Search found 97 matches

by Quax
Tue Jul 30, 2019 1:37 pm
Forum: Gameplay Help
Topic: Problem with trains
Replies: 4
Views: 932

Re: Problem with trains

It might also be the signalling, as you hae a single rail track. The pic is a Little bit too small to tell anything in Detail, if you could post a larger version?
by Quax
Mon Jul 29, 2019 2:53 pm
Forum: Gameplay Help
Topic: Stuck at providing oil
Replies: 12
Views: 4270

Re: Stuck at providing oil

Great, thanks all .. I'm gonna post a few screenies from my refinery later. But so far I understood that i did almost everything wrong in terms of fluid transport :D
by Quax
Sun Jul 28, 2019 9:52 pm
Forum: Gameplay Help
Topic: Stuck at providing oil
Replies: 12
Views: 4270

Re: Stuck at providing oil

Once you start making modules, expect to run out of resources a lot faster. It takes a lot of power and a shit ton of resources to produce modules at even the maximum speed of one mk3 module assembler. Same goes once you're doing research beyond blue science. These stages are a "step up" ...
by Quax
Sun Jul 28, 2019 3:15 pm
Forum: Gameplay Help
Topic: Stuck at providing oil
Replies: 12
Views: 4270

Stuck at providing oil

Folks I need some advice on this. Currently I'm stuck at providing oil. In order to enlarge my base, and build up the next factories, I started with building factories for electronic and advanced circuits. I have a fine supply of electronic circuits meanwhile, however my advanced circuits factory al...
by Quax
Fri Jul 19, 2019 5:59 am
Forum: Gameplay Help
Topic: Automatic insertion of robots
Replies: 21
Views: 9920

Re: Automatic insertion of robots

Smaller networks are generally better. If using them for logistics rather than belts, ideally a network should only be a few roboports big, to keep them flying the shortest distances possible and prevent sudden "bursts" from overwhelming the charging capability in the area. Interesting Po...
by Quax
Thu Jul 18, 2019 11:58 am
Forum: Gameplay Help
Topic: Automatic insertion of robots
Replies: 21
Views: 9920

Re: Automatic insertion of robots

I watched my robots clocely last evening: - when idle, they will return to one of the nearest roboports, but not exactly the nearest (which of course still has free place for them). - they definitely are returning deconstructed material to the chest already holding the same item. Which makes placing...
by Quax
Wed Jul 17, 2019 10:49 am
Forum: Gameplay Help
Topic: Automatic insertion of robots
Replies: 21
Views: 9920

Re: Automatic insertion of robots

Thanks for all the replies :-) .. some further toughts / questions: This is actually a desired behavior of some sort, if you use the circuit network to enable a inserter to add robots to have the desired ratio, you hope that the roboport you choose always has some room. So this means I can have more...
by Quax
Tue Jul 16, 2019 4:31 pm
Forum: Gameplay Help
Topic: Automatic insertion of robots
Replies: 21
Views: 9920

Automatic insertion of robots

So after long hours of gameplay I finally arrived at the robotic age :-). I set up my first robot factory and started to build up the logistic networks with my roboports. But how can I now insert the newly produced robots into all the roboports? The ony way I figured out so far is to pick them up an...
by Quax
Fri Jun 21, 2019 11:28 am
Forum: Gameplay Help
Topic: Map questions
Replies: 3
Views: 911

Re: Map questions

1. thanks, I wasn't aware of that radar function ..problem solved then :-)

2. I did play around, but it doesn't help. All I can do is to show/hide the station names.
by Quax
Thu Jun 20, 2019 9:28 pm
Forum: Gameplay Help
Topic: Map questions
Replies: 3
Views: 911

Map questions

Hi all, I have two questions regarding the map view: #1: I recently watched a tutorial video on youtube. The player switched to the map view, scrolled to the far edge (way beyond reach of his engineer) of the map, and then zoomed in to the detail level where you can actually see the factories, not o...
by Quax
Thu Jun 13, 2019 4:48 pm
Forum: General discussion
Topic: Current stable release?
Replies: 1
Views: 763

Current stable release?

Hi all,

I'm a Little bit confused About what the latest stable release is? I read a lot about 0.17 versions, however my game is somewhere at 0.16.somewhat. I assume that the updater will upgrade to any stable release, so 0.17 seems to be developement version?


Thanks
by Quax
Wed Jun 05, 2019 6:03 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 387920

Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Heloo, I'm running Factorio version 0.16.51, and the mod installer tells me there is no version of this mod available? So is this mod not ready for 0.16?
by Quax
Fri May 31, 2019 10:17 am
Forum: Gameplay Help
Topic: Rail signals: "No path", but WHY?
Replies: 6
Views: 2057

Re: Rail signals: "No path", but WHY?

PeGreat, thanks all. Problem was that the other station that this train was scheduled to was on the wrong side of the track. As for the passing lanes, and why I split from 2-lane to 1-lane and then back to 2-lane again .. well, reason is me beeing stupid :-) I added the passing lane later, and didn'...
by Quax
Thu May 30, 2019 11:01 pm
Forum: Gameplay Help
Topic: Rail signals: "No path", but WHY?
Replies: 6
Views: 2057

Rail signals: "No path", but WHY?

Hi all, I got stuck at this rail setup. From my point of view, the top right train showin the "No path" should be able to move forward, so that the train waiting at the passing site should then be able to proceed to the top-right station. Basically I put a chain signal before and a normal ...
by Quax
Tue Jul 17, 2018 9:37 pm
Forum: Bob's mods
Topic: Where to find the Mod details
Replies: 3
Views: 2358

Re: Where to find the Mod details

Oh well .... fine then! I just assumed there would be a more detailed description of the content of each mod that I was unable to find :-) but never mind, and btw thanks for the work all of you are investing into these mods!
by Quax
Sun Jul 15, 2018 12:49 pm
Forum: Bob's mods
Topic: Where to find the Mod details
Replies: 3
Views: 2358

Where to find the Mod details

Sorry all, it seems I'm to dumb .. but where do I find the threads that actually describe to content of a certain mod? In the mod portal, every mod just contains a link to the "Bos Mob" forum, but not to the specific mod thread. Searching e.g. for "Bob's Mining" in order to find ...
by Quax
Sun Jul 01, 2018 8:15 am
Forum: Gameplay Help
Topic: Cannot placepipe between boilers / update-related issue?
Replies: 3
Views: 889

Re: Cannot placepipe between boilers / update-related issue?

Thanks .. well no that doesn't discourage me at all :-) I recognized that a lot of things had been replaced, as there was some kind of popup stating what has been changed / replaced.
by Quax
Sat Jun 30, 2018 8:46 am
Forum: Gameplay Help
Topic: Cannot placepipe between boilers / update-related issue?
Replies: 3
Views: 889

Cannot placepipe between boilers / update-related issue?

Hi all, haven't played Factorio for a while. After doing the upgrade yesterday, I found out that the pipes between my boilers where missing??? Attempting to replace them, I discovered I can't. When placing the pipe between two boilers, it turns yellow and cannot be placed. Judging the fact that the ...
by Quax
Sun Feb 18, 2018 8:55 pm
Forum: Gameplay Help
Topic: Deadlock on producing blue science
Replies: 3
Views: 1761

Re: Deadlock on producing blue science

:roll: :roll: :roll:

Wow .. I really stumbled over the most obvious solution. I forgot that blue science is the one where you CAN'T stay away from manual crafting . I try to craft EVERYTHING in an assembly machine ...
by Quax
Sun Feb 18, 2018 8:17 pm
Forum: Gameplay Help
Topic: Deadlock on producing blue science
Replies: 3
Views: 1761

Deadlock on producing blue science

Hi there, been a long time since I last played Factorio, and now it seems I'm stuck in a deadlock: I finally need to produce blue science packs. For that, I need red circuits. For them, I need plastic. For that, I need petrroleum gas, which is produced in the refinery. Which needs to be buildt in th...

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