Search found 308 matches
- Wed Feb 18, 2026 8:34 am
- Forum: Energy Production
- Topic: Redundant solar system to restart the reactor.
- Replies: 2
- Views: 141
Re: Redundant solar system to restart the reactor.
I confess that when I saw the title "Redundant solar system" my first thought was of a spare star with a few surplus planets.
- Sat Feb 07, 2026 11:20 pm
- Forum: General discussion
- Topic: 3 gripes after 5000 hours
- Replies: 16
- Views: 1178
Re: 3 gripes after 5000 hours
Before placing pumpjacks, create a map tag for the oil well. But I think those always show the current value, so next to it, in an empty space, create another map tag and manually type in the same value.
Yes, that's basically what I do. When I remember. And grumble to myself when I don't ...
- Sat Feb 07, 2026 8:46 am
- Forum: General discussion
- Topic: 3 gripes after 5000 hours
- Replies: 16
- Views: 1178
Re: 3 gripes after 5000 hours
1. temporary stop is already a quality of life feature, you want a quality life feature on top of a quality of life feature ? And that a gripes ??? damm; you are even more demanding than me
It's just frustrating that the feature as it stands is so close to actually being good, but doesn't quite ...
- Sat Feb 07, 2026 8:44 am
- Forum: General discussion
- Topic: 3 gripes after 5000 hours
- Replies: 16
- Views: 1178
Re: 3 gripes after 5000 hours
Before placing pumpjacks, create a map tag for the oil well. But I think those always show the current value, so next to it, in an empty space, create another map tag and manually type in the same value.
Yes, that's basically what I do. When I remember. And grumble to myself when I don't ...
- Sat Feb 07, 2026 2:40 am
- Forum: General discussion
- Topic: 3 gripes after 5000 hours
- Replies: 16
- Views: 1178
Re: 3 gripes after 5000 hours
I agree that the train default is suboptimal in some ways, but how is 5 seconds not long enough for you to react? Or are you just trying to tell the trains to stop? In that case, why not turn them to manual mode?
I tell a train where to go. While it's travelling I might tweak some other part of ...
- Fri Feb 06, 2026 9:10 pm
- Forum: General discussion
- Topic: 3 gripes after 5000 hours
- Replies: 16
- Views: 1178
Re: 3 gripes after 5000 hours
What are your hopes with #2? Because there's nothing you can do about the value - it will be what it is and that's what it's going to be forever.
Past a certain level of depletion, I want to switch from efficiency modules in the pumpjacks to speed modules.
If the value was accessible to the ...
- Fri Feb 06, 2026 8:29 pm
- Forum: General discussion
- Topic: 3 gripes after 5000 hours
- Replies: 16
- Views: 1178
3 gripes after 5000 hours
Steam tells me that I now have 5000 hours in Factorio. I think many of those are actually the game paused in the background, rather than me actively playing, but OK. About 90% of that is pre-2.0 vanilla, the rest is Space Age. And obviously I wouldn't have racked up anything like that much time if I ...
- Wed Sep 24, 2025 10:16 am
- Forum: Gameplay Help
- Topic: Quality math question
- Replies: 4
- Views: 968
Re: Quality math question
A quality increase chance of 12.8% or p=0.128 means:
p(normal+) = p^0
p(uncommon+) = p^1
p(rare+) = p^2
p(epic+) = p^3
p(legendary)=p^4
Upgrade chances are 10% per level regardless of the base quality chance:
p(normal+) = 1
p(uncommon+) = p
p(rare+) = 0.1p
p(epic+) = 0.01p
p(legendary)= 0.001p
- Sun Aug 24, 2025 10:22 pm
- Forum: Gameplay Help
- Topic: Correct me or correct FFF#428
- Replies: 14
- Views: 3310
Re: Correct me or correct FFF#428
This assumes [...] that the exchangers use their full capacity of heat energy before sending it down the line.
They do. As long as they are getting heat at any temperature above 500°, they will work at full speed (or at least, at the speed permitted by the supply of water and required by the ...
- Sat Aug 23, 2025 11:40 am
- Forum: Gameplay Help
- Topic: Correct me or correct FFF#428
- Replies: 14
- Views: 3310
Re: Correct me or correct FFF#428
So what am I overlooking here?
Three things.
As has already been mentioned, you don't just have the heat capacity of the reactor, but also that of the heat pipes. It may still not be quite enough to store an entire fuel cell's worth of energy, but it will be much closer to that.
Perfection ...
- Thu Jul 31, 2025 11:56 pm
- Forum: Gameplay Help
- Topic: Reactor network setup
- Replies: 47
- Views: 8501
Re: Reactor network setup
it would be easier to just build some random 2xN without optimization, and still get more energy out of the consumed fuel cells just because of the increased neighbor bonus.
It's not even just about optimising use of fuel cells. The reactors themselves are expensive capital items, and more ...
- Thu Jul 31, 2025 12:52 am
- Forum: Gameplay Help
- Topic: Reactor network setup
- Replies: 47
- Views: 8501
Re: Reactor network setup
I wouldn't say it is a "regression". Rather unnecessarily complicated. Because it would work. In the end it would be similar to how we did it before 2.0 when we could not read anything from the reactors yet
Exactly.
temperature getting too low is the simplest way. Usually I set it to 550°C to ...
- Mon Jul 28, 2025 10:12 am
- Forum: General discussion
- Topic: I'm afraid of reddit influence
- Replies: 44
- Views: 10810
Re: I'm afraid of reddit influence
Indeed. OTOH, quality fluids would make getting quality holmium much easier.Shirasik wrote: Mon Jul 28, 2025 12:01 amIf so then restricting foundries' LDS recipe to common only don't make any sense.Stargateur wrote: Sun Jul 27, 2025 8:37 pm Not confirmed but quality fluid have been teased by a dev on discord.
- Wed Jun 25, 2025 5:29 am
- Forum: Gameplay Help
- Topic: Reactor network setup
- Replies: 47
- Views: 8501
Re: Reactor network setup
There is a slightly easier way to guarantee that you only ever put one cell in. Set up your reload condition on one inserter set to remove the spent fuel cell from the reactor. Wire a circuit to the inserter, reading hand contents. Wire that to the inserters that put fuel into the reactors. Give ...
- Wed Jun 18, 2025 10:37 am
- Forum: Gameplay Help
- Topic: Radar Using More Power Than Needed
- Replies: 5
- Views: 1085
Re: Radar Using More Power Than Needed
Possibly because you are filling the internal power buffer of the radar that was depleted during the night.
- Wed Jun 18, 2025 8:44 am
- Forum: General discussion
- Topic: Have you ever used the sandbox mode ?
- Replies: 8
- Views: 2176
Re: Have you ever used the sandbox mode ?
I felt there was something off in the wording but i'm not native english and the "Do you ever use(present tense) the sandbox?" feel very unatural to me.
"Do you ever use the sandbox?" is absolutely natural and normal English. It refers to present (or recent past) habit, and asks nothing about ...
- Tue Jun 17, 2025 11:10 pm
- Forum: General discussion
- Topic: Status of 2.1?
- Replies: 31
- Views: 19901
Re: Status of 2.1?
... and all the bugs are not yet fixed. Once they are, start your two-month timer.feng wrote: Tue Jun 17, 2025 9:59 pm In last FFF they mentioned it will be worked on when all bugs are fixed and that they are expecting to need at least 2 months for it. Well, now we are half a year later
- Tue Jun 17, 2025 11:06 pm
- Forum: General discussion
- Topic: Have you ever used the sandbox mode ?
- Replies: 8
- Views: 2176
Re: Have you ever used the sandbox mode ?
The first and third options clash because of the different tenses. For one of the answers to be 'No, I use (present tense) the editor instead', the question should really be 'Do you ever use (present tense) the sandbox?' With the question as it is ('Have you ever used') the answer offered needs to ...
- Tue Jun 10, 2025 7:32 am
- Forum: Balancing
- Topic: Acid neutralizarion is 10x too fast.
- Replies: 21
- Views: 8204
Re: Acid neutralizarion is 10x too fast.
Not even the power boost on Vulcanus can make solar a viable primary power source.
It's not the power boost that's most important (though it certainly helps) but the hugely reduced materials cost. On Nauvis, even ignoring the space requirements, the capital cost is very large. Solar power ...
- Mon Jun 09, 2025 9:34 am
- Forum: Balancing
- Topic: Acid neutralizarion is 10x too fast.
- Replies: 21
- Views: 8204
Re: Acid neutralizarion is 10x too fast.
You obviously use the method that works best. That's why balance is important so that the tradeoffs lead to varied factory designs that are actually competitive.
Indeed. And I think that currently solar and acid neutralisation are well balanced on Vulcanus: if you have spare space, build solar ...