Search found 170 matches
- Tue Aug 18, 2020 7:05 pm
- Forum: Gameplay Help
- Topic: Asking Combinator advise
- Replies: 5
- Views: 1944
Re: Asking Combinator advise
I'm not a Guru, but have played and read a bit: Sounds like the first request is for Memory https://wiki.factorio.com/Tutorial:Combinator_tutorial#Memory And if the new value is lower activate a power switch to add more power. There is a tutorial here for activating more power if an accumulator /cap...
- Tue Aug 18, 2020 2:12 pm
- Forum: Spread the Word
- Topic: Factorio featured on GOG front page
- Replies: 0
- Views: 2700
- Mon Jul 06, 2020 3:11 pm
- Forum: Releases
- Topic: Version 0.18.34
- Replies: 23
- Views: 21699
- Mon Jun 29, 2020 6:27 pm
- Forum: Gameplay Help
- Topic: Question about train stations and cricut network!
- Replies: 5
- Views: 2326
Re: Question about train stations and cricut network!
This looks like a 2-stop case of this thread which had multiple designs for enabling one stop at a time in a station: https://forums.factorio.com/viewtopic.php?f=18&t=85900&p=498402#p498402 You'll find discussion of approaches along with a few submissions of blueprints... Which approach is b...
- Mon Jun 29, 2020 5:56 pm
- Forum: Gameplay Help
- Topic: Confused about Research process
- Replies: 11
- Views: 3978
Re: Confused about Research process
Yes, to get to 0.18, open your Steam Library, right-click Factorio, Choose Properties, BETAS tab, select dropdown "Latest 0.18 Experimental".
- Fri Jun 26, 2020 5:53 pm
- Forum: News
- Topic: Friday Facts #349 - The 1.0 plan
- Replies: 59
- Views: 33183
Re: Friday Facts #349 - The 1.0 plan
They've said they have a strict no discount policy My link was to a package of wallpapers, art, music, etc... not a discount on the game. I am proud to be able to say "I was here at Factorio 1.0". I imagine most people who are active on this forum and held on from at least 0.16 to now fee...
- Fri Jun 26, 2020 2:52 pm
- Forum: General discussion
- Topic: I CLICKED THE ROCKET
- Replies: 6
- Views: 2615
Re: I CLICKED THE ROCKET
This must be the coolest web UX feature I have seen in 20 years!
I have run into a snag with the feature, though: how do I get back up if I read the page again? Do I need to click on 100 hidden rocket parts?
I have run into a snag with the feature, though: how do I get back up if I read the page again? Do I need to click on 100 hidden rocket parts?
- Thu Jun 25, 2020 3:43 pm
- Forum: News
- Topic: Friday Facts #349 - The 1.0 plan
- Replies: 59
- Views: 33183
Re: Friday Facts #349 - The 1.0 plan
I have only 1 question. what is Cyberpunk 2077? You're gonna be sorry you ever asked when it comes out, it's gonna be absolutely everywhere. Seems to be gaining visibility with some freebies on GOG for a week: https://www.gog.com/game/cyberpunk_2077_goodies_collection I wonder if Factorio will do s...
- Mon Jun 22, 2020 8:22 pm
- Forum: Gameplay Help
- Topic: [0.17.79-0] Fueled Inserters stop working
- Replies: 6
- Views: 2507
Re: [0.17.79-0] Fueled Inserters stop working
the entire base trying to run at once and causing other problems). The benefit to this set up is that if you run out of coal due to no more to mine at that location, your boilers will only run until you're not consuming steam anymore, so if you pay attention to your coal production (use P), you'll ...
- Mon Jun 22, 2020 6:58 pm
- Forum: Gameplay Help
- Topic: [0.17.79-0] Fueled Inserters stop working
- Replies: 6
- Views: 2507
Re: [0.17.79-0] Fueled Inserters stop working
The blue belt is definitely the problem here. Red belt works. If downgrading the belt isn't an option, consider using normal inserters in a separate solar powered grid. Or have some steam engines power only the inserters Another option to use instead/inaddition I've used is to have red reach insert...
- Fri Jun 12, 2020 10:09 pm
- Forum: Gameplay Help
- Topic: even distribution of ore between stations of same name
- Replies: 27
- Views: 7464
Re: enable stations of same name in sequence
Alrighty, re-reading, then yes, understand your intention. One station unlocked at a time, rotating as the previous is used. My thought for a station's logic is then to Only enable Station N when Station N-1 has a train (trainID non-0) Arrive. (Keep it on forever, until below) Disable Station N alwa...
- Fri Jun 12, 2020 5:03 pm
- Forum: Gameplay Help
- Topic: even distribution of ore between stations of same name
- Replies: 27
- Views: 7464
Re: enable stations of same name in sequence
To me the logic would work as follows: Trains will path to "Iron pickup intake" station with no tasks there. Beyond it you have the Iron stations all called "Iron Pickup". The reason is a train will only path once it passes the "Intake" Station. At station1, read the se...
- Wed Jun 10, 2020 4:27 pm
- Forum: Gameplay Help
- Topic: Question regarding junctions and path'ing
- Replies: 4
- Views: 1688
- Tue Jun 09, 2020 2:53 pm
- Forum: Ideas and Suggestions
- Topic: Add a tooltip for Peaceful Mode
- Replies: 7
- Views: 2944
Re: Add a tooltip for Peaceful Mode
- Tue Jun 09, 2020 2:15 pm
- Forum: Gameplay Help
- Topic: Laser turrets consuming far more power than expected
- Replies: 9
- Views: 2778
Re: Laser turrets consuming far more power than expected
This thread reminded me of this other one dedicated to running laser turrets as efficiently as possible (-97%?):
viewtopic.php?f=193&t=69537&p=426705
viewtopic.php?f=193&t=69537&p=426705
- Mon Jun 08, 2020 8:52 pm
- Forum: General discussion
- Topic: Give Up???
- Replies: 7
- Views: 2890
Re: Give Up???
Ah, but you /do/ bring blueprints over...5thHorseman wrote: βMon Jun 08, 2020 11:37 amThat way when you do restart it'll be like playing a game in New Game Plus, only your character isn't any better at the game. You are.
- Fri Jun 05, 2020 8:58 pm
- Forum: Ideas and Suggestions
- Topic: Add a tooltip for Peaceful Mode
- Replies: 7
- Views: 2944
Re: Add a tooltip for Peaceful Mode
Doubting myself, I ran another test and found the bases did not send out colonists but each colony did get larger. e.g., what started out as a single spawner structure will grow to 2 structures in close proximity, etc.Ranger_Aurelien wrote: βFri Jun 05, 2020 7:16 pmExpansion is not disabled; I just tested in a sandbox at 16x speed.
- Fri Jun 05, 2020 7:16 pm
- Forum: Ideas and Suggestions
- Topic: Add a tooltip for Peaceful Mode
- Replies: 7
- Views: 2944
Re: Add a tooltip for Peaceful Mode
Expansion is not disabled; I just tested in a sandbox at 16x speed.
- Thu Jun 04, 2020 8:51 pm
- Forum: General discussion
- Topic: finally built first silo!
- Replies: 13
- Views: 4083
Re: finally built first silo!
There is no need to add a satellite to trigger the win condition any more. The satellite is only required, if you want to get space science out of a rocket launch. I believe this was changed with 0.17.0 or even earlier. mea culpa! I had even posted this two weeks ago: https://wiki.factorio.com/Vers...
- Thu Jun 04, 2020 7:13 pm
- Forum: General discussion
- Topic: finally built first silo!
- Replies: 13
- Views: 4083
Re: finally built first silo!
cheers. appreciate the tip. went with speed modules first but will get some of the productivity versions on the go. There are ways to get both benefits (20 beacons below*). https://i.imgur.com/bQni0ho.jpg BTW, do not forget to add build a satellite to put in the rocket for the "win" condi...