It means that you need the tech unlocking barrels as a pre-requisite to pumpjacks (and later, blue science).
While railway is only a pre-requisite to purple science.
While fluid wagon (and train stop + signals) are dead ends (and relatively expensive too).
P.S.: To be fair, Car => Tank => Uranium ...
Search found 3230 matches
- Fri Dec 06, 2024 3:29 pm
- Forum: General discussion
- Topic: Quality Gating is flawed
- Replies: 60
- Views: 12646
- Fri Dec 06, 2024 12:55 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1961
- Views: 695894
Re: Simple Questions and Short Answers
You could just have linked to the bug report directly ?
https://forums.factorio.com/viewtopic.php?f=23&t=119856
But I'm pretty sure that this is a different issue, AFAIK this only worked when loading onto splitters from the side, while loading splitters from behind always (?) had the same effect of ...
https://forums.factorio.com/viewtopic.php?f=23&t=119856
But I'm pretty sure that this is a different issue, AFAIK this only worked when loading onto splitters from the side, while loading splitters from behind always (?) had the same effect of ...
- Fri Dec 06, 2024 9:40 am
- Forum: Ideas and Suggestions
- Topic: The +300% productivity cap should be documented in-game or removed
- Replies: 42
- Views: 8451
Re: The +300% productivity cap should be documented in-game or removed
No, my first suggestion would require a complete rework of at least how recipes and productivity are displayed, and also maybe how they even work.
The second one is just about tweaking some infinite tech numbers.
The second one is just about tweaking some infinite tech numbers.
- Fri Dec 06, 2024 9:13 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1961
- Views: 695894
Re: Simple Questions and Short Answers
Why is this 6 to 1 lane balancer not fully compressed? I used a very popular 6 to 1 train unloading blueprint for my gleba science here but the belt is not fully compressing. It's 6 stack inserters which is far enough to fully compress a 4 stack turbo belt (14400 items per minute). As you can ...
- Fri Dec 06, 2024 9:08 am
- Forum: Ideas and Suggestions
- Topic: The +300% productivity cap should be documented in-game or removed
- Replies: 42
- Views: 8451
Re: The +300% productivity cap should be documented in-game or removed
The first one or this one ?
For this one :
- You know from practice that the maximum productivity you can get for a recipe, without infinite techs, is ×A.
- So you make it so that each subsequent productivity tech level has a smaller effect, and the cumulative effect of that infinite series is ×B ...
For this one :
- You know from practice that the maximum productivity you can get for a recipe, without infinite techs, is ×A.
- So you make it so that each subsequent productivity tech level has a smaller effect, and the cumulative effect of that infinite series is ×B ...
- Fri Dec 06, 2024 9:01 am
- Forum: Gameplay Help
- Topic: Ho to open map without zooming out every time?
- Replies: 28
- Views: 3122
Re: Ho to open map without zooming out every time?
The back/forward system (tied to the mouse keys 4 and 5) is indeed quite powerful, I've learned to appreciate it.
But then I hardly noticed this issue to start with, so take this with a grain of salt.
But then I hardly noticed this issue to start with, so take this with a grain of salt.
- Fri Dec 06, 2024 8:45 am
- Forum: Ideas and Suggestions
- Topic: The +300% productivity cap should be documented in-game or removed
- Replies: 42
- Views: 8451
Re: The +300% productivity cap should be documented in-game or removed
I gave you an alternative.
The asymptotic solution (where higher infinite research levels stay relevant) might also be implemented without redoing the productivity concept from the ground up, in an ad-hoc fashion for vanilla (knowing what the maximum productivity is possible otherwise).
(Unless ...
The asymptotic solution (where higher infinite research levels stay relevant) might also be implemented without redoing the productivity concept from the ground up, in an ad-hoc fashion for vanilla (knowing what the maximum productivity is possible otherwise).
(Unless ...
- Fri Dec 06, 2024 8:34 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1961
- Views: 695894
Re: Simple Questions and Short Answers
Looks like you need a lane balancer ? (The above doesn't look like a lane balancer, just belt balancer ?)
EDIT : Or, actually it is (lane balancing being at the beginning) maybe you just don't have enough science packs ?
EDIT : Or, actually it is (lane balancing being at the beginning) maybe you just don't have enough science packs ?
- Thu Dec 05, 2024 8:13 pm
- Forum: Releases
- Topic: Version 2.0.24
- Replies: 54
- Views: 26047
Re: Version 2.0.24
Very nice !Added camera views to Space platform tooltips.

(2024!)
- Thu Dec 05, 2024 7:57 pm
- Forum: General discussion
- Topic: Quality Gating is flawed
- Replies: 60
- Views: 12646
Re: Quality Gating is flawed
Barrels are a funny example, because they are a much more core tech than trains (and especially than fluid wagons), and in particular are what you would use (with car) if you wanted to rush oil derivatives (like weapons and conbots).
- Thu Dec 05, 2024 11:24 am
- Forum: General discussion
- Topic: Well, Fulgora sucks [Spoilers]
- Replies: 93
- Views: 17904
Re: Well, Fulgora sucks [Spoilers]
So what do you do to expand conbots/logibots ? Ship them / frames / electric engines from Nauvis ?
- Thu Dec 05, 2024 11:21 am
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 373
- Views: 70987
Re: Gleba has killed the game for me.
I wonder if separate tutorials for each planet would help people who are having a hard time starting out. The existing tutorial doesn't really cover the other planets. Personally I like not knowing WTF to do and having to figure it out, but extra planet-specific optional tutorials wouldn't hurt ...
- Thu Dec 05, 2024 10:08 am
- Forum: General discussion
- Topic: Well, Fulgora sucks [Spoilers]
- Replies: 93
- Views: 17904
Re: Well, Fulgora sucks [Spoilers]
Yeah, right, in fact now I remember that I took care to always have 250 electric engine units dropping with me.
But in the end, I still always ended up setting up electric engine production before leaving, on all of the planets, because I wanted to have sustainable bot production for remote work.
But in the end, I still always ended up setting up electric engine production before leaving, on all of the planets, because I wanted to have sustainable bot production for remote work.
- Thu Dec 05, 2024 10:01 am
- Forum: General discussion
- Topic: Quality Gating is flawed
- Replies: 60
- Views: 12646
Re: Quality Gating is flawed
This is the case for most things in Factorio. Default settings are tailored for fist time players. Space Age on default settings is still tailored for players that don't have hundreds of hours under their belts (with some concerns about that for Gleba).
So what ?
Wasting time is a quite interesting ...
So what ?
Wasting time is a quite interesting ...
- Wed Dec 04, 2024 10:03 pm
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 373
- Views: 70987
Re: Gleba has killed the game for me.
It will take HOURS to get this tree farm overproducing seeds again
Maybe if you use the above design you made.
A quick recap of this sub-discussion :
you : «I'm running out of seeds»
us : «try to not waste seeds (and use productivity)»
you : makes a design that can only work by wasting seeds (or ...
Maybe if you use the above design you made.
A quick recap of this sub-discussion :
you : «I'm running out of seeds»
us : «try to not waste seeds (and use productivity)»
you : makes a design that can only work by wasting seeds (or ...
- Wed Dec 04, 2024 3:02 pm
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 373
- Views: 70987
Re: Gleba has killed the game for me.
I think it will be very dificult to set up something that can be sustainably left to its own devices for hours on end with out atleast a minimum of ciruit network stuff.
If we're talking about specifically this issue, then it really isn't :
- just don't overproduce raw fruit
(not using a box to ...
If we're talking about specifically this issue, then it really isn't :
- just don't overproduce raw fruit
(not using a box to ...
- Wed Dec 04, 2024 1:31 pm
- Forum: General discussion
- Topic: Well, Fulgora sucks [Spoilers]
- Replies: 93
- Views: 17904
- Wed Dec 04, 2024 11:23 am
- Forum: Ideas and Requests For Mods
- Topic: Mod Idea for space age: Nauvis Is Flat!
- Replies: 11
- Views: 1370
Re: Mod Idea for space age: Nauvis Is Flat!
Well, looks like a mod like this already existed before you even started this thread :
Naufulglebunusilo
Naufulglebunusilo
LambdaLemon wrote:Ever wanted a moshpit of every planet in one? Now here it is!
various planet spoilers
- Tue Dec 03, 2024 8:10 pm
- Forum: General discussion
- Topic: Quality Gating is flawed
- Replies: 60
- Views: 12646
Re: Quality Gating is flawed
Yeah, ideally you eventually automate most of your ships, but I guess you'll always have a few you babysit because you want whatever they bring ASAP. So having them faster is better.
I'll note though that in my case this is often quality items that you have on one planet, but not another, so maybe ...
I'll note though that in my case this is often quality items that you have on one planet, but not another, so maybe ...
- Tue Dec 03, 2024 7:39 pm
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 373
- Views: 70987
Re: Gleba has killed the game for me.
[...]
Look how small a successful self sustaining gleba base can be
12-01-2024, 16-45-08.png
This is very far from small. Players that still have trouble understanding how Gleba works shouldn't be using more than one machine for recipe (goes for any Factorio chain of recipes, but even more so ...