At last! This has been a recurring irritation, for ages now the only obvious bug in normal vanilla gameplay.FactorioBot wrote: ↑Mon May 02, 2022 1:48 pm
- Fixed that cliff deconstruction wasn't issued when the corrected cliff collision box overlapped with ghost entities. (66400)
Search found 139 matches
- Mon May 02, 2022 10:09 pm
- Forum: Releases
- Topic: Version 1.1.58
- Replies: 19
- Views: 6062
Re: Version 1.1.58
- Thu Apr 14, 2022 7:37 am
- Forum: General discussion
- Topic: Is using other people’s blueprints cheating?
- Replies: 42
- Views: 7953
Re: Blueprints don't ruin fun
Making, using and tweaking your own blueprints is a core part of Factorio gameplay. Being inspired by other people's blueprints, and learning from them new ways of solving problems or optimising production, is a core part of the Factorio online community experience. Using other people's blueprints w...
- Tue Mar 15, 2022 1:16 am
- Forum: General discussion
- Topic: What starting settings does everyone use?
- Replies: 14
- Views: 1225
Re: What starting settings does everyone use?
Mostly default; it's a well-balanced game. Just two tweaks:- Research queue always on; this should be a UI setting, not an advanced(!) gameplay setting. Starting area size turned up to 150% or 200%; being swarmed by biters when you've only been going for 20 minutes and don't yet have any defensive t...
- Tue Mar 01, 2022 8:56 am
- Forum: Combinator Creations
- Topic: UPS optimization - 100vs500 lanes (spoiler: 500 lanes results are more stable)
- Replies: 4
- Views: 678
- Mon Feb 28, 2022 1:33 am
- Forum: Combinator Creations
- Topic: UPS optimization - 100vs500 lanes (spoiler: 500 lanes results are more stable)
- Replies: 4
- Views: 678
- Mon Feb 21, 2022 7:21 am
- Forum: Gameplay Help
- Topic: Best oil for flame towers?
- Replies: 16
- Views: 1111
Re: Best oil for flame towers?
Isn´t heav oil more effective then light oil even if the damge would be same? Because you nee less crude oil for it? Yes, heavy oil gives the best damage per real cost. The main downside is that it is produced in a (comparatively small) steady stream, but consumed in occasional tank loads whenever ...
- Thu Dec 30, 2021 9:16 am
- Forum: Gameplay Help
- Topic: Doesn't anyone have a kovarex blueprint that doesn't need te
- Replies: 11
- Views: 14001
Re: Doesn't anyone have a kovarex blueprint that doesn't need te
You might want to look at the much more recent and extended discussion in this thread. No mods required.escfoe2 wrote: ↑Thu Dec 30, 2021 1:58 amI've made one here: https://factorioprints.com/view/-Ms80Wm07C0K7wvNXTe8
Just requires the Miniloader Mod
- Thu Dec 09, 2021 4:36 am
- Forum: General discussion
- Topic: Steam achievment: No time for chitchat (finish the game within 15 hours)
- Replies: 11
- Views: 1797
Re: Steam achievment: No time for chitchat (finish the game within 15 hours)
I think these are much more impressive. The any% runs use such rich and dense resources, and such large starting areas, that there isn't really much to learn from them for normal gameplay.
- Mon Nov 22, 2021 7:31 am
- Forum: Railway Setups
- Topic: Magic roundabout
- Replies: 4
- Views: 1341
Re: Magic roundabout
Nice... you describe it as "inspired by" so not a criticism but it would be closer to The Magic Roundabout if you removed the central circle, so the rounded square becomes the innermost part (which trains travel around in the opposite direction). Yes, when I did this I was under the impre...
- Mon Nov 22, 2021 1:54 am
- Forum: Off topic
- Topic: Songs to Factorioize by
- Replies: 56
- Views: 53078
Re: Songs to Factorioize by
I'm surprised no-one has yet mentioned The Sorcerer's Apprentice (mouse optional).
- Sun Nov 21, 2021 3:08 am
- Forum: Railway Setups
- Topic: Magic roundabout
- Replies: 4
- Views: 1341
Magic roundabout
Prompted by the post on unloved junctions , here is a Factorio rail junction inspired by a real-world road junction that is not merely unloved, but actively feared and hated: the notorious magic roundabout . MagicRoundabout.png 0eNqlnetuFEkShV9l1b/dKDMj8sY77BOsRisDrRlLYJAxo0Uj3n1t6K6GdhT+TvnfwNiHqLh...
- Fri Nov 12, 2021 3:32 am
- Forum: Ideas and Suggestions
- Topic: Round robin scheduling for trains / Train Limits can Soft-Deadlock when Incoming and Outgoing are Both Full
- Replies: 41
- Views: 2650
- Fri Nov 05, 2021 9:05 am
- Forum: Ideas and Suggestions
- Topic: Add concrete to Upgrade Planner
- Replies: 33
- Views: 2697
Re: Include Tiles in Upgrade Planner
How do you want to select the tiles that are below other entities? How do you want to exclude them from being upgraded? Or not upgraded? What makes stone brick better for all kind of vehicles? This objection applies equally to all upgrades. If you don't want an upgrade applied to a particular tile,...
- Thu Oct 28, 2021 1:23 am
- Forum: Energy Production
- Topic: All the different ways to increase the efficiency of a nuclear power plant
- Replies: 255
- Views: 22757
Re: All the different ways to increase the efficiency of a nuclear power plant
Yes, indeed most of it. In the real world the main point of high-temperature steam is its higher pressure, not its greater heat content.
- Thu Oct 28, 2021 12:28 am
- Forum: Gameplay Help
- Topic: Kovarex in a row anyone?
- Replies: 43
- Views: 4259
Re: Kovarex in a row anyone?
Pre-Kovarex a large stockpile of surplus U238 will have accumulated, and that stockpile is unlikely to be used up during the startup. So it's a pretty safe bet that the U238 output will be fully backed up while it needs to be. That really depends on where that output belt leads. At the start for ex...
- Wed Oct 27, 2021 10:13 pm
- Forum: Energy Production
- Topic: All the different ways to increase the efficiency of a nuclear power plant
- Replies: 255
- Views: 22757
Re: All the different ways to increase the efficiency of a nuclear power plant
the number from OP the 10/0.97 seem to fit everywhere means that it must be the correct number, but it doesn't look like a number someone would have deliberatly choosen over 103 if not for a particular reason. The factor of 0.97 turns up naturally (and annoyingly) in Factorio nuclear power plant de...
- Wed Oct 27, 2021 9:04 pm
- Forum: Gameplay Help
- Topic: Kovarex in a row anyone?
- Replies: 43
- Views: 4259
Re: Kovarex in a row anyone?
Then I feel the priorities are wrong. You prioritize the output belt which allows the dark uranium to be drained from the belt loop. Sure more is coming in but the bootstrap not-overfilling only works when the dark uranium is backed up. Same for light uranium actually. Shouldn't overfilling take pr...
- Wed Oct 27, 2021 10:45 am
- Forum: Gameplay Help
- Topic: Kovarex in a row anyone?
- Replies: 43
- Views: 4259
Re: Kovarex in a row anyone?
And here's exactly the opposite approach: once the output U235 is backed up, the excess is directed back to overfill the centrifuges deliberately. (Yes, the belt braiding could probably be simplified.) uraniumProcessing3.png I think you messed up a belt. One of the undergorund belts isn't connected...
- Wed Oct 27, 2021 1:59 am
- Forum: Gameplay Help
- Topic: Kovarex in a row anyone?
- Replies: 43
- Views: 4259
Re: Kovarex in a row anyone?
Here is a variation of the magic inserter design: ... for startup all light uranium passes to every centrifuge but once output happens each centrifuge only recycles it's own output. And here's exactly the opposite approach: once the output U235 is backed up, the excess is directed back to overfill ...
- Tue Oct 26, 2021 9:28 pm
- Forum: Gameplay Help
- Topic: Kovarex in a row anyone?
- Replies: 43
- Views: 4259
Re: Kovarex in a row anyone?
[*] For my particular version, I find that the first three centrifuges have minimal overfills (occasionally a few more for the third), but the fourth gradually accumulates to the usual maximum. I think this is because you use blue inserters which can transfer at most 3 pieces in one swing. But over...