Search found 121 matches
- Sat Dec 21, 2024 11:36 am
- Forum: General discussion
- Topic: I beat space age! (long+opinions+feedback)
- Replies: 6
- Views: 922
Re: I beat space age! (long+opinions+feedback)
Timer circuits can be built with the circuit system provided in game
I saw that. Or rather, I saw this one https://wiki.factorio.com/File:Timer.png . Something about it seemed off. It seems too quick, it's clearly not outputting seconds and I would hate to build my circuit clock wrong and the ...
- Sat Dec 21, 2024 11:27 am
- Forum: Gameplay Help
- Topic: Quality 3 modules cannot be made quality
- Replies: 5
- Views: 456
Re: Quality 3 modules cannot be made quality
It is even more likely, since it's only 27 crafting cycles with the built in 50% productivity.
"Products finished" includes productivity extras
I'd rephrase it to "unlikely, but quite possible"
That productivity bonus is already included in Muche's calculation. ;)
But yeah, that's ...
- Wed Dec 18, 2024 9:27 pm
- Forum: Ideas and Suggestions
- Topic: More Exciting Quality Effects (pls)
- Replies: 35
- Views: 3171
Re: More Exciting Quality Effects (pls)
- quality boiler, nuclear reactor, and turbines are not more efficient. Just consumes more with same ratio (Always better to just build more )
That's the whole point, no?
Quality production machines (assemblers, plants, chambers...) and ALSO ENERGY production units like solar ...
- Mon Dec 09, 2024 6:39 pm
- Forum: News
- Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
- Replies: 167
- Views: 40303
Re: Friday Facts #429 - Vulcanus Demolisher Enemies
Can anyone tell me if these demolishers are resistant to the stun effects of the Tesla turrets?
I just went to test for you. They do take damage from tesla guns, but if there is any stun/slowdown effect, i wasnt able to see it. Its definitly not useful to kill them.
They isn't any stun ...
- Sun Dec 08, 2024 10:03 pm
- Forum: General discussion
- Topic: Effective science per minute higher than expected
- Replies: 3
- Views: 533
Effective science per minute higher than expected
I'm wondering about my science output. I produce at least 75 science packs per minute of each type on Nauvis, plus a little bit more for those from the other planets. So for any research I should be able to at most consume 75 per minute on the long run.
I have lots of biolabs, each equipped with ...
I have lots of biolabs, each equipped with ...
- Sun Dec 08, 2024 7:10 pm
- Forum: Gameplay Help
- Topic: Automation of train loading
- Replies: 2
- Views: 283
Re: Automation of train loading
Another alternative: you could do it with some circuitry as long as you don't load one item into several carriages.
Read out the content of the train and substract that from a constant value you defined as a target value. Use the result as both the stack size and the activation condition of the ...
Read out the content of the train and substract that from a constant value you defined as a target value. Use the result as both the stack size and the activation condition of the ...
- Sun Dec 08, 2024 12:25 pm
- Forum: Gameplay Help
- Topic: Iron stick recipe question
- Replies: 4
- Views: 393
Re: Iron stick recipe question
No, they were an essential part of e.g. rails.
- Sun Dec 08, 2024 12:06 pm
- Forum: General discussion
- Topic: Howto Megabase with Space Age ... Ideas?
- Replies: 6
- Views: 3110
Re: Howto Megabase with Space Age ... Ideas?
That sounds like you're building a monolith and just try to run as many parallel instances of it as possible. Which doesn't work if you have shared ressource like the importing station.
As a software architect myself I don't like using monoliths but like to split up the whole software as well my ...
As a software architect myself I don't like using monoliths but like to split up the whole software as well my ...
- Sun Dec 01, 2024 11:28 pm
- Forum: Gameplay Help
- Topic: Balancing splitter input/output
- Replies: 3
- Views: 283
Re: Balancing splitter input/output
Well, it seems the picture is missing...
- Sun Dec 01, 2024 11:25 pm
- Forum: General discussion
- Topic: Do you care about infrastructure costs? Does it matter?
- Replies: 14
- Views: 1675
Re: Do you care about infrastructure costs? Does it matter?
Well, it depends... is it very early in the game where you really struggle with all kind of ressources? Here you should be frugal.
In the middle phase of the game you can afford some slack - don't bother with small power poles, for example, to simplify your inventory and logistics. Just build one ...
In the middle phase of the game you can afford some slack - don't bother with small power poles, for example, to simplify your inventory and logistics. Just build one ...
- Sun Dec 01, 2024 10:56 pm
- Forum: General discussion
- Topic: How come rail supports can be on oil ocean, but nothing else?
- Replies: 5
- Views: 847
Re: How come rail supports can be on oil ocean, but nothing else?
My only annoyance is that I have two islands close enough that I can connect them with a single logistic network (barely) but it makes a U shape and bots die outside the lightning protection.
So it would be nice to be able to (research) oil pylons for the lightning rods only.
But I get what the ...
- Sun Dec 01, 2024 10:53 pm
- Forum: Balancing
- Topic: barrels balance
- Replies: 4
- Views: 523
Re: barrels balance
I also use barrelled sulfuric acid to deliver it to Fulgora. There I only need it to build higher quality blue circuits from split up high quality red and green circuits. So for that little sulfuric acid needed I don't really bother with setting up a whole production chain there.
So the role of ...
So the role of ...
- Sun Dec 01, 2024 10:47 pm
- Forum: Gameplay Help
- Topic: Electric furnaces worth it without beacons?
- Replies: 13
- Views: 1289
Re: Electric furnaces worth it without beacons?
For me it depends.
If I have an existing ore smelting included in my main base, I won't bother to replace it. I already have the coal supply as fuel, and the time to redesign everything to get basically the same result is not worth it.
If I somehow build something new, I'd rather go for electrical ...
If I have an existing ore smelting included in my main base, I won't bother to replace it. I already have the coal supply as fuel, and the time to redesign everything to get basically the same result is not worth it.
If I somehow build something new, I'd rather go for electrical ...
- Tue Nov 26, 2024 11:08 am
- Forum: Not a bug
- Topic: [2.0.21] Train reports no path to target if all target stations are filled
- Replies: 2
- Views: 294
Re: [2.0.21] Train reports no path to target if all target stations are filled
Ah, thanks - the bane of copying something in preparation and forgetting it.
- Tue Nov 26, 2024 12:35 am
- Forum: General discussion
- Topic: Eggs spoiling... in space?
- Replies: 1
- Views: 428
Eggs spoiling... in space?
I wondered - what happens if eggs spoil in space? Will a new critter hatch and cause havoc? Or will it try to take the first breath, just to find out that there's nothing to breathe? Has anyone tried to send eggs to space platforms yet?
I mean it sounds really cruel to let a biter hatch, just to ...
I mean it sounds really cruel to let a biter hatch, just to ...
- Tue Nov 26, 2024 12:32 am
- Forum: General discussion
- Topic: Where did the "player" come form?
- Replies: 2
- Views: 482
Re: Where did the "player" come form?
Someone mentioned the funny theory that the engineer is actually some crazy super soldier sent away to crash land in the middle of nowhere to save humanity. We're talking about someone who can carry insane loads without being hindered, fires a submachine gun with crazy precision and somehow manages ...
- Tue Nov 26, 2024 12:24 am
- Forum: Not a bug
- Topic: [2.0.21] Train reports no path to target if all target stations are filled
- Replies: 2
- Views: 294
[2.0.21] Train reports no path to target if all target stations are filled
My train system on Nauvis consists of general purpose trains which will drive to any loading station if they are empty and chose a target station based on their content. I have stations for iron ore, iron plates, copper ore, stone, coal, rocket fuel and uranium.
In case the trains are fully loaded ...
In case the trains are fully loaded ...
- Fri Nov 22, 2024 4:34 pm
- Forum: News
- Topic: Friday Facts #438 - Space Age wrap up
- Replies: 107
- Views: 24398
Re: Friday Facts #438 - Space Age wrap up
Even if you have now 800 bug reports the quality of the release is not that of your typical AAA game out there. It's a lot better than that. I assume you put a few quality modules in your software factory? :D
And I agree, automated testing will reduce bugs a lot and prevent problems. We use it for ...
And I agree, automated testing will reduce bugs a lot and prevent problems. We use it for ...
- Fri Nov 22, 2024 4:15 pm
- Forum: Gameplay Help
- Topic: Inventory filters in Space Age
- Replies: 4
- Views: 456
Re: Inventory filters in Space Age
Ah, you're right. I misremembered that.
I tried to use such an inventory filter in an asteroid collector to prevent the clogging of it with asteroids of one type, but it didn't work. I guess I'll need to keep on throwing the surplus asteroids out.
I tried to use such an inventory filter in an asteroid collector to prevent the clogging of it with asteroids of one type, but it didn't work. I guess I'll need to keep on throwing the surplus asteroids out.
- Fri Nov 22, 2024 3:57 pm
- Forum: Gameplay Help
- Topic: Inventory filters in Space Age
- Replies: 4
- Views: 456
Inventory filters in Space Age
In Pre-Space Age, you could filter inventory spots e.g. in train wagons or chests for specific items by simply middle clicking on it.
This doesn't work anymore. Is this feature gone completely, or did I just miss it in the configuration? I don't see anything fitting in the keybindings at least...
This doesn't work anymore. Is this feature gone completely, or did I just miss it in the configuration? I don't see anything fitting in the keybindings at least...