04-06-2025, 20-02-44.png
This is my latest ship with an asteroid reprocessor built into it. I spent about 3 weeks creating the reprocessor, blueprinted it then packed it into a square and blueprinted that, then put it in the ship. Ran the ship (Firefly) to Vulcanus and back successfully ...
Search found 23 matches
- Mon Apr 07, 2025 3:28 am
- Forum: Combinator Creations
- Topic: Asteroid Reprocessing
- Replies: 0
- Views: 680
- Sat Mar 29, 2025 2:45 pm
- Forum: Gameplay Help
- Topic: Illogical Decider?
- Replies: 5
- Views: 449
Re: Illogical Decider?
eugenekay: agreed. Still, I will avoid this technique unless I have no other choice.
- Thu Mar 20, 2025 10:31 pm
- Forum: Gameplay Help
- Topic: Illogical Decider?
- Replies: 5
- Views: 449
Re: Illogical Decider?
ah! @atomizer you were right! The values are not exactly 10k. they were e.g 10015. So that explains it. Great! thanks.
@eugenekay Yes, I saw that technique, its a little crazy to use such features because sooner or later they're going to switch to 8 byte integers I guess, in fact they already have ...
@eugenekay Yes, I saw that technique, its a little crazy to use such features because sooner or later they're going to switch to 8 byte integers I guess, in fact they already have ...
- Thu Mar 20, 2025 1:28 pm
- Forum: Gameplay Help
- Topic: Illogical Decider?
- Replies: 5
- Views: 449
Illogical Decider?
So I was trying to understand this article with blueprint: https://forums.factorio.com/118296, and the technique used to balance the asteroid grabber content was to use a constant combinator with a decider combinator. The constant combinator was set to 10k each of metallic, carbon, oxide asteroids ...
- Wed Mar 19, 2025 2:19 am
- Forum: Combinator Creations
- Topic: Space platform - using one Crusher only
- Replies: 1
- Views: 8024
Re: Space platform - using one Crusher only
Hi Mbas, wow, I am bedazzled! I'm still very much a beginner, so I don't understand all the control mechanism you have in there. Your description was a good overall intro, but the actual mechanisms you are using to achieve your purpose, I still don't understand all that.
For instance, where are ...
For instance, where are ...
- Wed Mar 19, 2025 1:37 am
- Forum: Gameplay Help
- Topic: Memory Cell Design doesn't work
- Replies: 4
- Views: 356
Re: Memory Cell Design doesn't work
It sounds like you have the right type of insight to offer fellow players who might be stuck at the same point.
Hey, the only insight I have on this: the Alt X (reveal mode) causes the combinator to be difficult to see the wiring color unless you know exactly what to look for I guess. With the ...
Hey, the only insight I have on this: the Alt X (reveal mode) causes the combinator to be difficult to see the wiring color unless you know exactly what to look for I guess. With the ...
- Sun Mar 16, 2025 3:39 pm
- Forum: Gameplay Help
- Topic: Memory Cell Design doesn't work
- Replies: 4
- Views: 356
Re: Memory Cell Design doesn't work
Ah! thanks. I was fixated on adding the feedback of the memory cell using the same red wire as went into the input. I switched the feedback to green and lo! it works. Much thanks. Its all not as hard as one thinks, but getting one's thinking into line with reality is a challenge. It would be great ...
- Sun Mar 16, 2025 5:30 am
- Forum: Gameplay Help
- Topic: Memory Cell Design doesn't work
- Replies: 4
- Views: 356
Memory Cell Design doesn't work
I am cracking my skull trying to understand the example at: https://wiki.factorio.com/Tutorial:Circuit_network_cookbook#Memory_Cell_/_Counter, The green inserters are not connected to the memory cell output, only the output of the green inserters is connected to the input of the memory cell. How can ...
- Sat Sep 28, 2019 4:01 pm
- Forum: Gameplay Help
- Topic: Chests with slot filters?
- Replies: 10
- Views: 7421
Re: Chests with slot filters?
Hi @astroshak Yes! I used that pattern myself in the past. This time around, I was trying to avoid that limitation of 12 items per wagon introduced by having only one request filter per chest. I tried adding in multiple request filters per chest but then found that the inserters would a) try to load ...
- Tue Sep 24, 2019 6:00 pm
- Forum: General discussion
- Topic: Kirk Calculator only has 3 slots for assembler prod modules? Why?
- Replies: 3
- Views: 2554
Re: Kirk Calculator only has 3 slots for assembler prod modules? Why?
Hi torne, hey thanks for the feedback. Now it makes sense. Although, I successfully built and tested a 12 beacon setup following the kirk calculator, and I only used 3 prod3's per assembler, and got the right flow rate. I guess the fourth prod3 isn't always needed. I like the 8x8 beacon setup better ...
- Tue Sep 24, 2019 5:33 pm
- Forum: Gameplay Help
- Topic: Chests with slot filters?
- Replies: 10
- Views: 7421
Re: Chests with slot filters?
Hey guys, thx for your feedback. It made me rethink my question, which in retrospect was a little half-baked! I understand now, that having filter slots in chests wouldn't solve any of the problems I was having loading a supply wagon. I now use a chest with multiple request filters, and only one ...
- Tue Sep 24, 2019 5:21 pm
- Forum: General discussion
- Topic: Kirk Calculator only has 3 slots for assembler prod modules? Why?
- Replies: 3
- Views: 2554
Kirk Calculator only has 3 slots for assembler prod modules? Why?
Hey guys, I'm not sure I understand the kirk calculator (Using version 0.17): https://kirkmcdonald.github.io/calc.html#zip=dZDbCgJRCEX/5jx1aLpD4Mc4jpR0bqgD9fc17/Yi6ILtYi/oCFM+3PJ1SorOYIkGHFOVBuc0c3Hg91A2y67YbHT1vJ3TUmGc0jKDbZPgcE3iXA1w9V7RpbdsJNyI80B63fV+mfanXekPMRcKYZUijvoJIT25CmEJ4dC+rPT36 ...
- Sat Sep 14, 2019 6:46 pm
- Forum: Gameplay Help
- Topic: Chests with slot filters?
- Replies: 10
- Views: 7421
Chests with slot filters?
Hey guys, I'm seeing the need for having filters on each slot of a requester or buffer chest. The reason is I want to be able to transfer multiple products from chest to chest without having a free for all at the receiving end. Is this a reasonable thing to want to have? Has this idea been ...
- Wed Aug 10, 2016 7:15 pm
- Forum: Energy Production
- Topic: Steam for emergency only with status lights
- Replies: 12
- Views: 13118
Re: Steam for emergency only with status lights
Great stuff! I'm glad I stared this thread. I also experienced a couple of blackouts, not pleasant. I try to always keep a chest of coal nearby so I can manually get the steam engines rolling again. Luckily they were'n't too overloaded by all the extra lasers I had added into the network in the ...
- Wed Aug 03, 2016 8:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.10] and [0.13.11] Slow Motion
- Replies: 10
- Views: 5608
Re: [0.13.10] and [0.13.11] Slow Motion
I've been seeing the "slo mo" bug since 0.13.11. and I can say that for an existing game, 0.13.12 didn't fix it.
I couldn't run with 0.13.10 because it was crashing due to other bug when crafting.
I am running Linux with Steam, 4K display.
I notice that the "slo mo" happens right after a save ...
I couldn't run with 0.13.10 because it was crashing due to other bug when crafting.
I am running Linux with Steam, 4K display.
I notice that the "slo mo" happens right after a save ...
- Thu Jul 28, 2016 1:25 pm
- Forum: Energy Production
- Topic: Steam for emergency only with status lights
- Replies: 12
- Views: 13118
Re: Steam for emergency only with status lights
Hey Beeblebrox, that was very good feedback. Indeed you are right. I can just place an accumulator near a pole attached to my network, detach this network from the steam engine network, but re-connect via a power switch (left in off position). Connect the accumulator to the power switch with red ...
- Tue Jul 26, 2016 1:04 am
- Forum: Energy Production
- Topic: Steam for emergency only with status lights
- Replies: 12
- Views: 13118
Re: Steam for emergency only with status lights
Hi Breith, here is string for the test rig:
H4sIAAAAAAAA/9VY7W6bMBR9lYrfUAHmq9o8aX2NakIOOKklYyPbZI1Q3n2GpC04DTEZzbp/pff43nvO/cCh5HeUF4je5bDFTBFFsIRty1CFoSMrRKlHUVU7
bs2lNnIG2xf44O6gl+337gVc4NsCA0tgHzm1xCW2gS0cHqhYA61DD4HNSirUmQ0u93GHBPexhVPQQSMLYGgLjGyBfejQFghsc7TxGNp6jGw9RqZHTpHwasQw ...
H4sIAAAAAAAA/9VY7W6bMBR9lYrfUAHmq9o8aX2NakIOOKklYyPbZI1Q3n2GpC04DTEZzbp/pff43nvO/cCh5HeUF4je5bDFTBFFsIRty1CFoSMrRKlHUVU7
bs2lNnIG2xf44O6gl+337gVc4NsCA0tgHzm1xCW2gS0cHqhYA61DD4HNSirUmQ0u93GHBPexhVPQQSMLYGgLjGyBfejQFghsc7TxGNp6jGw9RqZHTpHwasQw ...
- Sat Jul 23, 2016 7:43 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Blueprint String
- Replies: 131
- Views: 149305
Re: [MOD 0.12.11+] Blueprint String
Sorry, I'm a dunce I guess. But the instructions to import a blueprint don't make sense to me.
craft a blueprint, got that.
Now, click what? I don't have an icon that matches the icon shown. I'm running 0.13.9.
There is something in square brackets, what? [.] or something. What does that mean?
Thx
craft a blueprint, got that.
Now, click what? I don't have an icon that matches the icon shown. I'm running 0.13.9.
There is something in square brackets, what? [.] or something. What does that mean?
Thx
- Sat Jul 23, 2016 2:56 am
- Forum: Releases
- Topic: Version 0.13.10
- Replies: 56
- Views: 45154
Re: Version 0.13.10
After getting a crash in my 0.13.9 game (and posting the bug), I tried a brand new game with this version. As soon as I tried to craft a pick axe, boom, game closed.
There
Forgot to mention, I was running this game from Steam client on LinuxThere
- Sat Jul 23, 2016 1:44 am
- Forum: Duplicates
- Topic: 0.13.10 Crash after a minute of playing my 0.13.9 game
- Replies: 1
- Views: 1015
0.13.10 Crash after a minute of playing my 0.13.9 game
I guess my game updated automatically to 0.13.10. As I was crafting a blueprint, about 1 min into game, before it was fully crafted, factorio closed. I tried running from command line, but there was nothing written. Is there a log file somewhere?
I am attaching my game
Mark_6.zip
I found the log ...
I am attaching my game
Mark_6.zip
I found the log ...