It's one boiler for two engines. Best practice is to have the two engines behind every boiler. And not transport steam with branching pipes and such. You probably consumed so much power that your steam production was no longer enough to run as many engines as you need.
And water pumps were buffed ...
Search found 1016 matches
- Fri Nov 22, 2024 11:58 pm
- Forum: Gameplay Help
- Topic: Steam engine available power shortage
- Replies: 6
- Views: 818
- Thu Nov 14, 2024 10:31 pm
- Forum: Ideas and Suggestions
- Topic: Please, please change the experimental icons in 2.0.18 further!
- Replies: 19
- Views: 2055
Re: Please, please change the experimental icons in 2.0.18 further!
That makes sense, but this could be adjusted when activating one of the existing color blind filters or be another setting there.posila wrote: Thu Nov 14, 2024 9:50 pm I assume you don't have issues with color vision. That's not the case for everybody, though.
- Thu Nov 14, 2024 9:23 pm
- Forum: Ideas and Suggestions
- Topic: Please, please change the experimental icons in 2.0.18 further!
- Replies: 19
- Views: 2055
Re: Please, please change the experimental icons in 2.0.18 further!
The wire icons are terrible. The old ones just need the white border removed and be larger.
The new green/red new ones ones should have the same shape, only with a different color.
The new green/red new ones ones should have the same shape, only with a different color.
- Thu Nov 14, 2024 10:54 am
- Forum: Gameplay Help
- Topic: how do i include construction requests as part of the logisics request
- Replies: 2
- Views: 955
Re: how do i include construction requests as part of the logisics request
There used to be a mod or two that did this. It's still not possible in vanilla I think
- Tue Nov 12, 2024 12:13 am
- Forum: Gameplay Help
- Topic: How can I use Interrupts to go to Parametrized Pickup Stations?
- Replies: 10
- Views: 5399
Re: How can I use Interrupts to go to Parametrized Pickup Stations?
In this case, it seems you set the train limit of these stations higher than 1, so multiple trains are sent there.
It wasn't trains going there at the same time, but another train pathing to the mine after the first one left. Train limits don't help with that.
Maybe one could set the priority ...
- Mon Nov 11, 2024 8:33 pm
- Forum: Gameplay Help
- Topic: How can I use Interrupts to go to Parametrized Pickup Stations?
- Replies: 10
- Views: 5399
Re: How can I use Interrupts to go to Parametrized Pickup Stations?
Wube teased completely generic trains in the FFF, but those don't seem to work so well. I tried completely generic loading stations and what happened is that I had multiple trains going to stone and coal mines when I really needed only one. And I needed those other empty trains to get iron and ...
- Tue Oct 29, 2024 6:59 pm
- Forum: Ideas and Suggestions
- Topic: Large Power Poles on Water
- Replies: 12
- Views: 1355
Re: Large Power Poles on Water
This really seemed like a no-brainer when they introduced elevated rails in the Friday Facts
Just take the rail base and stick a power pole on it
Just take the rail base and stick a power pole on it
- Sat Oct 26, 2024 8:17 pm
- Forum: Gameplay Help
- Topic: Seeing no uranium and barely any iron on Nauvis?
- Replies: 2
- Views: 699
Re: Seeing no uranium and barely any iron on Nauvis?
Might have spawned under water given the high coverage
- Sat Oct 26, 2024 9:14 am
- Forum: Gameplay Help
- Topic: Confirm button for constants not confirming
- Replies: 1
- Views: 177
Re: Confirm button for constants not confirming
Yeah, I find myself trying to do that all the time
- Fri Oct 25, 2024 4:20 pm
- Forum: Pending
- Topic: [2.0.10] Old blueprints set inserters to whitelist enabled
- Replies: 4
- Views: 541
Re: [2.0.10] Old blueprints set inserters to whitelist enabled
I had the same issue with my own blueprints. Just started a new game and things were broken. I already fixed them though
I attached my backup file, but I haven't tried reproducing the problem with that.
I attached my backup file, but I haven't tried reproducing the problem with that.
- Wed Oct 16, 2024 4:09 pm
- Forum: Gameplay Help
- Topic: Vanilla Train Network /Train on demand
- Replies: 1
- Views: 501
Re: Vanilla Train Network /Train on demand
I'd wait for 2.0 and check out train interrupts. That opens a lot of possibilities without massive combinator contraptions
https://www.factorio.com/blog/post/fff-389
https://www.factorio.com/blog/post/fff-395
https://www.factorio.com/blog/post/fff-389
https://www.factorio.com/blog/post/fff-395
- Sun Sep 22, 2024 8:58 am
- Forum: Gameplay Help
- Topic: Marathon: Large distances to ore - empty furnaces
- Replies: 8
- Views: 1243
Re: Marathon: Large distances to ore - empty furnaces
With productivity mods you should start at the top of the chain. Science labs, rocket silo, hier tier sciences, blue circuits, green circuits. Then the saving also get multiplied as you move down. Furnaces are actually one of the worst places for them.
This chart is a good indicator:
https ...
This chart is a good indicator:
https ...
- Fri Sep 06, 2024 7:54 pm
- Forum: Gameplay Help
- Topic: Lots of bots just sitting idly.
- Replies: 6
- Views: 1124
Re: Lots of bots just sitting idly.
Flying bots don't recharge by sitting in a roboport. They are clearly waiting outside to charge. The long queues waiting for a free charge slot has always been the sign that you don't have enough roboports.
- Sat Jul 27, 2024 10:34 am
- Forum: News
- Topic: Friday Facts #421 - Optimizations 2.0
- Replies: 109
- Views: 28136
Re: Friday Facts #421 - Optimizations 2.0
With the roboports I have long wanted some features from Bob's mods: network extension poles and charge pads. Not as a replacement but to supplement the normal roboport.
I wonder if something like that could help. With an entity that only extends the range and doesn't have storage, charging, or ...
I wonder if something like that could help. With an entity that only extends the range and doesn't have storage, charging, or ...
- Fri May 10, 2024 6:13 pm
- Forum: News
- Topic: Friday Facts #410 - Rocket turret & Target priorities
- Replies: 112
- Views: 31109
Re: Friday Facts #410 - Rocket turret & Target priorities
Having them shoot nukes sounds like a spectacularly terrible idea 

- Fri Apr 26, 2024 2:46 pm
- Forum: News
- Topic: Friday Facts #408 - Statistics improvements, Linux adventures
- Replies: 161
- Views: 39628
Re: @raiguard RE: background saving
As far as I know, Factorio runs almost entirely in the memory, unlike most other games, which is why even slight issues with your ram are noticeable in Factorio while everything else seemingly runs just fine and you need so much more for this game as the factory grows.
It seems you're mixing ...
- Fri Apr 26, 2024 12:29 pm
- Forum: News
- Topic: Friday Facts #408 - Statistics improvements, Linux adventures
- Replies: 161
- Views: 39628
Re: Friday Facts #408 - Statistics improvements, Linux adventures
Can we have four digits of precision when the numbers are in the thousands? So it's 1430 instead of 1.4k
Rounding is fine when it gets into the tens of thousands, but with thousands having the exact amount would still be useful. For example when testing beaconed builds where just an inserter swing ...
Rounding is fine when it gets into the tens of thousands, but with thousands having the exact amount would still be useful. For example when testing beaconed builds where just an inserter swing ...
- Fri Mar 08, 2024 6:21 pm
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 105
- Views: 38751
Re: Friday Facts #401 - New terrain, new planet
The islands type map could be nice as an optional preset. There are people looking for that kind of stuff. For example to use with the Cargo Ships mod. And the existing island map is just one larger island.
- Fri Feb 23, 2024 1:41 pm
- Forum: News
- Topic: Friday Facts #399 - Trash to Treasure
- Replies: 295
- Views: 91299
Re: Friday Facts #399 - Trash to Treasure
One screenshot here lists scrap recycling under "quality". So it doesn't look like it can be turned off :/Justderpingalong wrote: Fri Feb 23, 2024 12:50 pm Quality is something that feasibly can be turned off.
- Fri Jan 12, 2024 8:53 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 235
- Views: 83096
Re: Friday Facts #393 - Putting things on top of other things
Wasn't is always said that Quality is optional? But now the game is balanced around it and assumes you will have a lot of production that needs much higher belt throughput. I know there are other things like the new miners, but it seems like it's just assumed that you use Quality items when available.