Search found 175 matches
- Mon Jan 06, 2025 6:41 pm
- Forum: Gameplay Help
- Topic: Depot trains acting weird
- Replies: 9
- Views: 777
Re: Depot trains acting weird
That's just how trains work. When they're at a stop they open. When they're departing, driving, or arriving, they're closed. What you're seeing is the train opening for 5 seconds while it waits then closing to depart, then the interrupt triggers because they have no destination, then they go to ...
- Sun Jan 05, 2025 4:49 pm
- Forum: Gameplay Help
- Topic: Depot trains acting weird
- Replies: 9
- Views: 777
Re: Depot trains acting weird
Without a savefile it's quite difficult to guess what is happening. It's also difficult to understand what you wish to have the trains do.
I want the trains to do exactly what they are doing right now: go to depot if they are not needed and check every 5 seconds if they can go somewhere else ...
- Sun Jan 05, 2025 10:54 am
- Forum: Gameplay Help
- Topic: Depot trains acting weird
- Replies: 9
- Views: 777
Depot trains acting weird
Why do my depot trains act like this and how can i prevent it?
https://gyazo.com/87ae539d099e11be1d416bf0bcf5e15d
Setup:
https://gyazo.com/87ae539d099e11be1d416bf0bcf5e15d
Setup:
- Sun Jan 05, 2025 10:28 am
- Forum: Ideas and Suggestions
- Topic: Information on space platform damage
- Replies: 0
- Views: 179
Information on space platform damage
What?
A way to tell how your space platform gets damaged.
Why?
Even while looking directly at the front of my space platform to test a design, i cannot tell which size of asteroids made it through to damage the platform - except for the huge variation. There is no way to check what slipped ...
A way to tell how your space platform gets damaged.
Why?
Even while looking directly at the front of my space platform to test a design, i cannot tell which size of asteroids made it through to damage the platform - except for the huge variation. There is no way to check what slipped ...
- Sat Jan 04, 2025 10:37 am
- Forum: Gameplay Help
- Topic: Agricultural tower production rate calculation
- Replies: 11
- Views: 2147
Re: Agricultural tower production rate calculation
2. Perishable science packages. I prefer not to comment on that.
I load my science packs into dedicated rocket silos manually so that they can be exported as quickly as possible. Whatever science packs are not consumed on Nauvis are recycled out of existence or thrown off the spaceship that ...
- Fri Jan 03, 2025 9:30 pm
- Forum: Combinator Creations
- Topic: Balanced holmium solution input
- Replies: 5
- Views: 1296
Re: Balanced holmium solution input
Yes. So. I swear I am quite smart. Plus I write code for a living, and this is just another language. Still, large chunks of what you just said .. just don't mean anything to me. Sorry. If you posted a blueprint I could drop it down and see it run, which would help.
In any case, I got it working ...
- Fri Jan 03, 2025 1:34 am
- Forum: Ideas and Suggestions
- Topic: A boost to Nauvis
- Replies: 4
- Views: 568
Re: A boost to Nauvis
Gotta agree that these sound like ideas more suitably for modding. Not because your ideas sound bad, but because biters are unlikely to change so significantly. If you don't want any mods the best you can do for now is to release a few legendary grade biter spawners, easily possible in vanilla ...
- Thu Jan 02, 2025 12:12 am
- Forum: Balancing
- Topic: Move Epic Quality Research Unlock to Fulgora
- Replies: 16
- Views: 2906
Re: Move Epic Quality Research Unlock to Fulgora
I add: remove the Epic and Legendary quality
No one enjoys rebuilding a factory just to now add the epic, then later the legendary belts.
Why are they behind research anywhats?
even with 4 module 1, you only have 4% to get a higer quality. Then repeat and repeat and repeat until you finall have ...
- Tue Dec 31, 2024 3:08 pm
- Forum: Gameplay Help
- Topic: Breeding pentapod eggs
- Replies: 7
- Views: 1364
Re: Breeding pentapod eggs
Aha, then the output per cycle is not 3 but 2.5. So the base productivity applies per unit, not the total of the output. So 2 regular + 50% of 1 = 2.5 /cycle, instead of 2 * 150% = 3.
Thx!
Almost... productivity (in general, not just base building productivity) applies relative to progress ...
- Tue Dec 31, 2024 11:48 am
- Forum: Gameplay Help
- Topic: Breeding pentapod eggs
- Replies: 7
- Views: 1364
Re: Breeding pentapod eggs
The original egg is consumed and your bred eggs will be 100% fresh. One machine without modules produces 0.33 / s. Assuming that you are re-using the bred eggs to cycle again, you have to subtract 0.13 / s for the input and thus each machine produces 0.2 / s per second (info from building tooltip on ...
- Mon Dec 30, 2024 11:10 pm
- Forum: Wiki Talk
- Topic: Galaxy of Fame article
- Replies: 1
- Views: 529
Re: Galaxy of Fame article
It is a vanilla part of the game, why wouldn't a wiki page for it be appropriate?
- Mon Dec 30, 2024 11:09 pm
- Forum: Wiki Talk
- Topic: Fusion Generator dimensions in the wiki
- Replies: 2
- Views: 469
- Mon Dec 30, 2024 4:13 pm
- Forum: Gameplay Help
- Topic: Which Recipes are NOT affected by the Productivity Cap of +300%?
- Replies: 10
- Views: 1650
Re: Which Recipes are NOT affected by the Productivity Cap of +300%?
I used a lua script, and every recipe does indeed have a maximum productivity of 300% (i.e. this field https://lua-api.factorio.com/latest/prototypes/RecipePrototype.html#maximum_productivity)
But mining drills, pumpjacks, and labs (which dont use recipes) do not support a productivity cap ...
- Mon Dec 30, 2024 12:10 pm
- Forum: Ideas and Suggestions
- Topic: The +300% productivity cap should be documented in-game or removed
- Replies: 42
- Views: 8455
Re: The +300% productivity cap should be documented in-game or removed
At the very least i have added the information to the wiki (but i also think the information should be available in-game somehow).
Related: viewtopic.php?f=18&t=122548&p=656404#p656404
Related: viewtopic.php?f=18&t=122548&p=656404#p656404
- Mon Dec 30, 2024 11:58 am
- Forum: Gameplay Help
- Topic: Which Recipes are NOT affected by the Productivity Cap of +300%?
- Replies: 10
- Views: 1650
Re: Which Recipes are NOT affected by the Productivity Cap of +300%?
I've added your guys' findings to the wiki: https://wiki.factorio.com/Productivity - actually had to create a brand new dedicated page for productivity because it didn't really fit anywhere else.
The information i added there was based on your results. I didn't test it on my end. So please ensure ...
The information i added there was based on your results. I didn't test it on my end. So please ensure ...
- Sat Dec 28, 2024 8:24 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1961
- Views: 696658
Re: Simple Questions and Short Answers
Hi, is there some configuration/option I can set for new platforms to not unload their contents? I have a landing pad request for space platform foundations, when I create a new platform, its starter pack of 10 foundations gets shipped down.
Also when I have some extra items, when I remove the ...
- Sat Dec 28, 2024 8:18 pm
- Forum: Combinator Creations
- Topic: Balanced holmium solution input
- Replies: 5
- Views: 1296
Balanced holmium solution input
So this for engineers that have some scrap mining operations running using quality upcycling, leading to the issue of having mixed quality holmium ore and stone.
This blueprint contains an input balancer which is basically just a counter. Its very simple:
-> Count the amount of holmium ore passing ...
This blueprint contains an input balancer which is basically just a counter. Its very simple:
-> Count the amount of holmium ore passing ...
- Sat Dec 28, 2024 8:05 pm
- Forum: Gameplay Help
- Topic: Moving science research to Gleba?
- Replies: 5
- Views: 1363
Re: Moving science research to Gleba?
I believe producing some extra science on Gleba has its virtues anyways. Its on my todo list (mostly because its a fun idea to me), to create all possible sciences on Gleba, since all of the resources there are 100 % free and infinite - except for the caveat of "having to" import stone. Really cant ...
- Fri Dec 27, 2024 10:17 pm
- Forum: Duplicates
- Topic: [2.0.28] Text boxes visible in spaaaaaaaceeeeeee
- Replies: 2
- Views: 280
[2.0.28] Text boxes visible in spaaaaaaaceeeeeee
PC, Steam, Windows 10
Text boxes from display panels and icons from filters on inserters are visible while traveling to space in ALT mode. See picture.
This has been the case on previous versions aswell, but i was never quick enough to get a screenshot and forgot.
Text boxes from display panels and icons from filters on inserters are visible while traveling to space in ALT mode. See picture.
This has been the case on previous versions aswell, but i was never quick enough to get a screenshot and forgot.
- Fri Dec 27, 2024 5:54 pm
- Forum: Ideas and Suggestions
- Topic: ETA?
- Replies: 1
- Views: 270
Re: ETA?
You can make this already using circuit networks :)
You can read which planets your ship is moving between and the current speed of your ship. The distances between planets are absolute values you can insert. From this can calculate your ETA. Although i just realized when tiping that you wanted ...
You can read which planets your ship is moving between and the current speed of your ship. The distances between planets are absolute values you can insert. From this can calculate your ETA. Although i just realized when tiping that you wanted ...