Search found 162 matches

by Premu
Mon Jul 20, 2026 8:20 pm
Forum: General discussion
Topic: Energy shields on tank or spidertron are bad.
Replies: 12
Views: 2696

Re: Energy shields on tank or spidertron are bad.

I mean - the shield is an extra, easily recharchable hit point buffer. And that's its purpose.

You shouldn't take too many hits anyway - kill those things which shoot back quickly. But having the capability to just "autorepair" your tank/spidertron without spending ressources while still moving ...
by Premu
Sat Jul 04, 2026 11:05 am
Forum: General discussion
Topic: Peace with aliens in 2.1?
Replies: 3
Views: 1123

Re: Peace with aliens in 2.1?

Hm, interesting. I have something similar. Look at that pollution cloud

https://i.imgur.com/c365r8R.jpeg

There are several nests constantly in the pollution cloud. Those in the south and the one in the corner in the west constantly send attacking parties. But the one nest in the west which ...
by Premu
Sun Jun 28, 2026 8:25 am
Forum: Not a bug
Topic: [2.1.8] Gun turret keeps on showing empty warning despite having ammo
Replies: 1
Views: 197

[2.1.8] Gun turret keeps on showing empty warning despite having ammo

I supplied gun turrets with yellow ammo via a belt. After switching over to red ammo one of my turrets run out of ammo for a short time as it couldn't reload yellow ammo and alarmed me that it's empty. This wasn't a real problem, as the turret could now be reloaded with red ammo which did also ...
by Premu
Fri Sep 26, 2025 8:56 pm
Forum: Gameplay Help
Topic: Let's talk train design
Replies: 28
Views: 8134

Re: Let's talk train design

I just stumbled about this topic. And I actually set up a trainsystem with that idea:

- Empty trains wait central depot stations.
- Requester stations will only request as many trains as they can actually empty out.
- Provider stations will only be activated, if they have enough to supply a train ...
by Premu
Sun Jul 27, 2025 6:29 am
Forum: Gameplay Help
Topic: Nuclear works poorly
Replies: 3
Views: 1103

Re: Nuclear works poorly

Perhaps you just don't need more power at the moment? Did you test it in your real factory or in editor mode?
by Premu
Thu Jul 24, 2025 1:47 am
Forum: General discussion
Topic: [SA] Only research and biter eggs on Nauvis?
Replies: 13
Views: 5321

Re: [SA] Only research and biter eggs on Nauvis?

Hm, is it really easier elsewhere for the "basic" science packs on other planets?

The ressources you need are plenty on Nauvis already. They are mostly not infinite, but with large miners and endless mining productivity research that is not a real issue. And you have plenty of building space on ...
by Premu
Mon Jul 07, 2025 1:45 am
Forum: Gameplay Help
Topic: Thrashing / timing issues with passback Kovarex
Replies: 9
Views: 2214

Re: Thrashing / timing issues with passback Kovarex

Sorry, I got confused by your description. So you keep the limit at 10 U-235 all the time?

As I can't load the savegame without switching to the experimental build, I can't check directly, but something else might be the issue. The machines at the beginning of your setup work without breaks, these ...
by Premu
Sun Jul 06, 2025 5:33 am
Forum: Gameplay Help
Topic: Thrashing / timing issues with passback Kovarex
Replies: 9
Views: 2214

Re: Thrashing / timing issues with passback Kovarex

Hm, how exactly do you want to cut down the number of inserer passes to 4 for 40 U-235 and the U-238? You'll always need at least 4 for the U-235 as the maximum inserter capacity is 12.

In general the odd breaks might be caused by exactly this stack size. At least it would explain a pause every 3 ...
by Premu
Fri Jul 04, 2025 10:06 am
Forum: Gameplay Help
Topic: Train Stations That Activate Only When Item Is Requested
Replies: 3
Views: 1681

Re: Train Stations That Activate Only When Item Is Requested

I did something like that - but it's not something simple. There are a lot of mean borderline cases to check, and if something goes wrong or is set up in a wrong way, the system can easily break hard.

I have special circuitry for delivering station, provider stations and a central part, all ...
by Premu
Wed May 28, 2025 10:50 am
Forum: Show your Creations
Topic: Cursed hub bot throughput trick
Replies: 4
Views: 2729

Re: Cursed hub bot throughput trick

I remember car belts as weird massive throughput solution before.

But that tops it. Well done.
by Premu
Tue May 13, 2025 7:30 pm
Forum: Show your Creations
Topic: Basic quality ingrediants from Vulcanus (Iron, Steel, Copper, Stone)
Replies: 6
Views: 7371

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 ...
by Premu
Tue May 13, 2025 7:26 pm
Forum: General discussion
Topic: The quality system needs a redesign
Replies: 34
Views: 14070

Re: The quality system needs a redesign

I really have to disagree with the notion that basically everything beyond legendary is useless...

While setting up a large scale production on Fulgora without legendary quality yet, I'm really happy to have a lot of rare and uncommon accumulators, for example. They are much more space efficient ...
by Premu
Sat Apr 26, 2025 7:23 pm
Forum: Gameplay Help
Topic: How Big to Go Before Travelling To A New Planet
Replies: 10
Views: 11487

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: 2867

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: 6
Views: 7371

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: 6
Views: 7371

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: 10
Views: 11487

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: 20
Views: 13536

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: 6172

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: 7
Views: 1379

Re: Highlight resources during miner placement

That would be especially useful for those coal patches on Vulcanus.

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