Not possible afaik
This mod helps with distributing things more nicely:
https://mods.factorio.com/mods/321fredd ... stribution
Search found 1016 matches
- Sat Mar 06, 2021 5:08 pm
- Forum: Gameplay Help
- Topic: Give 10 ...
- Replies: 2
- Views: 1301
- Fri Mar 05, 2021 12:20 pm
- Forum: Gameplay Help
- Topic: Fluids are killing me
- Replies: 17
- Views: 8456
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 ...
- Thu Mar 04, 2021 1:10 pm
- Forum: Gameplay Help
- Topic: Conveyor belts not moving enemies?
- Replies: 2
- Views: 2059
- Wed Mar 03, 2021 8:23 pm
- Forum: Gameplay Help
- Topic: Burner mining drill "Waiting for space in destination"
- Replies: 2
- Views: 15406
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 ...
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 ...
- Sun Feb 28, 2021 7:36 pm
- Forum: Gameplay Help
- Topic: how does oil work?
- Replies: 4
- Views: 7312
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 ...
In general it's easier to transport the crude oil somewhere closer to your base and ...
- Sat Feb 27, 2021 5:07 pm
- Forum: Gameplay Help
- Topic: logistic filter for item?
- Replies: 2
- Views: 1809
Re: logistic filter for item?
Click the center button on the top and you can connect an inserter to the local logistics network
- Wed Feb 24, 2021 7:41 pm
- Forum: Gameplay Help
- Topic: When can I (safely) start with nuclear power?
- Replies: 29
- Views: 18640
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.
- Sun Feb 21, 2021 11:52 am
- Forum: Gameplay Help
- Topic: Launch counter
- Replies: 3
- Views: 2149
- Wed Feb 17, 2021 2:14 am
- Forum: Gameplay Help
- Topic: generate resources on the map.
- Replies: 3
- Views: 6101
Re: generate resources on the map.
Changing resource generation only works on newly generated chunks
- Thu Feb 11, 2021 11:49 am
- Forum: Ideas and Suggestions
- Topic: Add a building where bots can recharge
- Replies: 6
- Views: 3229
Re: Add a building where bots can recharge
I know, but that also comes with lots of other stuff and depends on his basic library mod.
- Wed Feb 10, 2021 8:54 pm
- Forum: Ideas and Suggestions
- Topic: Add a building where bots can recharge
- Replies: 6
- Views: 3229
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
- Wed Feb 10, 2021 7:17 pm
- Forum: Gameplay Help
- Topic: Having a nightmare with train signals
- Replies: 11
- Views: 3696
Re: Having a nightmare with train signals
I haven't checked what he built exactly, but if you don't have two signals somewhere making a track two-way you get a "no path" error. Either in or out depending on which one is missing.
The part about the chain signal is true. And he does use multiple trains per station. When I know that's the ...
The part about the chain signal is true. And he does use multiple trains per station. When I know that's the ...
- Wed Feb 10, 2021 1:53 pm
- Forum: Gameplay Help
- Topic: Having a nightmare with train signals
- Replies: 11
- Views: 3696
Re: Having a nightmare with train signals
Signals also indicate direction. At the beginning of the station rail piece where trains can go both ways place two signals exactly opposite each other. Then on the one-way track a signal on either side.
EDIT: with multiple trains going to one station you need a chain signal before the merge/split ...
EDIT: with multiple trains going to one station you need a chain signal before the merge/split ...
- Wed Feb 10, 2021 12:00 am
- Forum: Gameplay Help
- Topic: huge problem with soler panels
- Replies: 3
- Views: 1789
Re: huge problem with soler panels
There is a day night cycle you know. That's pretty obvious with everything getting darker and lights turning on
When you first get solar panels you can't entirely rely on them but they have priority over steam power. That means less pollution and less coal consumption. After you have set up oil ...
When you first get solar panels you can't entirely rely on them but they have priority over steam power. That means less pollution and less coal consumption. After you have set up oil ...
- Tue Feb 02, 2021 2:03 am
- Forum: Gameplay Help
- Topic: When can I (safely) start with nuclear power?
- Replies: 29
- Views: 18640
Re: When can I (safely) start with nuclear power?
If you have the coal it's not a problem. Doesn't even more belts. Just upgrade to red belt and you can feed 67 boilers.Laie wrote: Mon Feb 01, 2021 8:23 pm I'm loath to plant more furnaces and string more coal belts to feed them
I tend to build 4 x 20 boilers for 144 MW eventually
- Sun Jan 31, 2021 12:16 am
- Forum: Gameplay Help
- Topic: Can I limit the range of the personal roboport?
- Replies: 4
- Views: 2183
Re: Can I limit the range of the personal roboport?
Eh? Personal roboports have a limited range.
- Sat Jan 30, 2021 11:39 am
- Forum: General discussion
- Topic: How do I see my launched satelites
- Replies: 2
- Views: 1533
- Fri Jan 29, 2021 4:15 pm
- Forum: Ideas and Suggestions
- Topic: Numbers precision (in production window) / Display 3 significant/relevant numbers / Full precision when hover numbers
- Replies: 41
- Views: 13057
Re: More significant figures in power production menu.
This isn't just needed for power production. The rounding is bad in general. For example things are listed as 1.8K / min rather than showing the exact amount. This is bad when testing if builds produce as much as they theoretically could. Even small things can make a noticeable difference there.
- Thu Jan 28, 2021 9:21 pm
- Forum: Gameplay Help
- Topic: Please explain to me how the electrical system works.
- Replies: 18
- Views: 8221
Re: Please explain to me how the electrical system works.
so I'm not sure why so many people think pushing the limits is the true end-game?
Yeah it's a somewhat silly obsession that can distract from the game and from having fun. Performance is important, but people do a lot of premature optimization. They will tell you do not do this and that and ...
- Wed Jan 27, 2021 11:15 pm
- Forum: Gameplay Help
- Topic: Please explain to me how the electrical system works.
- Replies: 18
- Views: 8221
Re: Please explain to me how the electrical system works.
So it's possible to use nuclear fuel inefficiently
With Kovarex enrichment it's really not an issue and you can just let reactors run all the time. A single centrifuge can run around 52 reactors while using a minuscule amount of uranium:
https://kirkmcdonald.github.io/calc.html#data=1-0-0&cp=3&min ...
With Kovarex enrichment it's really not an issue and you can just let reactors run all the time. A single centrifuge can run around 52 reactors while using a minuscule amount of uranium:
https://kirkmcdonald.github.io/calc.html#data=1-0-0&cp=3&min ...