Search found 101 matches
- Sun Mar 02, 2025 4:40 pm
- Forum: General discussion
- Topic: Quality kills trains?
- Replies: 9
- Views: 1202
Re: Quality kills trains?
The claim in the op is basically "turbo belt throughput is higher than train throughput." It's not, though. A single track with back-to-back trains has an insanely high throughput. I don't know what it is, but when people do intersection throughput testing, they regularly exceed 100 trains per ...
- Sun Feb 09, 2025 9:26 pm
- Forum: Combinator Creations
- Topic: Cursed Kovarex
- Replies: 0
- Views: 484
Cursed Kovarex
This is not a new idea, but now with the "read working" signal on centrifuges there's a clean way to make cursed Kovarex enrichment.
The unloading inserter triggers when all 4 machines are working (signal W = 4). The downside is that the machines can possibly overload with U-235. This could easily ...
The unloading inserter triggers when all 4 machines are working (signal W = 4). The downside is that the machines can possibly overload with U-235. This could easily ...
- Thu Feb 06, 2025 3:11 pm
- Forum: Gameplay Help
- Topic: Holmium ore - no other source than scrap?
- Replies: 4
- Views: 9191
Re: Holmium ore - no other source than scrap?
Depending on what quality you've got to work with, it's possible to make recycler loops that recycle everything and filter out just what you need, be that holmium, stone, batteries, whatever. You can basically turn any given scrap pile into a source of just some subset of the resources.
- Thu Feb 06, 2025 1:29 pm
- Forum: General discussion
- Topic: [Poll] Would you be happy to pay for more official planets and expansions?
- Replies: 43
- Views: 3710
Re: [Poll] Would you be happy to pay for more official planets and expansions?
During my first playthrough, I immediately thought "man I can't wait for them to release more planets as an expansion. You can basically make and release as many as you want, it's a gold mine!" Then they released their last FFF. I have nothing but respect for the developers and their decisions. Here ...
- Wed Feb 05, 2025 3:43 pm
- Forum: General discussion
- Topic: What's the most unexpected fun you've had?
- Replies: 16
- Views: 2113
Re: What's the most unexpected fun you've had?
My first non-peaceful run!
After ~1k hours in 1.1 and completing 50% ish of a Space Age run I decided to restart and see what all this fighting lark was about after building an absolute turret frenzy of a platform.
Oh I see, you have to balance pollution and production, make tactical decisions ...
- Tue Feb 04, 2025 3:42 am
- Forum: General discussion
- Topic: Gleba's evolution doesn't serve any purpose currently
- Replies: 12
- Views: 1811
Re: Gleba's evolution doesn't serve any purpose currently
On Nauvis, it's finely tuned, because everyone starts at 0 "power level" and evolution starts at 0. This is not the case with gleba.
Is that right, though? I thought Gleba's evolution started when you landed (on Gleba). I remember only fighting small, weak versions of the enemies for quite a ...
- Sun Feb 02, 2025 9:20 pm
- Forum: Gameplay Help
- Topic: How to handle train loading with generic wildcard interrupts?
- Replies: 7
- Views: 685
Re: How to handle train loading with generic wildcard interrupts?
Renaming all stations to pusher is also how I did it. You can see an overview of my approach here: 123723 although at this point I'm almost reluctant to point to it without a rewrite. Folks are finding it confusing.
- Thu Jan 30, 2025 2:36 pm
- Forum: General discussion
- Topic: Gleba's evolution doesn't serve any purpose currently
- Replies: 12
- Views: 1811
Re: Gleba's evolution doesn't serve any purpose currently
The scenario just isn't that dire. In our first playthrough I landed on Gleba with zero expectations and set up a rocket silo etc. The enemies challenged me a bit once the ag towers were up, but you just take a rocket launcher and go hunting then they leave you alone for a long time.
If Gleba ...
If Gleba ...
- Tue Jan 28, 2025 1:17 am
- Forum: Gameplay Help
- Topic: Bag of trains tutorial
- Replies: 25
- Views: 3835
Re: Bag of trains tutorial
I really need to cook up a more comprehensive set of (parametrized) blueprints. If I did this right, it shouldn't be so fiddly to set up.
- Mon Jan 27, 2025 8:19 pm
- Forum: Technical Help
- Topic: How to add mods to an existing save on a server?
- Replies: 1
- Views: 197
Re: How to add mods to an existing save on a server?
Problem solved. We were missing the mod dependencies. Just had to download those and shove em in the mods folder.
- Sun Jan 26, 2025 12:28 am
- Forum: Technical Help
- Topic: How to add mods to an existing save on a server?
- Replies: 1
- Views: 197
How to add mods to an existing save on a server?
Per the title.
When I upload any mods into the mods folder, the server refuses to start until they're removed.
We're running on Azure using serverless deployment. Think something like Kubernetes except Microsoft manages the cluster and I don't. That means that when the Factorio docker container ...
When I upload any mods into the mods folder, the server refuses to start until they're removed.
We're running on Azure using serverless deployment. Think something like Kubernetes except Microsoft manages the cluster and I don't. That means that when the Factorio docker container ...
- Fri Jan 24, 2025 10:09 pm
- Forum: Gameplay Help
- Topic: Wasteless nuclear reactor design revisited
- Replies: 10
- Views: 1424
Re: Wasteless nuclear reactor design revisited
Watching the most distant heat exchanger, it never got to 1000 C (not even close, actually) so at no point could you say that the fuel cell was "wasted".
Fuel is wasted as soon as the reactor itself reaches 1000°C. Not something in the reactor vicinity. The fuel cell is burning in the reactor ...
- Fri Jan 24, 2025 7:27 pm
- Forum: Gameplay Help
- Topic: Wasteless nuclear reactor design revisited
- Replies: 10
- Views: 1424
Re: Wasteless nuclear reactor design revisited
I don't see the problem.
We have a 24 reactor setup with ~660 turbines. It's triggered to insert 1 cell when temp < 700 on the sentinel reactor (all 24 receive a cell at the same time, to ensure neighbor bonus). Watching the most distant heat exchanger, it never got to 1000 C (not even close ...
We have a 24 reactor setup with ~660 turbines. It's triggered to insert 1 cell when temp < 700 on the sentinel reactor (all 24 receive a cell at the same time, to ensure neighbor bonus). Watching the most distant heat exchanger, it never got to 1000 C (not even close ...
- Fri Jan 24, 2025 2:13 pm
- Forum: General discussion
- Topic: Designing a promethium ship is a great high
- Replies: 15
- Views: 3963
Re: Designing a promethium ship is a great high
Well 2 legendary speed modules in a legendary beacon boost factory speed by 625%, so I had a single cryo plant pumping out 18 explosives per second.
These in turn were processed into 4.5 railgun ammo and 11 rockets per second.
Makes a huge difference, right? Such a small change to the ship for ...
- Thu Jan 23, 2025 11:44 pm
- Forum: Gameplay Help
- Topic: Bag of trains tutorial
- Replies: 25
- Views: 3835
Re: Bag of trains tutorial
Can get it to work but it still is having issues.
Have two load stations for oil spread far away from each other, so not connected.
Have two unload stations.
Unload stations have enough tanks to hold x2 trains worth of oil. If I empty the tanks it should send a total of 4 trains to fill ...
- Thu Jan 23, 2025 2:41 am
- Forum: Gameplay Help
- Topic: Serious Question: Can Gleba not be idle?
- Replies: 15
- Views: 5770
Re: Serious Question: Can Gleba not be idle?
It sounds like your only reason for turning Gleba off is spores. The real problem here is not how to start and stop Gleba, it's how to automate defenses against Gleba's natives. That's pretty much just artillery, turrets, and bots. Build repair packs and other replacements on-planet.
In my ...
In my ...
- Wed Jan 22, 2025 7:48 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Legendary electronic circuits 28/s
- Replies: 3
- Views: 1534
Re: Legendary electronic circuits 28/s
5 legendary prod modules add another +125%, pushing the total over the cap of +300% / x4.
This works for all recipes where you can reach the +300% prod cap and get the ingredients back by recycling.
Ah, good call. I didn't look close enough and assumed those were quality modules. So all the ...
- Wed Jan 22, 2025 6:36 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Legendary electronic circuits 28/s
- Replies: 3
- Views: 1534
Re: Legendary electronic circuits 28/s
You're saying this thing converts common inputs to legendary outputs in a 1-to-1 ratio? How is that even possible? I am genuinely curious. Level 13 productivity gives you 2.8x the outputs per input, but recycling divides that by 4.
Edit: Added in the emag plant productivity.
Edit: Added in the emag plant productivity.
- Wed Jan 22, 2025 5:42 pm
- Forum: Gameplay Help
- Topic: easy way to slow down a ship?
- Replies: 7
- Views: 2658
Re: easy way to slow down a ship?
I always thought the easiest way to slow down a ship was to simply shut off thrusters one at a time, treating your number of thrusters as a binary expression of your ships maximum speed. sure its hard to spit out a 1-100% value, but if you have 5 thrusters on a ship navigating to and beyond aquilo ...
- Tue Jan 21, 2025 10:35 pm
- Forum: Gameplay Help
- Topic: a route with a train at three stations
- Replies: 4
- Views: 294
Re: a route with a train at three stations
The one in back needs to be flipped, so it faces the other way.Vitja83 wrote: Tue Jan 21, 2025 10:28 pm these are 4 wagons and 2 locomotives, so they can drive forwards and backwards, do I still have to set signals or traffic lights?
You only need to worry about signals if you have more than one train on the tracks.