Search found 372 matches

by computeraddict
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

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: 285

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: 239

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.
by computeraddict
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
by computeraddict
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

Spychotic wrote: Fri Jul 11, 2025 7:58 pm because it depends on the accumulators being partially charged
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 It also lags the actual power consumption.
Yes? What's the problem with that?
by computeraddict
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 ...
by computeraddict
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 ...
by computeraddict
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 ...
by computeraddict
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

solublefish 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.
A legendary tank full of legendary toolbelts has an inventory capacity of ~1055 slots
by computeraddict
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 ...
by computeraddict
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

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.
Gameplay. Just look at how (some) people build Space Exploration bases.
by computeraddict
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.
by computeraddict
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 ...
by computeraddict
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 ...
by computeraddict
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 ...
by computeraddict
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.
by computeraddict
Thu Jun 26, 2025 2:08 pm
Forum: Gameplay Help
Topic: No Fulgoran vault ruin
Replies: 20
Views: 1409

Re: No Fulgoran vault ruin

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 8-)
A tank with a fission reactor and some shields lets you drive around without worrying about lightning, too.
by computeraddict
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
by computeraddict
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

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