. Better to use the space and power for exoskeletons to get hit less. Or for lasers/robots.
by computeraddict
Wed Jun 10, 2026 8:22 pm
Forum: Ideas and Suggestions
Topic: Quality Flamethrower Turrets Aren't Actually An Upgrade
Replies: 10
Views: 889

Re: Quality Flamethrower Turrets Aren't Actually An Upgrade


I'm not understanding how this setup works, then.


It's abuse of the enemy AI. If they can path to a turret they prefer doing that over attacking walls, so they enter the fatal funnel to approach the flamethrower turret. While doing so the flamethrower turret coats the whole corridor in fire ...
by computeraddict
Wed Jun 10, 2026 5:19 pm
Forum: Ideas and Suggestions
Topic: Quality Flamethrower Turrets Aren't Actually An Upgrade
Replies: 10
Views: 889

Re: Quality Flamethrower Turrets Aren't Actually An Upgrade

macdjord wrote: Tue Jun 09, 2026 8:27 pm But why? You want the biters attacking your walls, because walls have lots of HP and are cheap to replace if they die.
Because with the setup I described, they usually hit absolutely nothing.
by computeraddict
Tue Jun 09, 2026 7:47 pm
Forum: Ideas and Suggestions
Topic: Quality Flamethrower Turrets Aren't Actually An Upgrade
Replies: 10
Views: 889

Re: Quality Flamethrower Turrets Aren't Actually An Upgrade


Higher HP obviously means the turret will last longer while under attack. With gun and laser turrets, this can be very useful,


There are strategies that involve sticking flamethrower turrets in a narrow pocket but in front of the wall to encourage the biters to ignore the walls. This is usually ...
by computeraddict
Thu May 28, 2026 8:58 pm
Forum: Not a bug
Topic: [2.0.76] Flipping certain inserter-belt configurations does not result in a true flip
Replies: 8
Views: 673

Re: [2.0.76] Flipping certain inserter-belt configurations does not result in a true flip


I'm quite aware of how it works. And the way it works causes some setups to break when flipped . This is fundamentally not expected behavior - ergo, a bug.


Don't change the chirality of setups that rely on chirality. There's no way to do what you want without breaking other things or adding ...
by computeraddict
Mon May 11, 2026 3:36 pm
Forum: Gameplay Help
Topic: SE/K2: Bring intermediaries back to Nauvis?
Replies: 3
Views: 648

Re: SE/K2: Bring intermediaries back to Nauvis?

There's some interesting logistics bottlenecks like ingots that are so much more efficient to ship than plates that it complicates things, but once you start getting the really cheap logistics options the savings from beaconed productivity setups go wild.
by computeraddict
Mon May 11, 2026 8:22 am
Forum: Gameplay Help
Topic: SE/K2: Bring intermediaries back to Nauvis?
Replies: 3
Views: 648

Re: SE/K2: Bring intermediaries back to Nauvis?

I think the unsatisfying answer for SE is almost always "depends on your tech levels"
by computeraddict
Mon May 11, 2026 8:14 am
Forum: Outdated/Not implemented
Topic: Filter options for ore miners
Replies: 6
Views: 607

Re: Filter options for ore miners

boskid wrote: Mon May 11, 2026 7:37 am if there would be some stray characters nearby or biters they should be also grinded and output onto belts
Sounds like a fun mod idea. Turn off resource patch restrictions and put biter drills in wall choke points. Outputs spoilage.
by computeraddict
Sat May 09, 2026 4:59 pm
Forum: Gameplay Help
Topic: Ho to properly calculate needs for inserters?
Replies: 5
Views: 650

Re: Ho to properly calculate needs for inserters?


Try this wiki page:

https://wiki.factorio.com/Inserters

It has a ton of data and tables that you can use to get all the information you need for every inserter at every research level and every quality.


https://wiki.factorio.com/inserters#Inserter_throughput Specifically this subheading. OP ...
by computeraddict
Fri May 08, 2026 4:00 pm
Forum: Ideas and Suggestions
Topic: Add a delay to the alert about running out of ammunition in the turrets
Replies: 2
Views: 437

Re: Add a delay to the alert about running out of ammunition in the turrets

Differing quality of ammunition can't be stacked, so it will indeed run out of ammunition while the switch happens because the inserter can't start work until the turret is empty.
by computeraddict
Thu May 07, 2026 4:48 pm
Forum: Ideas and Suggestions
Topic: Quality Lightning Collectors are a scam
Replies: 12
Views: 1502

Re: Quality Lightning Collectors are a scam

I started a more in depth reply on break points, but realized I don't have enough info on how lightning works beyond "about one strike per chunk per 600 ticks". A lot of it comes down to the probability distribution and timing of strikes and other than averages I haven't found much to work with.

My ...
by computeraddict
Thu May 07, 2026 3:08 pm
Forum: General discussion
Topic: The price of the game is way to high
Replies: 32
Views: 6841

Re: The price of the game is way to high


I cannot remember the last time i paid anywhere close to $90 for a computer game, its just out of touch.


With microtransactions the expected lifetime value of a customer is much higher than $90CAD. Heck, a lot of them get more than Factorio out of their players the first time they swipe ...
by computeraddict
Wed May 06, 2026 4:25 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.76] grouped productivity in the bonuses tab are ordered wrong
Replies: 2
Views: 330

Re: [2.0.76] grouped productivity in the bonuses tab are ordered wrong

Looks like a classic "sorting alphabetically instead of numerically when able"
by computeraddict
Mon May 04, 2026 11:03 pm
Forum: Ideas and Suggestions
Topic: Quality Lightning Collectors are a scam
Replies: 12
Views: 1502

Re: Quality Lightning Collectors are a scam


What shall i say?


Probably start with what the graph is? 😅


The catch is that you have more electricity storage capacity with standard collectors, so when the night is over you're running from the stored energy in your collectors for a longer time.


Any collector runs dry on its own in at ...

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