Search found 424 matches

by astroshak
Sun Jun 06, 2021 11:39 pm
Forum: General discussion
Topic: Speed vs Productivity modules: The 12 bacon suprise
Replies: 6
Views: 431

Re: Speed vs Productivity modules: The 12 bacon suprise

Input/second : reduced by using PM3’s in machine, SM3’s in beacons around machine. Output/second : maximized by using SM3’s in machine, SM3’s in beacons around machine. One Beacon is 50% speed boost. One SM3 in machine is a 50% speed boost. One PM3 is a 10% productivity boost and a 15% Speed reducti...
by astroshak
Sun Jun 06, 2021 4:09 am
Forum: Gameplay Help
Topic: QoL questions about robots getting stuck in the air
Replies: 3
Views: 331

Re: QoL questions about robots getting stuck in the air

I might be way out on a limb here, but .. it almost sounds like the bots are stuck holding stuff with nowhere to put it. Make sure that a port’s logistic network covers the area, then slap down a Storage Chest or two, see what happens. If it is a matter of not having space to put stuff, they will al...
by astroshak
Fri Jun 04, 2021 8:40 pm
Forum: Gameplay Help
Topic: Prevent bots from building ghost elements
Replies: 8
Views: 551

Re: Prevent bots from building ghost elements

Uh … don’t build it in range of your roboports? And then copy/paste it to where you want it within your roboport network? Its that, or make sure that the bots (base, and your own) do NOT have access to the items necessary to build the things. They WILL try to complete orders, and to them, ghosts are...
by astroshak
Wed Jun 02, 2021 4:32 pm
Forum: Gameplay Help
Topic: regarding guns in the late game
Replies: 11
Views: 842

Re: regarding guns in the late game

Checking the wiki shows your ranges as being correct; I remember seeing my turrets being out ranged (they did have ammo, which went away when the turrets did) by so spitters at one point. I thought that was a vanilla game but it could have been a modded game.
by astroshak
Tue Jun 01, 2021 8:58 pm
Forum: Gameplay Help
Topic: regarding guns in the late game
Replies: 11
Views: 842

Re: regarding guns in the late game

Actually, Turrets need the extra range of the Flamethrowers. There are Spitters that out-range the Turrets, so they would stop and snipe with impunity if you were limited to a Turret’s range. Flamethrowers, however, outrange all the Spitters (but not the Worms, should some be spawned that close to y...
by astroshak
Tue Jun 01, 2021 8:09 pm
Forum: Gameplay Help
Topic: Liquids processing in large quantities
Replies: 8
Views: 513

Re: Liquids processing in large quantities

Wiki.factorio.com/Fluid_system Look at the flows attainable based on how many piping sections are between each pump. Bear in mind, for Pipe-to-Ground, each piece (going down, and combinator back up) each count as 1, so you have two for any Pipe-to-Ground connection. Once you know how frequently you ...
by astroshak
Fri May 28, 2021 11:25 pm
Forum: Gameplay Help
Topic: Empty or fill the belt
Replies: 2
Views: 319

Re: Empty or fill the belt

It takes 48 stone furnaces to consume the iron/copper ore on a yellow belt. 15 items/sec * 3.2 sec = 48. If you were to use 50, 72 , 144, or some other number of stone furnaces greater than 48, you will find the ones after the 48th sitting idle, doing nothing for you. Similarly, if you were to (some...
by astroshak
Fri May 28, 2021 1:44 am
Forum: General discussion
Topic: Can there ever be a full 3D rendered Factorio?
Replies: 14
Views: 1182

Re: Can there ever be a full 3D rendered Factorio?

Construction in 2D, with 3D only for some joyride?

Nice as that may seem, I’d rather they focus their attention on making the 2D game more awesome with the expansion, rather than working on porting it (partly) into 3D.
by astroshak
Sat May 22, 2021 4:33 am
Forum: Gameplay Help
Topic: [Solved] Are those preferred among equally named stations, which have a higher train limit set?
Replies: 2
Views: 338

Re: Are those preferred among equally named stations, which have a higher train limit set?

Train limit only tells the train “you can come here” or “you cannot come here”. It has nothing else to do with the train deciding which station to go to. Trains go to the station with the least penalty applied (which usually means, the one with the fewest signals to pass) to the route. They only che...
by astroshak
Thu May 20, 2021 3:43 pm
Forum: Gameplay Help
Topic: [Solved] How many trains are sent to identically named stations when same limit is set in each station?
Replies: 4
Views: 550

Re: [Solved] How many trains are sent to identically named stations when same limit is set in each station?

The game determines how “far” a station is based on a penalty system, where more signals means a higher penalty, and trains seek the lowest penalty route. This means that nearer stops are prioritized over further stops. However, more trains than the limits allow will cause the further stations to be...
by astroshak
Sat May 15, 2021 4:49 pm
Forum: Gameplay Help
Topic: How many heat exchangers per pipeline
Replies: 5
Views: 454

Re: How many heat exchangers per pipeline

Yea and no, you can always include pumps into the design provided you find space to power them.
by astroshak
Thu May 13, 2021 9:03 am
Forum: Gameplay Help
Topic: How many heat exchangers per pipeline
Replies: 5
Views: 454

Re: How many heat exchangers per pipeline

2x16 = 32. 2x16 Reactors produce 4x120+28x160=4960 MW. 4960 MW / 10 MW/Heat Exchanger = 496 HE’s, or 248/side as your math indicated. 4960 MW / 5.82 MW/Turbine = 852.23 Turbines, rounding up since its impossible to put a fraction of an entity down. Call it 853. 427 per side. While it looks like you ...
by astroshak
Thu May 13, 2021 8:47 am
Forum: Gameplay Help
Topic: I dropped tons of stuff on the ground and i need a fast way to clear them
Replies: 3
Views: 301

Re: I dropped tons of stuff on the ground and i need a fast way to clear them

Deconstruction Planner with Items on Ground filtered in would certainly work, so long as construction bots are around. Failing that, just run along the area holding F to suck up all the plates within reach, and run around doing that. Combine both if you need help in seeing plates hidden behind thing...
by astroshak
Sun May 09, 2021 1:38 pm
Forum: Gameplay Help
Topic: How do I not overfill a box? Or a railway cart, for that matter
Replies: 7
Views: 378

Re: How do I not overfill a box? Or a railway cart, for that matter

Eh ... personally, I just use one Requestor Chest per item. So, if I want to load a building train with 100 Splitters, 100 Undergrounds, and 400 Belts, I’d use three Requestor Chests, one for each. With slot locking in the destination Cargo Wagon I cannot overload the train with too many Underground...
by astroshak
Sun May 09, 2021 1:34 pm
Forum: Gameplay Help
Topic: Steam Turbines Not Working
Replies: 2
Views: 187

Re: Steam Turbines Not Working

Nuclear Reactor : 40 MW, plus 100% per active neighbor reactor. Heat Exchanger : 10 MW, 103 water/sec Steam Turbine : 5.82 MW You have 4 Reactors, in a 2x2 setup. This means that each reactor produces 40 MW + 80 MW from the neighbor bonus, or 120 MW each. This means, 480 MW in total. 480 MW / 10 MW/...
by astroshak
Sat May 08, 2021 7:47 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1423
Views: 215431

Re: Simple Questions and Short Answers

Furnaces it is not that difficult, though probably not exactly what you had in mind to do : Deconstruct the Furnaces, and then Construct a new row of Furnaces in their place. For other machines, ones that you have to set the recipe, you could do the same thing if you happen to have a blueprint of th...
by astroshak
Sun May 02, 2021 1:37 pm
Forum: Gameplay Help
Topic: How do I know that I have enough Roboports now?
Replies: 9
Views: 557

Re: How do I know that I have enough Roboports now?

The one thing I do know is that as robot worker speed tech gets higher, the number of bots each port can support drops, approaching 4 bots per port. How many you need there, now that is something I never learned how to figure out, sorry. That aside, it looks like you are belting the plates in to the...
by astroshak
Thu Apr 22, 2021 4:28 pm
Forum: Gameplay Help
Topic: Advanced circuit network conditions for train behavior in 1.1
Replies: 24
Views: 2552

Re: Advanced circuit network conditions for train behavior in 1.1

In the time since this thread started, I have come to the realization that using a balancer so that each wagon gets the same amount of material mostly eliminates the need to verify that each wagon chest set has enough for the wagons. While there may be a small difference, it does not appear to have ...
by astroshak
Fri Apr 16, 2021 5:09 pm
Forum: Gameplay Help
Topic: Why are "logistic requests disabled"?
Replies: 3
Views: 989

Re: Why are "logistic requests disabled"?

Death automatically disabled personal logistics; the idea being you probably don’t want to have your reduced inventory space filled with building materials.
by astroshak
Fri Apr 16, 2021 5:07 pm
Forum: Gameplay Help
Topic: How do I save UPS for megabase?
Replies: 18
Views: 1467

Re: How do I save UPS for megabase?

BTW, the reason that “no pollution” was suggested was because it does consume some of your UPS. Pollution by itself has no relevant UPS impact as far as i know. It just triggers map generation and biter movement - both of which are somewhat costly. Pollution calls for some math, per chunk : absorpt...

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