Search found 150 matches

by Premu
Sat Apr 26, 2025 7:23 pm
Forum: Gameplay Help
Topic: How Big to Go Before Travelling To A New Planet
Replies: 6
Views: 214

Re: How Big to Go Before Travelling To A New Planet

Actually, it's a very exact ratio: 5 Red, 6 green, 5 grey, 12 blue, 7 yellow, 7 purple and 3 white will give you exactly 75 SPM for each.
by Premu
Sat Apr 26, 2025 7:20 pm
Forum: Gameplay Help
Topic: Weird problems with EM plant green circuit build
Replies: 7
Views: 331

Re: Weird problems with EM plant green circuit build

So the problem is either that the inserters feeding the EMPs aren't fast enough (I doubt that, but better check it anyway) or that you can't get the items quick enough onto the belt.

You might try to move the both sides one field closer to each other, so that the opposite sides actually fill on ...
by Premu
Sat Apr 26, 2025 7:12 pm
Forum: Show your Creations
Topic: Basic quality ingrediants from Vulcanus (Iron, Steel, Copper, Stone)
Replies: 2
Views: 104

Re: Basic quality ingrediants from Vulcanus (Iron, Steel, Copper, Stone)

How is using the productivity bonus a handycap?

For example for copper plates. With standard T3 quality modules in the foundry there's a 10% chance I get some quality plates. If I feed the non-quality plates into a recycler directly with quality modules, I get 0.25 plates output, again with a 10 ...
by Premu
Sat Apr 26, 2025 3:57 pm
Forum: Show your Creations
Topic: Basic quality ingrediants from Vulcanus (Iron, Steel, Copper, Stone)
Replies: 2
Views: 104

Basic quality ingrediants from Vulcanus (Iron, Steel, Copper, Stone)

I built a simple module which turns standard calcite into basic quality ingrediants: Iron plates, gears, bricks, steel, copper plates and copper wire. For each basic ingrediant I have one production chain with quality modules. It became quite a spaghetti mess, but it works:

https://i.ibb.co ...
by Premu
Sat Apr 26, 2025 9:53 am
Forum: Gameplay Help
Topic: How Big to Go Before Travelling To A New Planet
Replies: 6
Views: 214

Re: How Big to Go Before Travelling To A New Planet

There's no "correct" answer to this. My personal preferance is to aim for 75 SPM for the six science packs on Nauvis and space science. With T3 assemblers, you'll get really nice ratios for that and you have a decent research progress. If you squeeze in three productivity modules and one speed ...
by Premu
Mon Apr 21, 2025 11:43 pm
Forum: General discussion
Topic: How pros approach the game?
Replies: 7
Views: 1667

Re: How pros approach the game?

I believe there quite a lot of types of players out there:

- "Spaghetti"-builders who expand without a bigger plan in mind and try to control the chaos as it grows.
- Planers with dedicated goals, who set down production lines with the correct ratios to reach their goal
- City block builders which ...
by Premu
Sun Apr 20, 2025 9:52 am
Forum: Show your Creations
Topic: FactorioScript - If Statements
Replies: 7
Views: 3900

Re: FactorioScript - If Statements

Hm, I checked this link out. The problem I see here is that a scripting language is not a good way to describe combinator circuits.

As I started to use them, I treated signals as variables, and tried to emulate small programs. It lead to very bloated and problematic designs. Look at this ...
by Premu
Thu Apr 17, 2025 5:48 pm
Forum: Ideas and Suggestions
Topic: Highlight resources during miner placement
Replies: 3
Views: 212

Re: Highlight resources during miner placement

That would be especially useful for those coal patches on Vulcanus.
by Premu
Wed Apr 16, 2025 4:09 pm
Forum: Gameplay Help
Topic: Train delivery to defensive lines
Replies: 7
Views: 677

Re: Train delivery to defensive lines



You can actually load up to 24 different goods in a single train car if you use two rows of requester chests on each side and fill the train with long inserters. You can see that for one of the train cars in my blueprint book, actually.

Good idea, however you seem to have left out this one and ...
by Premu
Wed Apr 16, 2025 2:38 pm
Forum: Gameplay Help
Topic: Train delivery to defensive lines
Replies: 7
Views: 677

Re: Train delivery to defensive lines

Just to show you an example - that's my wall BP book, including train stations for the main base to resupply and stations for the wall sections to deliver. In my case I have two different trains: One building train which is mostly used in the actual setup of the wall and delivers everything which is ...
by Premu
Sun Apr 13, 2025 12:13 am
Forum: Gameplay Help
Topic: Space age No Biters
Replies: 1
Views: 228

Re: Space age No Biters

You might try to reactivate them via console. There are some console commands regarding that.

https://wiki.factorio.com/Console#Enabl ... ceful_mode

They'll only spawn in parts of the map which you haven't uncovered yet, though.
by Premu
Fri Apr 11, 2025 11:01 pm
Forum: Gameplay Help
Topic: spidertron follow and move
Replies: 7
Views: 406

Re: spidertron follow and move

You have to assign the remote to a specific spidertron. I believe you have to select the remote and right-click on the spidertron? I'm not 100% sure, I can't verify it myself right now.
by Premu
Wed Apr 09, 2025 6:39 pm
Forum: Gameplay Help
Topic: Circuit help
Replies: 10
Views: 501

Re: Circuit help

Yes, you can set signals to red if you want to. In German it says "Signal schließen".

You can't forcefully set it to green, though - if a train blocks the section, the signal will be red.
by Premu
Wed Apr 09, 2025 6:35 pm
Forum: Gameplay Help
Topic: Is the temperature system incomplete?
Replies: 3
Views: 237

Re: Is the temperature system incomplete?

There is no enviromental cooling. That was never part of the game and there was never an intention to add it as such as far as I know.

Heat pipes cool by giving up heat to heat exchangers, though, generating steam. Bascially, heat is a ressource which you can store forever. Just as you can store ...
by Premu
Wed Apr 09, 2025 12:03 pm
Forum: General discussion
Topic: Severe lack of explanations in game!
Replies: 21
Views: 1670

Re: Severe lack of explanations in game!


While we talk about tutorials: In my view tutorials and tips&tricks that are not actively searched for by the player are a bad idea, unless they are about the UI. Part of the fun in this game is experimenting with and finding out about ever new ways how to use and combine everything in the game ...
by Premu
Tue Apr 08, 2025 11:33 am
Forum: General discussion
Topic: Severe lack of explanations in game!
Replies: 21
Views: 1670

Re: Severe lack of explanations in game!



The criticism has a point - while I love Factorio, some aspects have to be found out by extensive googeling or trial and error. That is not good game design. Other games being equally bad doesn't make it better.


Don't want to sound too offensive, but...
Nah you are just lazy or want to be ...
by Premu
Mon Apr 07, 2025 10:59 pm
Forum: General discussion
Topic: Severe lack of explanations in game!
Replies: 21
Views: 1670

Re: Severe lack of explanations in game!


All modern games don't explain how to play. They have a tutorial for the core basics, that's all. Most players will skip any documentation anyway, so spending development time is wasted. They want to explore the game features on their own. Often, game features change over the course of development ...
by Premu
Mon Apr 07, 2025 1:45 pm
Forum: Combinator Creations
Topic: Signal Recorder for Debugging
Replies: 0
Views: 123

Signal Recorder for Debugging

Creating advanced combinator circuits can be a pain, especially if you have some very exact timing involved. You want to compare two signals, but you miss that one is delayed by one tick compared to the other? That can lead to some annyoing searches.

As I had such problems recently, I created a ...
by Premu
Mon Apr 07, 2025 1:28 pm
Forum: Combinator Creations
Topic: CPU with x86-ish instruction set, 10 IPS [Factorio 1.x compatible]
Replies: 21
Views: 1294

Re: CPU with x86-ish instruction set, 10 IPS [Factorio 1.x compatible]

Wow, that's surprisingly compact!

Did you set up this all manually, or did you use some scripting as support?
by Premu
Mon Apr 07, 2025 1:18 pm
Forum: Gameplay Help
Topic: Multiple Fluid Selector Circuitry
Replies: 33
Views: 1604

Re: Multiple Fluid Selector Circuitry


Thank you very much for replying.


@Premu

I'm not perfectly sure if I understand your design completly. You have a fixed amount of signals (items) which you manually map to various powers of 2.
Each row of combinators basically maps the indexed signal to it's corresponding power of 2 and keeps ...

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