Search found 24 matches

by JasonCurnow
Sun Dec 29, 2024 11:37 pm
Forum: Not a bug
Topic: [2.0.28] - Storage Tanks don't increase capacity quality
Replies: 2
Views: 365

[2.0.28] - Storage Tanks don't increase capacity quality

In hopes of storing more liquids on a space platform I crafted some legendary Storage Tanks. Looking at the docs, their capacity should scale with quality. I am finding, however, that there is no increase in capacity for a legendary tank - It still holds just 25K. I believe a legendary tank should ...
by JasonCurnow
Thu Oct 24, 2024 4:47 pm
Forum: Ideas and Suggestions
Topic: Need updates to item weights
Replies: 0
Views: 416

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 ...
by JasonCurnow
Tue May 03, 2022 11:00 pm
Forum: Ideas and Suggestions
Topic: Disable personal logistics on a per-chest basis
Replies: 2
Views: 1518

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 ...
by JasonCurnow
Fri Mar 12, 2021 4:41 am
Forum: Ideas and Suggestions
Topic: End game construction bot updates
Replies: 1
Views: 1250

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, but when you ...
by JasonCurnow
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: 1551

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 ore field ...
by JasonCurnow
Fri Mar 05, 2021 1:08 am
Forum: Energy Production
Topic: Recursive / self-deploying solar power
Replies: 0
Views: 3773

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 ...
by JasonCurnow
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: 2015

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 ...
by JasonCurnow
Thu Feb 25, 2021 9:33 pm
Forum: Ideas and Suggestions
Topic: Constructions robots get "lost" in unpowered roboports
Replies: 24
Views: 8654

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 ...
by JasonCurnow
Thu Feb 25, 2021 9:24 pm
Forum: Ideas and Suggestions
Topic: Constructions robots get "lost" in unpowered roboports
Replies: 24
Views: 8654

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 ...
by JasonCurnow
Thu Feb 25, 2021 6:49 pm
Forum: Ideas and Suggestions
Topic: Constructions robots get "lost" in unpowered roboports
Replies: 24
Views: 8654

Re: Constructions robots get "lost" in unpowered roboports

ssilk wrote: Thu Feb 25, 2021 7:17 am I would change it so: robots should try to avoid parking in roboports, that have currently not enough power supply.
That's a better way to put it, yes. Thanks!
by JasonCurnow
Thu Feb 25, 2021 1:41 am
Forum: Ideas and Suggestions
Topic: Constructions robots get "lost" in unpowered roboports
Replies: 24
Views: 8654

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.
by JasonCurnow
Thu Feb 25, 2021 1:40 am
Forum: Gameplay Help
Topic: When can I (safely) start with nuclear power?
Replies: 29
Views: 15463

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 ...
by JasonCurnow
Thu Feb 25, 2021 12:46 am
Forum: Gameplay Help
Topic: generate resources on the map.
Replies: 3
Views: 5343

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 across the ...
by JasonCurnow
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: 29482

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 getting them from ...
by JasonCurnow
Tue Feb 23, 2021 10:38 pm
Forum: Modding help
Topic: Detect when a key is held down
Replies: 5
Views: 2514

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 looking ...
by JasonCurnow
Tue Feb 23, 2021 10:23 pm
Forum: Gameplay Help
Topic: When can I (safely) start with nuclear power?
Replies: 29
Views: 15463

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 ...
by JasonCurnow
Tue Feb 23, 2021 10:10 pm
Forum: Modding help
Topic: Detect when a key is held down
Replies: 5
Views: 2514

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 ...
by JasonCurnow
Tue Feb 23, 2021 9:30 pm
Forum: Ideas and Suggestions
Topic: Constructions robots get "lost" in unpowered roboports
Replies: 24
Views: 8654

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 ...
by JasonCurnow
Thu Jun 04, 2020 12:56 am
Forum: Gameplay Help
Topic: I want to edit TrainSchedule easily
Replies: 9
Views: 4762

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 ...
by JasonCurnow
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: 2678

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 ...

Go to advanced search