Search found 23 matches

by Bömmeli
Tue Jun 16, 2026 1:49 pm
Forum: Modding help
Topic: New entity is transparent
Replies: 2
Views: 202

Re: New entity is transparent

Hello Silari,

thank you for your reply. You're completely right. The mod I used as base uses graphics_set for the animation - and a lot of lua code to do so.

The off_animation/on_animation looks much simpler. Is it possible to convert the code for the plant to a lab, or should I use other graphics ...
by Bömmeli
Tue Jun 16, 2026 10:20 am
Forum: Modding help
Topic: New entity is transparent
Replies: 2
Views: 202

New entity is transparent

Hey Guys,

based on UltraMurlock's Standalone Electromagnetic Plant Mod, I created an Electromagnetic Lab Mod for the base game. It's a highly productive but expensive lab, using images and sounds from the Electromagnetic Plant.

I've done a short test so far, and it seems that the mod works as ...
by Bömmeli
Fri Jun 12, 2026 7:07 am
Forum: Ideas and Requests For Mods
Topic: Highly productive but expensive (recipe, energy consumption) lab
Replies: 4
Views: 237

Re: Highly productive but expensive (recipe, energy consumption) lab


Btw, machines without module slots are not affected by beacons at all.


So without a own module slot, the lab couldn't be "cheated" by beacons? Thank you for this information. I didn't know yet :oops:

Sure, energy is generally cheap. But 1GW would be the equivalent of 8,33 nuclear reactors with ...
by Bömmeli
Thu Jun 11, 2026 6:01 pm
Forum: Ideas and Requests For Mods
Topic: Highly productive but expensive (recipe, energy consumption) lab
Replies: 4
Views: 237

Re: Highly productive but expensive (recipe, energy consumption) lab

Thank you for your reply.


> It feels balanced
No.


Could you explain why you disagree?
I thought simple and expensive would be a fair trade off vs. complex and cheap.

Is it because efficeny modules in beacons could make it too cheap? Should it be 10 GW instead of 1, to force the use of beacons?
by Bömmeli
Thu Jun 11, 2026 12:55 pm
Forum: Ideas and Requests For Mods
Topic: Highly productive but expensive (recipe, energy consumption) lab
Replies: 4
Views: 237

Highly productive but expensive (recipe, energy consumption) lab

Hey guys,

inspired by the dark matter replicator mod, I had the idea of a highly productive, but expensive lab.

Graphics: electromagnetic plant
Recipe:
400 electronic circuit
200 advanced circuit
100 processing unit
100 express transport belt
10 bulk inserter
10 productivity module 3 ...
by Bömmeli
Sun Mar 22, 2026 1:52 pm
Forum: Gameplay Help
Topic: Why train refueling stations?
Replies: 8
Views: 1280

Re: Why train refueling stations?


Alternately, I just put a blue chest with train fuel at each train stop, and never have to think about train fuel at all.


I'm using another alternative. Each production line has an waiting area, so each train which want to (un)load have to pass it. I use these waiting areas for refueling. For a ...
by Bömmeli
Sat Feb 28, 2026 8:35 am
Forum: General discussion
Topic: When do you stop playing a game?
Replies: 1
Views: 781

Re: When do you stop playing a game?


When do you stop playing a game? Do you have a specific FPS/UPS that you play to?


Before I joined team Factorio, I played Anno 1602 alot. In Anno I started a new game, when the current one has become boring. And this always happened, when there was no space left to build and all things where ...
by Bömmeli
Thu Feb 26, 2026 5:51 am
Forum: Gameplay Help
Topic: How do trains choose between mixed fuel types?
Replies: 1
Views: 544

Re: How do trains choose between mixed fuel types?

reduke wrote: Wed Feb 25, 2026 10:51 pm If a train loads fuel from the left slot (nuclear so stack size 1), and then that slot is re-filled before its current tank runs dry, will it load from the left slot again?
Yes
by Bömmeli
Fri Feb 20, 2026 8:52 am
Forum: Gameplay Help
Topic: Does this game get harder?
Replies: 18
Views: 3334

Re: Does this game get harder?


In general is there a raw amount of inputs to the factory that I should be aiming for to build a "big factory?"

For example, presently I have 4 belts of iron, 4 belts of copper, 4 belts of uranium, and 4 belts of stone coming in. These belts are fed by multiple electric mines at various ore sites ...
by Bömmeli
Sat Feb 07, 2026 7:26 am
Forum: General discussion
Topic: 3 gripes after 5000 hours
Replies: 17
Views: 4950

Re: 3 gripes after 5000 hours

I use the tags for ore patches. Initial value + mining start date. Works well for me, so I never thought about an automatism by the game itself.
oretags.jpg
oretags.jpg (810.47 KiB) Viewed 4011 times
by Bömmeli
Tue Feb 03, 2026 6:46 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 2091
Views: 1123900

Re: Simple Questions and Short Answers


Yes they are, consider the first numbers in the list are the time in millisecond to finish the task needed between 2 update, your have an allowance of 16 millisecond if you want to maintain 60 update per second, and you have on average around 4.8 millisecond taken by inserters , 1.3 millisecond ...
by Bömmeli
Sun Feb 01, 2026 1:17 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 2091
Views: 1123900

Re: Simple Questions and Short Answers

My laptop starts to struggle with providing 60 UPS. As I understand the wiki, the inserters and maybe the boilers/steam engines are the problem, aren't they?
upsstruggle.png
upsstruggle.png (395.62 KiB) Viewed 3664 times
by Bömmeli
Sun Jan 11, 2026 7:20 pm
Forum: General discussion
Topic: What to do in the Space Age post game?
Replies: 39
Views: 13789

Re: What to do in the Space Age post game?


My point is that you can extend the playtime for that kind of players [relatively] easy and cheap by having a stage where you need to produce massive volumes of resources once you've unlocked the tech.


Oh... if that's the point and you just need a reason to procedure an incredible amount of ...
by Bömmeli
Sun Jan 11, 2026 10:06 am
Forum: General discussion
Topic: What to do in the Space Age post game?
Replies: 39
Views: 13789

Re: What to do in the Space Age post game?

I like Minecraft as let's play. Just watch what the people are doing. But I never played it for my own, because I'm one of those, who don't know what to do.
Instead I spent thousands of hours in the Anno series and Factorio, because there's a framework where I'm able to define my own goals.

So ...
by Bömmeli
Sun Jan 11, 2026 2:07 am
Forum: General discussion
Topic: What to do in the Space Age post game?
Replies: 39
Views: 13789

Re: What to do in the Space Age post game?


Generally speaking, people have an intrinsic desire to play the game, but it requires an extrinsic nudge to validate a goal to work towards. Typically, the victory screen is that goal.


In my opinion there are at least two types of games: one where end and goal are the same, and one where end ...
by Bömmeli
Sat Jan 10, 2026 10:51 pm
Forum: General discussion
Topic: What to do in the Space Age post game?
Replies: 39
Views: 13789

Re: What to do in the Space Age post game?

LizardOfOz wrote: Sat Jan 10, 2026 9:17 pm We want more time between when you obtain the full power and when the extrinsic motivation ends.
Maybe this is (a part of) the problem. Shouldn't be there some kind of intrinsic motivation while playing a game? Extrinsic motivation sounds like job and KPIs...
by Bömmeli
Sat Jan 03, 2026 12:17 pm
Forum: General discussion
Topic: What to do in the Space Age post game?
Replies: 39
Views: 13789

Re: What to do in the Space Age post game?


There is some generic, unique task missing, something to accomplish with all the nice shiny tech without unlocking more tech. Use the existing tech and build something that's only possible with everything unlocked.

My vanilla with some topping map has just reached 4k (ingame) hours, and I'll ...
by Bömmeli
Fri Jan 02, 2026 7:38 am
Forum: Not a bug
Topic: [2.0.72] Lab Bots are on strike since a few days
Replies: 4
Views: 686

Re: [2.0.72] Lab Bots are on strike since a few days

The lab block is just a quadrubled copy of the origin block, which was initialy build on a different place 3k hours ago or so. Back in the days I haven't done much with logistic networks, and trash sounded like destroy - so i haven't checked the box :oops: And as I wrote, never clicked the chests ...
by Bömmeli
Thu Jan 01, 2026 7:50 pm
Forum: Not a bug
Topic: [2.0.72] Lab Bots are on strike since a few days
Replies: 4
Views: 686

Re: [2.0.72] Lab Bots are on strike since a few days

That's really, really embarrassing :oops:

I configured the chests so that the fulfillment will exactly meet the storage capacity, and never clicked on the chests again. Just hovered on them.

And yes - you're right. They are full, because the bots delivered one more sciene pack then requested, and ...
by Bömmeli
Thu Jan 01, 2026 7:29 pm
Forum: Not a bug
Topic: [2.0.72] Lab Bots are on strike since a few days
Replies: 4
Views: 686

[2.0.72] Lab Bots are on strike since a few days

Hi there,

my labs are surounded by storage and requester chests. Each lab has its on requester chest, which are all configured the same. The sciene packs are delivered in different ways, but all ends in active provider chests. So the bots first filled all the requester chests, and what's currently ...

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