Search found 23 matches
- Thu Oct 24, 2024 4:47 pm
- Forum: Ideas and Suggestions
- Topic: Need updates to item weights
- Replies: 0
- Views: 255
Need updates to item weights
TL;DR As I'm launching into space, I'm finding that the weight of items is very inconsistent. I have no idea how much something is going to weigh until I actually put it into a rocket. It would be great to have more consistency and to expose the item weight in a tooltip. What? The weights of items s...
- Tue May 03, 2022 11:00 pm
- Forum: Ideas and Suggestions
- Topic: Disable personal logistics on a per-chest basis
- Replies: 2
- Views: 1244
Disable personal logistics on a per-chest basis
TL;DR There should be a way to tell provider/storage chests to NOT provide content for personal logistics. What ? There are times when it would be very, very handy to tell a provider/storage chest to NOT provide its contents for personal logistics. Perhaps some kind of checkbox at the top of the ch...
- Fri Mar 12, 2021 4:41 am
- Forum: Ideas and Suggestions
- Topic: End game construction bot updates
- Replies: 1
- Views: 1018
End game construction bot updates
I'm working on a massive train-based megabase using the "city block" concept. Each block is 4x4 chunks and it's looking like I'm going to need a grid of ~20X20 to make it all work. To top it all off, I'm trying to use solar to keep the UPS down. I really enjoy the planning and building, bu...
- Fri Mar 05, 2021 11:38 pm
- Forum: Gameplay Help
- Topic: Can't "mine" an lost construction robot over an ore field
- Replies: 1
- Views: 1384
Can't "mine" an lost construction robot over an ore field
I had a robot network that I was tearing down. After I removed the last roboport, there were a number of construction robots that were just floating around. Normally when this happens you can just "mine" them to pick them up. In this particular case, the 'bots were floating above a copper ...
- Fri Mar 05, 2021 1:08 am
- Forum: Energy Production
- Topic: Recursive / self-deploying solar power
- Replies: 0
- Views: 3475
Recursive / self-deploying solar power
I've seen a lot of blueprints and vague references to using the Recursive Blueprints mod to create self-expanding solar power farms but I'm not good enough with circuits and logic to really dig in as deep as I need to go to build one from scratch. I saw a lot of posts from people like myself wanting...
- Thu Mar 04, 2021 2:37 am
- Forum: Show your Creations
- Topic: Landfill blueprints over the EDGE of water bodies - It works with a shift-click!
- Replies: 0
- Views: 1831
Landfill blueprints over the EDGE of water bodies - It works with a shift-click!
I've always used Landfillblueprints to cover up lakes and bodies of water. That's great, but I was always frustrated that laying down a blueprint with landfill didn't work when you laid it down near the edge of the lake where your water meets your land. I've always just done the middle of the water ...
- Thu Feb 25, 2021 9:33 pm
- Forum: Ideas and Suggestions
- Topic: Constructions robots get "lost" in unpowered roboports
- Replies: 24
- Views: 7451
Re: Constructions robots get "lost" in unpowered roboports
If you're building roboports at the maximum connected logistic zone distance from each other the construction zone of the existing roboport extends 3 tiles past the new roboport; that's enough to construct any regular electric pole but if you were using substations for power (like in many solar+rob...
- Thu Feb 25, 2021 9:24 pm
- Forum: Ideas and Suggestions
- Topic: Constructions robots get "lost" in unpowered roboports
- Replies: 24
- Views: 7451
Re: Constructions robots get "lost" in unpowered roboports
If you make a separate “construction grid” blueprint that contains power and roboports, construction should be much more quick. I tried to first construct the power and the bots this morning on a very large iron smelter build (~800 fully beaconed smelters) and it helped, but didn't really fix the p...
- Thu Feb 25, 2021 6:49 pm
- Forum: Ideas and Suggestions
- Topic: Constructions robots get "lost" in unpowered roboports
- Replies: 24
- Views: 7451
- Thu Feb 25, 2021 1:41 am
- Forum: Ideas and Suggestions
- Topic: Constructions robots get "lost" in unpowered roboports
- Replies: 24
- Views: 7451
Re: Constructions robots get "lost" in unpowered roboports
That's a good idea - Whitelist only roboports and power in one blueprint and then a 2nd blueprint with everything. I might try that for my next big build!
Regardless, I still don't think robots should stop in unpowered roboports and get lost.
Regardless, I still don't think robots should stop in unpowered roboports and get lost.
- Thu Feb 25, 2021 1:40 am
- Forum: Gameplay Help
- Topic: When can I (safely) start with nuclear power?
- Replies: 29
- Views: 13455
Re: When can I (safely) start with nuclear power?
I'm glad you found it useful.. I tend to not mess with smart reactors, to be honest. The first one, maybe, but by the time you get a bunch of reactors going, you're probably going to need most of the power all the time. And remember - Launching your first rocket is JUST the beginning! There's a lot ...
- Thu Feb 25, 2021 12:46 am
- Forum: Gameplay Help
- Topic: generate resources on the map.
- Replies: 3
- Views: 4658
Re: generate resources on the map.
You can also generate resources from the console (hit ~ to bring it up). Be sure to consider that entering a console command like this will disable all achievements. Yeah, it's probably "cheating" but I use this for really big megabases where it's not practical to fetch ore from all the ac...
- Tue Feb 23, 2021 11:12 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: 10k SPM bot-free train-heavy modular base
- Replies: 8
- Views: 26584
Re: 10k SPM bot-free train-heavy modular base
I just happened to run across this - Thanks for sharing, I like how you have structured your "city blocks". Seeing the scope of what you've done and how much of it is done with yellow belts is impressive! When you do end up expanding out to use resources "in the field" instead of...
- Tue Feb 23, 2021 10:38 pm
- Forum: Modding help
- Topic: Detect when a key is held down
- Replies: 5
- Views: 2222
Re: Detect when a key is held down
Thank you very much for the rapid reply! You know, that makes me think of something.. I've always wanted a way to "run and keep running" with one keypress. Before I did the Blink mod, running a distance required constantly holding the key down and you can't switch to another window while l...
- Tue Feb 23, 2021 10:23 pm
- Forum: Gameplay Help
- Topic: When can I (safely) start with nuclear power?
- Replies: 29
- Views: 13455
Re: When can I (safely) start with nuclear power?
I'm kind of necroing an old topic and it's probably way too late for you, but perhaps not for others.. Steam power will take you a very long ways, especially once you can use blueprints to expand. Find a good spot near water and a big patch of coal and just start cranking out what you need for steam...
- Tue Feb 23, 2021 10:10 pm
- Forum: Modding help
- Topic: Detect when a key is held down
- Replies: 5
- Views: 2222
Detect when a key is held down
I have a simple quality-of-live mod ( https://mods.factorio.com/mod/Blink ) that teleports you in a certain direction with shift or control-WASD. I made it since I got down to ~15 UPS with my first megabase and running was.. Painful. I've had a very good suggestion to make this mod work when the key...
- Tue Feb 23, 2021 9:30 pm
- Forum: Ideas and Suggestions
- Topic: Constructions robots get "lost" in unpowered roboports
- Replies: 24
- Views: 7451
Constructions robots get "lost" in unpowered roboports
Short bug: Construction robots will park in unpowered roboports and get "lost" until the roboport gets power. I'm building a large megabase (15K SPM) and I'm running into a problem with construction robots. I am building some massive projects (i.e. steel for purple science) and lay down my...
- Thu Jun 04, 2020 12:56 am
- Forum: Gameplay Help
- Topic: I want to edit TrainSchedule easily
- Replies: 9
- Views: 4273
Re: I want to edit TrainSchedule easily
This is a bit of an old thread, but I thought it was worth chiming in.. You might consider the add-on Logistics Train Network (LTN). It turns your rail network into a logistics network. Stations can request resources (like a requester chest) or provide resources (like a provider chest). LTN then sch...
- Thu Feb 22, 2018 11:36 pm
- Forum: Not a bug
- Topic: [.16.24] Bots won't perform tasks on very large blueprint.
- Replies: 5
- Views: 2447
Re: [.16.24] Bots won't perform tasks on very large blueprint.
Just to confirm this, I just had the same thing happen - I dropped down a massive blueprint (10,000+ items to place). The construction bots did their thing for a while, but eventually they just kind of... Stopped. I had plenty of the materials they needed in passive provider chests (delivered by a &...
- Fri Jan 05, 2018 11:07 pm
- Forum: Resolved Problems and Bugs
- Topic: Logistic Robot issues - 0.16.3
- Replies: 3
- Views: 1791
Re: Logistic Robot issues - 0.16.3
Wait, wait. I actually have to close Factorio? *grin*
I just restarted and it updated to 0.16.15 and it's working fine now, thanks for fixing this! My factory is much happier.
I just restarted and it updated to 0.16.15 and it's working fine now, thanks for fixing this! My factory is much happier.