Search found 686 matches

by Kyralessa
Sun Mar 23, 2025 2:57 pm
Forum: General discussion
Topic: Agricultual Science Pack
Replies: 32
Views: 2913

Re: Agricultual Science Pack

You can feed with inserters from biolab to biolab. But you should use a design that allows pulling out spoilage, since agricultural science packs can spoil in your biolabs.
by Kyralessa
Sat Mar 22, 2025 7:39 am
Forum: General discussion
Topic: Agricultual Science Pack
Replies: 32
Views: 2913

Re: Agricultual Science Pack

I'm sure there are plenty of mods you can use to disable spoilage for the agricultural science pack, or even for everything if you like.
by Kyralessa
Fri Mar 21, 2025 9:00 am
Forum: Balancing
Topic: Quality artillery is broken
Replies: 12
Views: 2698

Re: Quality artillery is broken


I agree, but I think the Balance is easier to obtain: Nerf the Base Artillery turret range down from 224/560 (14X the next Highest Railgun Turret at 40) down to something more reasonable to begin with, maybe only 64/160 like a Radar. This makes the numbers all a lot more reasonable, until the ...
by Kyralessa
Thu Mar 20, 2025 9:41 am
Forum: Gameplay Help
Topic: Trains - Shared waiting section for two stations
Replies: 4
Views: 373

Re: Trains - Shared waiting section for two stations

The golden rule of signalling is:

Chain signals before a shared section, regular signals after a shared section.

So in this case you'd put chain signals before the question mark, and regular signals after. Then a train won't reserve the chain signal block unless it can also reserve the regular ...
by Kyralessa
Tue Mar 18, 2025 7:55 pm
Forum: Ideas and Suggestions
Topic: Rocket silo should have a 2x2 area exclusive for rocket parts, and the rest should be for inserting into the rocket
Replies: 52
Views: 6340

Re: Rocket silo should have a 2x2 area exclusive for rocket parts, and the rest should be for inserting into the rocket

What about an add-on building that only takes rocket parts?

Something similar to the cargo bay, but for putting rocket parts in the rocket.
by Kyralessa
Tue Mar 18, 2025 12:40 pm
Forum: 1 / 0 magic
Topic: Unable to load previous saved game! - "Corrupt map. Unknown decorative ID: 132"
Replies: 26
Views: 2170

Re: Unable to load previous saved game! - "Corrupt map. Unknown decorative ID: 132"


Before I spend an hour doing that, can you explain why you think it's this, considering it runs perfectly fine on the latest version, on the same version as the save, except after the latest update, etc.? The error messages in the log file are talking about Blueprint issues and icon files. I know ...
by Kyralessa
Tue Mar 18, 2025 10:41 am
Forum: Gameplay Help
Topic: Keeping biters at bay
Replies: 11
Views: 1472

Re: Keeping biters at bay

I use a double wall and behind it, the turret chain, as shown below.

The double-layer ensures that if a turret is destroyed, turrets further down the line keep being fed. You can of course make as many layers as you like. The blueprint is a 5x5 block with absolute positioning so it tiles easily ...
by Kyralessa
Sun Mar 16, 2025 12:59 pm
Forum: Ideas and Suggestions
Topic: Nokill Gleba
Replies: 4
Views: 429

Re: Nokill Gleba

Factoruser wrote: Sun Mar 16, 2025 12:35 pm 8 millions killed non-human mammals every day by mankind, a considerable part of it just to end in the waste bin, are telling a different story...
Hey, I was hungry.
by Kyralessa
Mon Mar 10, 2025 3:52 pm
Forum: Outdated/Not implemented
Topic: Removing unnecessary rail segment blocking
Replies: 5
Views: 583

Re: Removing unnecessary rail segment blocking


A train taking 15 seconds to come through a row of segments sounds like you are overusing rail chain signals in places where regular rail signals could be used instead.


Yes, exactly.

The simple golden rule of chain signals is:

Chain signal into an intersection, regular signal out of an ...
by Kyralessa
Mon Mar 10, 2025 7:47 am
Forum: Multiplayer
Topic: Unofficial Factorio Troll/Griefer Database
Replies: 241
Views: 195968

Re: Please unban me from FJFF.

Biometrix wrote: Mon Mar 10, 2025 12:35 am Respectfully, tough shit.
You don't know what the word "respectfully" means, do you?
by Kyralessa
Tue Mar 04, 2025 10:11 am
Forum: General discussion
Topic: What I love about Space Age
Replies: 15
Views: 3434

Re: What I love about Space Age

Another thing I love about Space Age (which I really miss when I step back into Factorio 1.1 to play Space Exploration) is the pins.

In Factorio 1.1, when I want to drive (or jetpack) to something far away, I have to look at the map, head there, look at the map again, correct my course...

It's ...
by Kyralessa
Mon Mar 03, 2025 8:59 am
Forum: Translations
Topic: Spelling error in migration screen
Replies: 3
Views: 510

Re: Spelling error in migration screen

Eh, as a native speaker, I'm not sure I would call this an unequivocal mistake.

To me it falls in the same category as someone saying "Two coffees" instead of "two cups of coffee."
by Kyralessa
Wed Feb 26, 2025 2:31 pm
Forum: Not a bug
Topic: [2.0.32] Can't ctrl + click to replace modules in remote view
Replies: 5
Views: 329

Re: [2.0.32] Can't ctrl + click to replace modules in remote view

You can set a single upgrade planner to replace any level and any quality of module with nothing.

It's a hassle to set it up, but you only have to do it once.
by Kyralessa
Sun Feb 23, 2025 9:30 am
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.35] Able to disable vulcanus cliffs.
Replies: 3
Views: 1628

Re: [2.0.35] Able to disable vulcanus cliffs.


2 Bugs here:

1. If you take a map string from a pre space age version with cliffs disabled and load it in space age, you now have cliffs disabled on Vulcanus. The cliffs will still show on the preview but will not exist in game.
It seems vulcanus reuses the old cliff_settings portion of the map ...
by Kyralessa
Thu Feb 20, 2025 1:12 pm
Forum: Releases
Topic: Version 2.0.35
Replies: 16
Views: 8728

Re: Version 2.0.35

FactorioBot wrote: Thu Feb 20, 2025 12:37 pm
  • Added drag-to-reorder to pins.
Excellent news, been needing this desperately.
by Kyralessa
Tue Feb 18, 2025 9:59 am
Forum: Ideas and Suggestions
Topic: Cliff explosives alternative around blue science
Replies: 19
Views: 1348

Re: Cliff explosives alternative around blue science

https://mods.factorio.com/mod/Nanobots2

If this works the same way as the original Nanobots mod, it lets you use grenades or rockets (with nanobots) to destroy cliffs.
by Kyralessa
Mon Feb 10, 2025 7:03 am
Forum: Outdated/Not implemented
Topic: Demolishers should gain flat phsyical resistance with tier
Replies: 9
Views: 1083

Re: Demolishers should gain flat phsyical resistance with tier

fencingsquirrel wrote: Mon Feb 10, 2025 7:00 am Considering how easy gun turrets and piercing ammo is to make on vulcanus, this makes them an extreme pushover if you automate turrets and ammo.
Well, it is a game about automation, after all.
by Kyralessa
Thu Feb 06, 2025 6:41 pm
Forum: Gameplay Help
Topic: Big mining drill - drain
Replies: 3
Views: 1080

Re: Big mining drill - drain

I believe "Drain 8%" means there's only an 8% chance that the resource is depleted during one mining cycle.
by Kyralessa
Thu Feb 06, 2025 6:40 pm
Forum: Off topic
Topic: [Signals][Space Age] Sorting Logic of Signals on Circuit Network in Factorio Space Age 2.0 :: Explained
Replies: 7
Views: 4785

Re: [Signals][Space Age] Sorting Logic of Signals on Circuit Network in Factorio Space Age 2.0 :: Explained

Fabriken AGI wrote: Thu Feb 06, 2025 6:26 pm So what if its not 100% correct on the first try, it did most right, didn't it?
Thats why this is the forum and not the wiki.
But what is the point of publishing bad info when good info can already be found (e.g. on the wiki)?

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