Search found 686 matches
- 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.
- 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.
- 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 ...
- 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 ...
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 ...
- 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.
Something similar to the cargo bay, but for putting rocket parts in the rocket.
- 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 ...
- 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 ...
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 ...
- Sun Mar 16, 2025 12:59 pm
- Forum: Ideas and Suggestions
- Topic: Nokill Gleba
- Replies: 4
- Views: 429
Re: Nokill Gleba
Hey, I was hungry.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...
- 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 ...
- 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.
You don't know what the word "respectfully" means, do you?
- 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 ...
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 ...
- 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."
To me it falls in the same category as someone saying "Two coffees" instead of "two cups of coffee."
- 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.
It's a hassle to set it up, but you only have to do it once.
- 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 ...
- Thu Feb 20, 2025 1:12 pm
- Forum: Releases
- Topic: Version 2.0.35
- Replies: 16
- Views: 8728
Re: Version 2.0.35
Excellent news, been needing this desperately.
- Thu Feb 20, 2025 11:39 am
- Forum: Technical Help
- Topic: Massive lag because Factorio can't take advantage of PC Power
- Replies: 5
- Views: 753
Re: Massive lag because Factorio can't take advantage of PC Power
What are the specs of your PC?
- 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.
If this works the same way as the original Nanobots mod, it lets you use grenades or rockets (with nanobots) to destroy cliffs.
- 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
Well, it is a game about automation, after all.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.
- 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.
- 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
But what is the point of publishing bad info when good info can already be found (e.g. on the wiki)?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.