+1, this had occurred to me before as well. Reaching for long distances is what big power poles are 'supposed to do', and hardly getting a buff to their primary purpose is underwhelming.
By the time you get legendary power poles you can make foundation, so I'm not concerned about what legendary ...
Search found 41 matches
- Thu Dec 19, 2024 11:17 pm
- Forum: Balancing
- Topic: Quality big poles should be longer
- Replies: 5
- Views: 1414
- Wed Dec 18, 2024 8:10 pm
- Forum: Pending
- Topic: [2.0.15] Map shows red dots where nothing exists
- Replies: 29
- Views: 3411
Re: [2.0.15] Map shows red dots where nothing exists
In that case, do you know how I can reproduce that happening?
I found a deterministic way to create a permanent red dot, albeit with cliffs and not with enemies:
1. Load attached RedDotTest.zip
2. Deconstruct planner the cliffs to your southeast
What happens is:
A. The cliffs are marked for ...
- Wed Dec 04, 2024 5:58 pm
- Forum: Gameplay Help
- Topic: What are /m units in asteroid density?
- Replies: 6
- Views: 1900
Re: What are /m units in asteroid density?
Faster ships encounter more asteroids per minute, so it can't just be a flat 'per minute' value, can it? I've also tried to figure out what these numbers are, but haven't come up with anything that makes sense.
- Wed Dec 04, 2024 7:00 am
- Forum: Gameplay Help
- Topic: Fission Fuel on Space Platforms Problem
- Replies: 2
- Views: 925
Re: Fission Fuel on Space Platforms Problem
If you have a request for 0 of an item, the platform will not drop it. Try setting a request for 0 fuel from Fulgora, and see if your platform still drops fuel to Fulgora.
Or, if you have a platform that is supposed to supply Fulgora with fuel, but you don't want to drop all of it so the platform ...
Or, if you have a platform that is supposed to supply Fulgora with fuel, but you don't want to drop all of it so the platform ...
- Tue Dec 03, 2024 11:35 pm
- Forum: Not a bug
- Topic: [2.0.23] Recycler returns disproportionate amount of ingredients over a long time
- Replies: 20
- Views: 2759
Re: [2.0.23] Recycler returns disproportionate amount of ingredients over a long time
I do not completely understand yet why we mostly see over-abundance almost always in favour for the ingredient that is over represented in the recipe.
In the bulk inserter example, you are about equally likely to be +50 or -50 red circuits from the expected value. When you are at +50 red ...
- Tue Dec 03, 2024 11:03 pm
- Forum: Not a bug
- Topic: [2.0.23] Recycler returns disproportionate amount of ingredients over a long time
- Replies: 20
- Views: 2759
Re: [2.0.23] Recycler returns disproportionate amount of ingredients over a long time
"larger buffers, so it can go a longer period of time before it clogs "
Getting rid of excess material is the solution to an uncloggable recycler setup. But a larger buffer might be good enough for people that only need it to produce a limited amount of items. In the coin flip analogy, a buffer ...
Getting rid of excess material is the solution to an uncloggable recycler setup. But a larger buffer might be good enough for people that only need it to produce a limited amount of items. In the coin flip analogy, a buffer ...
- Tue Dec 03, 2024 9:36 pm
- Forum: Not a bug
- Topic: [2.0.23] Recycler returns disproportionate amount of ingredients over a long time
- Replies: 20
- Views: 2759
Re: [2.0.23] Recycler returns disproportionate amount of ingredients over a long time
(Preface to this post: if you know what a random walk is and understand why a random walk won't always stay very close to 0, you can skip reading this. This is what I hope is a helpful explanation for eradicator and anyone else that's still figuring out how recyclers work)
A recycler returns 25% of ...
A recycler returns 25% of ...
- Thu Nov 28, 2024 8:35 pm
- Forum: Pending
- Topic: [2.0.15] Map shows red dots where nothing exists
- Replies: 29
- Views: 3411
Re: [2.0.15] Map shows red dots where nothing exists
Both red dots in my save file are also on a chunk border. I have a 2x2 red dot on Nauvis and a 1x1 red dot on Gleba, both of them adjacent to a chunk border. (this is the 2RedDots2.zip attachment from the first post).
That save has never had a vehicle on Gleba and still has a persistent red dot.
That save has never had a vehicle on Gleba and still has a persistent red dot.
- Wed Nov 27, 2024 9:41 pm
- Forum: Gameplay Help
- Topic: Foundries instead of furnaces on Nauvis?
- Replies: 9
- Views: 7152
Re: Foundries instead of furnaces on Nauvis?
There probably is a window of time where it's useful to drop calcite from orbit for smelting steel and gears. But you quickly reach a point (with higher tier modules/beacons/prod tech) where ore is so plentiful and furnaces so fast, that taking an extra dependency on calcite isn't worth it.
- Mon Nov 25, 2024 8:41 pm
- Forum: Gameplay Help
- Topic: Lithium shortage
- Replies: 2
- Views: 612
Re: Lithium shortage
Ice platform is what you want to build Aquilo trains to other islands. Thankfully much cheaper than foundation.
- Mon Nov 25, 2024 8:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.21] Replacing ghost with different quality changes orientation (mirroring)
- Replies: 5
- Views: 1499
Re: [2.0.21] Replacing ghost with different quality changes orientation (mirroring)
When building over ghosts, it mirroring and orientation is taken from the cursor.
This is not true: when I build a normal quality building over a normal quality ghost, the mirroring is taken from the ghost, not the cursor. It only forgets to take mirroring from the ghost when using quality ...
- Mon Nov 25, 2024 6:06 am
- Forum: Gameplay Help
- Topic: Max white science from space platform
- Replies: 5
- Views: 1954
Re: Max white science from space platform
Space-to-ground throughput is effectively infinite, since a single drop pod can contain as many items as is needed. There are some limitations around the number of types of items you can drop to the ground, but if you are just dropping one item type it should be fine.
- Mon Nov 25, 2024 5:54 am
- Forum: Assigned
- Topic: [raiguard][2.0.15] Underground pipe ghost not pairing correctly, results in mixed and swapped fluids
- Replies: 3
- Views: 561
Re: [2.0.15] Underground pipe ghost not pairing correctly, results in mixed and swapped fluids
With the changes to fluid systems where mixed fluids are deleted, this is still a bug, but the results are a little different. In picture 4, instead of seeing mixed fluids, I see water in both pipes. Expected: lube stays in the bottom pipe, water stays in the top pipe.
- Mon Nov 25, 2024 5:50 am
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.21] Replacing ghost with different quality changes orientation (mirroring)
- Replies: 5
- Views: 1499
Re: [2.0.21] Replacing ghost with different quality changes orientation (mirroring)
This also incorrectly resets the orientation when placing physical machines over ghosts: if you have a line of ghosts where half are mirrored, then you run down the line physically placing machines (with a higher quality) over the ghosts, they will all be oriented the same way once you are done. But ...
- Fri Nov 22, 2024 8:08 am
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.21] Replacing ghost with different quality changes orientation (mirroring)
- Replies: 5
- Views: 1499
[StrangePan][2.0.21] Replacing ghost with different quality changes orientation (mirroring)
If you have a quality building as your cursor, and you click on a mirrored ghost building (to replace it with your selected quality), the building changes orientation.
ghostmirror.png
Steps to reproduce:
1. Create a set of mirrored and unmirrored building ghosts, like in the picture (EM plant ...
ghostmirror.png
Steps to reproduce:
1. Create a set of mirrored and unmirrored building ghosts, like in the picture (EM plant ...
- Fri Nov 22, 2024 1:28 am
- Forum: Ideas and Suggestions
- Topic: Allow belt/chest circuit readers to read spoilage level of most spoiled item
- Replies: 23
- Views: 7865
Re: Allow belt/chest circuit readers to read spoilage level of most spoiled item
I have definitely found myself wanting this a few times.
- Tue Nov 19, 2024 11:19 pm
- Forum: Ideas and Suggestions
- Topic: [Space Age] Allow cargo landing pad to specify a minimum drop size
- Replies: 13
- Views: 4144
Re: [Space Age] Allow cargo landing pad to specify a minimum drop size
Related (constant pods of one resource can starve other resources) viewtopic.php?f=23&t=117735
- Tue Nov 19, 2024 10:40 pm
- Forum: Ideas and Suggestions
- Topic: More inserter options to work faster with stacked mixed belts
- Replies: 2
- Views: 1015
Re: More inserter options to work faster with stacked mixed belts
Related (quality inserter throughput suffers with mixed belts) viewtopic.php?f=6&t=121498
- Tue Nov 19, 2024 10:21 pm
- Forum: Ideas and Suggestions
- Topic: [2.0.15] Inserters' wait time for full hand does not scale with quality
- Replies: 9
- Views: 1672
Re: [2.0.15] Inserters' wait time for full hand does not scale with quality
When inserting into a chest, the speed that items go by is equal to the speed that the inserter works at. If the inserter throughput were increased, the belt would start to flow faster, so an expectation that 2x swing speed = 2x throughput is reasonable.
Here's an example of a quality-upcycling ...
Here's an example of a quality-upcycling ...
- Tue Nov 19, 2024 9:10 pm
- Forum: Ideas and Suggestions
- Topic: [2.0.15] Inserters' wait time for full hand does not scale with quality
- Replies: 9
- Views: 1672
Re: [2.0.15] Inserters' wait time for full hand does not scale with quality
Looks like you're hitting the same root issue as me when I posted https://forums.factorio.com/viewtopic.php?f=6&t=122029, inserters can't be configured to reasonably deal with mixed belts (especially with stacked items, without stacked items setting inserter capacitor of 1 could help throughput).
I ...
I ...