You didn't embed your picture properly:
Not that it helps to see it But i suppose what you need is to make the iron gears switch to the left lane?
Search found 29 matches
- Tue Dec 03, 2024 12:52 pm
- Forum: Gameplay Help
- Topic: Balancing splitter input/output
- Replies: 3
- Views: 150
- Tue Dec 03, 2024 12:50 pm
- Forum: Gameplay Help
- Topic: Clarification wanted on cargo pod limitations
- Replies: 1
- Views: 92
Re: Clarification wanted on cargo pod limitations
From what you describe i have significantly less cargo bays and rocket silos than you do, but i get a lot more cargo pod traffic. Sounds like a bug which you should propably post in the respective forum if you're sure that nothing in your setup is causing this to happen.
- Tue Dec 03, 2024 12:39 pm
- Forum: Gameplay Help
- Topic: Electric furnaces worth it without beacons?
- Replies: 11
- Views: 494
Re: Electric furnaces worth it without beacons?
The expansion requires a more iterative approach of me to play the game. I am still on my first playthrough and discovered very early that i had to change my early game tactics. On 1.0 i would from the start design my factories with late-game in mind as far as it was feasible. That is as in: i would...
- Mon Dec 02, 2024 3:31 pm
- Forum: Ideas and Suggestions
- Topic: [2.0.8 / space age] Send full cargo pods from space platform
- Replies: 27
- Views: 15635
Re: [2.0.8 / space age] Send full cargo pods from space platform
I have made a little blueprint to partially alleviate this problem from the planetary side of things. This is a small array of combinators that accepts your item requests and outputs the requests in terms of full cargo pods, which is supposed to be hooked up to your cargo landing pad. The combinato...
- Sun Dec 01, 2024 11:25 pm
- Forum: Releases
- Topic: Version 2.0.23
- Replies: 25
- Views: 9011
Re: Version 2.0.23
Is Space Age planned to release on Switch? Maybe with computational limits itβs not possible, but I just feel like asking. :D Factorio Space Age is not coming to Nintendo Switch. Space Age factories are much bigger compared to vanilla, as they span 5 planets. There's simply not enough RAM to fit th...
- Sun Dec 01, 2024 11:22 pm
- Forum: Gameplay Help
- Topic: Right after reaching a new planet...
- Replies: 2
- Views: 156
Re: Right after reaching a new planet...
Yeah, you gotta visit in person at least once. Technically it suffices to drop down and set up both power supply and robot network - after that you can leave again, depending on your level of having automated things.
- Sun Dec 01, 2024 7:51 pm
- Forum: Gameplay Help
- Topic: [2.0.9] Electromagnetic plant not behaving properly
- Replies: 16
- Views: 1249
Re: [2.0.9] Electromagnetic plant not behaving properly
I've also encountered some weird stuff regarding pipes when first messing with electromagnetic plants that is similar to what is posted here. At the time i also considered it a bug but didn't report it because it never happened to me again. But i certainly do remember that oil appeared in one of the...
- Sun Dec 01, 2024 7:22 pm
- Forum: Gameplay Help
- Topic: Biolab science consumption
- Replies: 4
- Views: 218
Re: Biolab science consumption
For example: i have a biolab array which consists of normal quality biolabs inserted with 4x normal quality productivity modules level 3. The tooltip provides a research speed of 2.8 (+40%), productivity of +40%, and science pack drain of 50%. A normal lab at speed 1 will consume one science pack p...
- Sun Dec 01, 2024 11:54 am
- Forum: Ideas and Suggestions
- Topic: [2.0.8 / space age] Send full cargo pods from space platform
- Replies: 27
- Views: 15635
Re: [2.0.8 / space age] Send full cargo pods from space platform
I have made a little blueprint to partially alleviate this problem from the planetary side of things. This is a small array of combinators that accepts your item requests and outputs the requests in terms of full cargo pods, which is supposed to be hooked up to your cargo landing pad. The combinator...
- Sun Dec 01, 2024 11:05 am
- Forum: Gameplay Help
- Topic: Gleba Petapod Perimeter Defense?
- Replies: 9
- Views: 4472
Re: Gleba Petapod Perimeter Defense?
After lots of struggling with Gleba for the longest time, i came to realise that tesla turrets are extremely effective in slowing down the pentapods and turn them into target practice for other turrets. I have a small Gleba base and a respective fruit harvest site each a couple hundred tiles away fr...
- Sun Dec 01, 2024 10:21 am
- Forum: Gameplay Help
- Topic: Biolab science consumption
- Replies: 4
- Views: 218
Biolab science consumption
Hello fellow engineers, I am wondering about the biolab consumption rate of science packs with the goal of being able to calculate that i need to produce X science per minute to statisfy Y biolabs in whatever configuration they are in. For example: i have a biolab array which consists of normal qual...
- Sun Dec 01, 2024 10:06 am
- Forum: Gameplay Help
- Topic: Do I have Space Age?
- Replies: 2
- Views: 161
Re: Do I have Space Age?
You can easily check if you have Space Age :space-age: enabled by looking at the load or save game GUI. Just look at your savegame and check out the mods list. If it contains "space-age [version]" it means the Space Age DLC is enabled on your save. In order to visit planets other than Nauv...
- Sun Dec 01, 2024 1:55 am
- Forum: Gameplay Help
- Topic: Tutorial doesn't say how to set a train stop
- Replies: 3
- Views: 166
Re: Tutorial doesn't say how to set a train stop
Would you please elaborate: what is your question exactly?
- Thu Nov 28, 2024 12:52 am
- Forum: Gameplay Help
- Topic: Foundries instead of furnaces on Nauvis?
- Replies: 9
- Views: 602
Re: Foundries instead of furnaces on Nauvis?
Wouldn't foundries also be more UPS friendly than the machines they replace? (assuming that you would multiple machines to replace just one foundry for the same output)
- Wed Nov 27, 2024 11:00 pm
- Forum: Ideas and Suggestions
- Topic: [Suggestion] Blueprints, blueprint books and any armor should be allowed in the inventory when boarding the rocket
- Replies: 11
- Views: 443
Re: Upgrade and Deconstruction Planners Allowed in Rockets
They do go in rockets though
Or were you referring to them being allowed in the player inventory when traveling to a space station?- Tue Nov 26, 2024 8:54 pm
- Forum: Gameplay Help
- Topic: Max white science from space platform
- Replies: 5
- Views: 512
Re: Max white science from space platform
Hi All I want to produce 45 science per second (a blue belt). How many space platforms will I need for this? It seems that however big I make a platform I will be limited by the number of asteroids that happen to float by. Also is there a limit for the max rate that supplies can be sent from a plat...
- Tue Nov 26, 2024 8:49 pm
- Forum: Gameplay Help
- Topic: Output limitation Foundry
- Replies: 5
- Views: 382
Re: Output limitation Foundry
As long as your fluid network is not bottlenecked by pumps, the throughput is unlimited with the new system.
- Tue Nov 26, 2024 8:46 pm
- Forum: Gameplay Help
- Topic: Using specialized structures off-planet
- Replies: 6
- Views: 370
Re: Using specialized structures off-planet
You can literally transport around liquid iron & copper using trains to where it's needed - it's absolutely fantastic!
- Tue Nov 26, 2024 8:44 pm
- Forum: Gameplay Help
- Topic: how to turn off these flashing icons?
- Replies: 4
- Views: 272
Re: how to turn off these flashing icons?
I don't see any in-game options to toggle those icons so it propably comes down to "there's a mod for that".
- Mon Nov 25, 2024 6:18 pm
- Forum: Gameplay Help
- Topic: Pumpjacks - expected resources logic
- Replies: 2
- Views: 291
Re: Pumpjacks - expected resources logic
Expected resources is the output (in fluid per second) of a normal pumpjack with no bonuses at all. You will have to multiply all your bonuses to that in an arithmetic combinator if you want it to match what you have. In your case the calculation is: 459 (pumpjack signal) * (1 + 100/100 speed) * (1...