Search found 50 matches

by wizcreations
Sat Jan 11, 2025 8:44 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1992
Views: 750132

Re: Simple Questions and Short Answers

Is it possible to see more of my blueprint names in my blueprint books without having to mouse over everything?
I use three- or four-word names but only the first two words are visible when viewing the blueprint book.
by wizcreations
Fri Jan 10, 2025 8:21 pm
Forum: Gameplay Help
Topic: Help with filter inserter
Replies: 5
Views: 621

Re: Help with filter inserter

I am glad Tertius gave you a much better answer than I did. I'm sorry mine wasn't so helpful! Hopefully I can be more helpful here.

The two inputs to the Decider Combinator must be different colors because they are different inputs to the combinator, but it does not matter which one is red and ...
by wizcreations
Thu Jan 09, 2025 8:12 pm
Forum: Gameplay Help
Topic: Help with filter inserter
Replies: 5
Views: 621

Re: Help with filter inserter

I have not done this myself but I think I understand in principle how it could work.

Check out FF405 that talks about counting all items on a belt. You need a circuit connection to read belt contents with the "Hold (all belts)" option.
https://factorio.com/blog/post/fff-405

Then set an enable ...
by wizcreations
Thu Dec 26, 2024 6:49 pm
Forum: Gameplay Help
Topic: I tend to get stuck mid-game
Replies: 19
Views: 3104

Re: I tend to get stuck mid-game

That’s super helpful! Thanks!!
by wizcreations
Wed Dec 25, 2024 10:26 pm
Forum: Gameplay Help
Topic: I tend to get stuck mid-game
Replies: 19
Views: 3104

Re: I tend to get stuck mid-game

You’re right on what I’m getting hung up on. That was also good advice to only build a small number of machines at a time and not expand until I see the need to expand.
by wizcreations
Wed Dec 25, 2024 2:43 pm
Forum: Gameplay Help
Topic: I tend to get stuck mid-game
Replies: 19
Views: 3104

Re: I tend to get stuck mid-game

That’s really helpful. Thanks for the examples!

How do I interpret the beacons and speed module info on FactorioLab?
by wizcreations
Wed Dec 25, 2024 2:54 am
Forum: Gameplay Help
Topic: I tend to get stuck mid-game
Replies: 19
Views: 3104

Re: I tend to get stuck mid-game

I went to take some engines off of the line making them for science so that I could use them for bots. Sadly I discovered most assembling machines were idle. I noticed that my factory is using more steel than I produce, and I don't have a nearby location I can use to make more. The one iron patch ...
by wizcreations
Wed Dec 25, 2024 1:53 am
Forum: Gameplay Help
Topic: I tend to get stuck mid-game
Replies: 19
Views: 3104

Re: I tend to get stuck mid-game


Advanced oil refining is tricky because you'll end up with different amounts of light oil, heavy oil, and petroleum gas. Some of those things you'll need more of at some times, and other times you'll need more of something else. Once you figure out one trick to dealing with those different levels ...
by wizcreations
Tue Dec 24, 2024 4:21 pm
Forum: Gameplay Help
Topic: I tend to get stuck mid-game
Replies: 19
Views: 3104

Re: I tend to get stuck mid-game

I want to get to robots next. That helps me build easier. But it doesn’t solve the problem of not knowing what I’m supposed to be done.

Up to blue science is really straight forward with minimum intermediary products to worry about, mostly just gears, pipes, copper wires, and circuits. Advanced oil ...
by wizcreations
Tue Dec 24, 2024 4:53 am
Forum: Gameplay Help
Topic: I tend to get stuck mid-game
Replies: 19
Views: 3104

I tend to get stuck mid-game

I struggle to figure out what I need to do next once I get chemical science completed. Early game makes sense to me even though I am very slow. Any advice to help me both play faster and not feel overwhelmed not knowing what to do next?

I also seem to hit a wall where I suddenly need a lot more of ...
by wizcreations
Mon Dec 16, 2024 6:53 pm
Forum: Gameplay Help
Topic: Defence Tactics Advice
Replies: 12
Views: 1738

Re: Defence Tactics Advice

I use a service train with repair packs, turrets, walls, etc needed to repair defensive outposts. Use combinators to specify the quantity of each item you want at each train stop so it only unloads what is needed.

Based on your map, you should also spend an hour driving around and killing all those ...
by wizcreations
Thu Dec 12, 2024 12:48 am
Forum: Gameplay Help
Topic: Bag of trains tutorial
Replies: 25
Views: 5086

Re: Bag of trains tutorial

I haven't actually tested this yet, but with the new fluid mechanics, is it still faster to use trains for long distances? I'm wondering if this is still needed
by wizcreations
Tue Dec 03, 2024 4:43 pm
Forum: General discussion
Topic: Play styles and factory designs
Replies: 5
Views: 3260

Re: Play styles and factory designs

I like trees and cliffs. I try not to destroy them unless there is no choice. My current map has a huge oil field covered by trees. I only cut down the trees needed to place power poles, pump jacks, and underground pipes to get the oil out.

I also like spaghetti factories. I have a main bus but the ...
by wizcreations
Mon Dec 02, 2024 6:11 pm
Forum: Gameplay Help
Topic: Tutorial doesn't say how to set a train stop
Replies: 3
Views: 493

Re: Tutorial doesn't say how to set a train stop

This helped me. I'm not sure if the 2.0 updates invalidate any of the information here, but it could be a helpful start

viewtopic.php?t=23787
by wizcreations
Mon Dec 02, 2024 1:27 am
Forum: Gameplay Help
Topic: Full Details for Map Generation Settings?
Replies: 6
Views: 1114

Re: Full Details for Map Generation Settings?

It's been 5 years since I last played Factorio, but I do have over 200 hours of play time. I remember a lot of how the game works but also have forgotten a lot. I remembered that trees and grass absorb pollution, for instance, and I always like generating forested grassland for that reason. (Plus I ...
by wizcreations
Sun Dec 01, 2024 7:36 pm
Forum: Gameplay Help
Topic: Full Details for Map Generation Settings?
Replies: 6
Views: 1114

Re: Full Details for Map Generation Settings?

Thanks, that is somewhat helpful, though still unclear how the numbers really affect the result. It'd be nice if there were a few more words with the tooltips to say "a higher number means ____" similar to the moisture and terrain type tooltips.
by wizcreations
Sun Dec 01, 2024 1:41 am
Forum: Gameplay Help
Topic: Full Details for Map Generation Settings?
Replies: 6
Views: 1114

Full Details for Map Generation Settings?

Is there a guide with more details for what the numbers mean on the Enemy and Advanced tabs of the Map Generator? The wiki page doesn't seem to give any more details than the Map Generator tool tips.

For instance, with the Evolution settings Time, Destroy, and Pollution factors, it is unclear to me ...
by wizcreations
Fri Nov 22, 2024 3:19 pm
Forum: News
Topic: Friday Facts #438 - Space Age wrap up
Replies: 109
Views: 44598

Re: Friday Facts #438 - Space Age wrap up

the game should be pretty okay


I can see the headline now

Factorio Space Age is Pretty Okay

:lol:
by wizcreations
Fri Nov 15, 2024 4:16 pm
Forum: News
Topic: Friday Facts #437 - Cargo Pod Deep Dive
Replies: 45
Views: 16750

Re: Friday Facts #437 - Cargo Pod Deep Dive

I didn't notice it until this post, but the stars in the background should not move. They are far enough away that they should look stationary from our vantage point above Nauvis.
by wizcreations
Fri Nov 08, 2024 1:47 pm
Forum: News
Topic: Friday Facts #436 - Lost in Translation
Replies: 81
Views: 21373

Re: Friday Facts #436 - Lost in Translation

I thought you fixed this issue for the 1.0 release. I remember a FFF about language translations. I’m surprised to see this has been an unsolved issue for the past 4 years.

I only play in English and am thus unaffected, but great to see the updates you’re making for those who are!

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