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by Serenity
Thu Apr 01, 2021 11:35 am
Forum: Ideas and Suggestions
Topic: Design of Steel Plate icon makes number look ambiguous.
Replies: 7
Views: 1673

Re: Design of Steel Plate icon makes number look ambiguous.

I don't literally don't see the problem. I understand what you get confused about, but for me it's clear
by Serenity
Sat Mar 27, 2021 4:33 pm
Forum: General discussion
Topic: Just bought the game; What were Your first impressions?
Replies: 460
Views: 298473

Re: Just bought the game; What were Your first impressions?

I hope they are not so nasty as in the tutorial, since I have then control over weapon and ammo production, and because I read you respawn after death. I thought it was game over as in the tutorial. On normal settings it's not that bad. The first few attacks aren't very strong and can be easily han...
by Serenity
Sun Mar 21, 2021 7:50 pm
Forum: Gameplay Help
Topic: Noob intro + baffled by Kovarex
Replies: 35
Views: 9974

Re: Noob intro + baffled by Kovarex

Backstop5 wrote:
Sun Mar 21, 2021 7:34 pm
you cannot use productivity modules in this set up.
I used that for quite some time. Worked great. Then when they re-enabled productivity modules for Kovarex I was very sad when it broke :(
by Serenity
Sat Mar 20, 2021 12:44 pm
Forum: Gameplay Help
Topic: railroad best practices
Replies: 11
Views: 8701

Re: railroad best practices

Mixing train length is fine is you plan for it. The distance between junctions (for waiting) and the spacing between signals on long stretches should take int account the longer train size.
by Serenity
Sun Mar 14, 2021 12:03 am
Forum: Gameplay Help
Topic: Sound alarm when the train is full.
Replies: 3
Views: 2037

Re: Sound alarm when the train is full.

Hook up a wire to the train stop and set it to "read train contents". To truly only play a sound only once instead of constantly it gets more complicated however. You need a edge detector/pulse generator for that to turn the constant signal into a pulse: 0eNrNWEuO2zgQvUrA5UBqiLT802KAvkN2QS...
by Serenity
Fri Mar 12, 2021 12:16 pm
Forum: Gameplay Help
Topic: Biter-ness (Basics questions)
Replies: 7
Views: 3675

Re: Biter-ness (Basics questions)

I kill a hundred or so pursuing me, does it achieves anything? It will raise slightly evolution, but are losses a real loss to the base? Killing biters does not increase evolution. Time, absorbed pollution and killing spawners does Biter expansion can be fine tuned during map generation: https://wi...
by Serenity
Sun Mar 07, 2021 6:04 pm
Forum: Gameplay Help
Topic: Old items recycle.
Replies: 7
Views: 8926

Re: Old items recycle.

you must not have any other storage chests containing the item. Oh damn, I forgot about that :/ Usually it's not an issue though. In practice I only have things in unfiltered chests that isn't handled in other ways. Unless you have random storage chests all over the place for no reason you can make...
by Serenity
Sun Mar 07, 2021 5:47 pm
Forum: Gameplay Help
Topic: Will somebody kindly explain research speed to me :'(
Replies: 8
Views: 2878

Re: Will somebody kindly explain research speed to me :'(

Here is a lab calculator: https://codepen.io/Tickthokk/full/NBbKPZ/ You can input your number of science packs and select a research topic per time and packs needed. Then it will spit out the number of labs you need to consume those packs. It also works the other way around Make sure to disable modu...
by Serenity
Sun Mar 07, 2021 4:06 pm
Forum: Gameplay Help
Topic: Old items recycle.
Replies: 7
Views: 8926

Re: Old items recycle.

In your production area use either buffer chests or filtered storage chests (available earlier without yellow science) as output. Then control the output inserter with a circuit wire connected to that chest. So for yellow belts for example set the inserter to only work when "yellow belt < 800&q...
by Serenity
Sat Mar 06, 2021 5:08 pm
Forum: Gameplay Help
Topic: Give 10 ...
Replies: 2
Views: 1017

Re: Give 10 ...

Not possible afaik

This mod helps with distributing things more nicely:
https://mods.factorio.com/mods/321fredd ... stribution
by Serenity
Fri Mar 05, 2021 12:20 pm
Forum: Gameplay Help
Topic: Fluids are killing me
Replies: 17
Views: 6149

Re: Fluids are killing me

I needed to add extra 3 pumps because the light out didn't reach the entire cracking setup only the first chem plant. Fluids can be a bit screwy sometimes, but it's not that bad. You usually only run into throughput issues on very large late game setups. Otherwise you only need pumps for flow contr...
by Serenity
Thu Mar 04, 2021 1:10 pm
Forum: Gameplay Help
Topic: Conveyor belts not moving enemies?
Replies: 2
Views: 1464

Re: Conveyor belts not moving enemies?

There was actually a bug with the biter movement:

https://factorio.com/blog/post/fff-283
by Serenity
Wed Mar 03, 2021 8:23 pm
Forum: Gameplay Help
Topic: Burner mining drill "Waiting for space in destination"
Replies: 2
Views: 14172

Re: Burner mining drill "Waiting for space in destination"

They can also mine directly into furnaces. And coal miners can mean into each other. So you can chain them in a loop. Like here: https://www.yekbot.com/factorio-simple-early-game-builds-and-tips/ You can do what you're doing there and it's interesting, but most people add fuel and take out the produ...
by Serenity
Sun Feb 28, 2021 7:36 pm
Forum: Gameplay Help
Topic: how does oil work?
Replies: 4
Views: 4881

Re: how does oil work?

The other input is for water later on when you unlock a better, but more complicated recipe. That's also when the other outputs get used. For now you don't need water, but it doesn't hurt to plan for the future. In general it's easier to transport the crude oil somewhere closer to your base and refi...
by Serenity
Sat Feb 27, 2021 5:07 pm
Forum: Gameplay Help
Topic: logistic filter for item?
Replies: 2
Views: 1173

Re: logistic filter for item?

Click the center button on the top and you can connect an inserter to the local logistics network
Inserter.jpg
Inserter.jpg (35.11 KiB) Viewed 1162 times
by Serenity
Wed Feb 24, 2021 7:41 pm
Forum: Gameplay Help
Topic: When can I (safely) start with nuclear power?
Replies: 29
Views: 12063

Re: When can I (safely) start with nuclear power?

Yeah you don't need much production just to launch a rocket if you just wait and let things produce over time. Where power production goes up drastically is when you use beacons and productivity modules everywhere.
by Serenity
Wed Feb 17, 2021 2:14 am
Forum: Gameplay Help
Topic: generate resources on the map.
Replies: 3
Views: 4038

Re: generate resources on the map.

Changing resource generation only works on newly generated chunks
by Serenity
Thu Feb 11, 2021 11:49 am
Forum: Ideas and Suggestions
Topic: Add a building where bots can recharge
Replies: 6
Views: 2284

Re: Add a building where bots can recharge

ichVII wrote:
Wed Feb 10, 2021 10:59 pm
Just FYI mods like bobs logistics include these entities.
I know, but that also comes with lots of other stuff and depends on his basic library mod.
by Serenity
Wed Feb 10, 2021 8:54 pm
Forum: Ideas and Suggestions
Topic: Add a building where bots can recharge
Replies: 6
Views: 2284

Re: Add a building where bots can recharge

The whole needs to be taken to the logical conclusion. And that's also have extra buildings for the other roboport functions. Storage isn't necessary maybe, but there really shouldn't be a one-tile network extender

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