Search found 847 matches

by Kyralessa
Wed Nov 04, 2020 5:10 pm
Forum: Implemented Suggestions
Topic: Prevent Clearing Power Cables from Poles While Shift-Placing Blueprints
Replies: 7
Views: 4042

Re: Prevent Clearing Power Cables from Poles While Shift-Placing Blueprints

Yes, I've noticed this too, with a blueprint that chains turrets and inserters. There's a power pole squarely in the middle, and if I shift-click when I start to place them, the power pole loses all its connections.

Of course, I can avoid that by clicking, dragging, and then holding shift, but it'd ...
by Kyralessa
Fri Oct 30, 2020 12:05 pm
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 122085

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

This is very cool. I finally made my first Spidertron a few days ago...quickly followed by my second, third, fourth, and fifth. I had already noted that it might be fun to use them as builders...except it was a hassle to keep trying to figure out what to load them up with.

Now I can have a track ...
by Kyralessa
Thu Oct 29, 2020 3:23 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] Turrets attacking targets they can't attack
Replies: 8
Views: 6943

Re: Turrets attacking targets they can't attack

Are you sure it's locked to that target? When you place other burning targets, it doesn't switch? It makes sense that it would aim at a nearby target even if it's not quite close enough to hit yet.
by Kyralessa
Tue Oct 20, 2020 2:22 pm
Forum: General discussion
Topic: How much megabase?
Replies: 8
Views: 5047

Re: How much megabase?



The pc can handle as much as you like, it just gets slower. Some people play with 30, 15 or lower UPS instead of the usual 60 UPS.
On the other hand, you also can create UPS friendly builds, which let you build higher SPM for same CPU usage.


I guess I should rephrase my question. How much can ...
by Kyralessa
Tue Oct 20, 2020 2:21 pm
Forum: Ideas and Suggestions
Topic: Biters using themselves as landfill
Replies: 24
Views: 14984

Re: Biters using themselves as landfill



I find the idea intriguing, but here's a question: What would prevent the biters from eventually filling up every single body of water on the map, except possibly the ones within your walls?


If you shoot a biter it eventually decays. The biter landfill could eventually decay perhaps after ...
by Kyralessa
Tue Oct 20, 2020 1:38 pm
Forum: Ideas and Suggestions
Topic: Biters using themselves as landfill
Replies: 24
Views: 14984

Re: Biters using themselves as landfill

I find the idea intriguing, but here's a question: What would prevent the biters from eventually filling up every single body of water on the map, except possibly the ones within your walls?
by Kyralessa
Tue Oct 20, 2020 11:53 am
Forum: Balancing
Topic: Spidertrons need to be damaged by explosions
Replies: 22
Views: 15040

Re: Spidertrons need to be damaged by explosions

Goose wrote: Sun Aug 23, 2020 9:32 pm Along with this, spidertrons can't actually proc enemy landmines or be damaged by shotgun shells.
What is wrong with the word "trigger" or the phrase "set off"?
by Kyralessa
Mon Sep 14, 2020 10:19 am
Forum: General discussion
Topic: Rant about universal strategies (main busses)
Replies: 33
Views: 26194

Re: Rant about universal strategies (main busses)

Koub wrote: Mon Sep 14, 2020 5:39 am
Impatient wrote: Mon Sep 14, 2020 3:43 am I really want to build a "one providing train station per item type" base now. no main bus, just a mess of rail tracks.
Build a main bus of trains :mrgreen:
A train bus?
by Kyralessa
Fri Sep 11, 2020 6:26 pm
Forum: Gameplay Help
Topic: i need a storager bigger
Replies: 3
Views: 1390

Re: i need a storager bigger


i need a storager bigger (or an <arrays> of chests to store large amounts of resources and be able to distribute them. i ask someone to tell me how to do this.
also
I need to have the following case explained to me:
I have several passive supplier boxes (logistics)
want to do:
I want to partially ...
by Kyralessa
Sat Sep 05, 2020 6:52 am
Forum: Gameplay Help
Topic: Tackling purple bottle production
Replies: 13
Views: 6618

Re: Tackling purple bottle production

Serenity wrote: Fri Sep 04, 2020 9:35 pm Are you constantly inventing new names for things on purpose? It's getting tiresome.
Who's forcing you to post, then? How do you expect a new player to instantly know what everything is called?

Take your rudeness elsewhere.
by Kyralessa
Thu Sep 03, 2020 6:04 pm
Forum: Ideas and Suggestions
Topic: Wired lamps
Replies: 15
Views: 6971

Re: Wired lamps

If you use mods, here's an option:

https://mods.factorio.com/mod/LightedPolesPlus
by Kyralessa
Wed Aug 26, 2020 6:44 pm
Forum: General discussion
Topic: Did anyone else delete your achievements at 1.0 launch?
Replies: 9
Views: 5459

Re: Did anyone else delete your achievements at 1.0 launch?

I use the .zip install instead of the .exe install so I can have multiple copies of Factorio with different sets of mods.

So I end up with a clean slate of achievements for each install.
by Kyralessa
Fri Aug 21, 2020 5:11 pm
Forum: General discussion
Topic: FFF 361
Replies: 12
Views: 7925

Re: FFF 361

For those who missed FFF 1, here it is:

https://factorio.com/blog/post/here-we-are

There are handy arrows on the bottom of the screen so you can move among the FFFs.
by Kyralessa
Fri Aug 21, 2020 5:08 pm
Forum: Gameplay Help
Topic: stop production of science packs
Replies: 5
Views: 2136

Re: stop production of science packs

One way to do this would be to connect a circuit wire to a section of transport belt leading to your labs. Set the circuit to read and hold. Then set the inserter to only function if there are zero red/green/whichever science in that section of belt.
by Kyralessa
Thu Aug 20, 2020 5:53 pm
Forum: Gameplay Help
Topic: I need iron
Replies: 14
Views: 4828

Re: I need iron

factoriobiker wrote: Thu Aug 20, 2020 1:38 pm I have enought for today, I am exhausted from this game, it wants to take my soul, i play each day like never played another game
This is also normal. :D
by Kyralessa
Thu Aug 20, 2020 12:55 pm
Forum: News
Topic: Friday Facts #360 - 1.0 is here!
Replies: 210
Views: 177213

Re: Friday Facts #360 - 1.0 is here!


...(artillery wagons are not so practical)...


Of course they are! Instead of building a whole base, an expansion of your roboport network, etc., you just build an artillery train and send it around to each train stop in turn. If you want to expand into new territory, all you have to build is ...
by Kyralessa
Thu Aug 20, 2020 12:53 pm
Forum: Duplicates
Topic: [1.0.0] Player stuck in wall
Replies: 2
Views: 1767

Re: [1.0.0] Player stuck in wall

I've seen this happen. Not sure it'll really be considered a bug, particularly since it's so easy to fix.
by Kyralessa
Thu Aug 20, 2020 12:50 pm
Forum: Gameplay Help
Topic: 2 trains collide on same track, what to do?
Replies: 2
Views: 1652

Re: 2 trains collide on same track, what to do?

You need to use train signals so they don't collide (as well as have at least one double-tracked section for them to pass each other, or a loop at at least one end.

Here's a good place to start learning how train signals work:

https://wiki.factorio.com/Tutorial:Train_signals
by Kyralessa
Thu Aug 20, 2020 12:46 pm
Forum: Gameplay Help
Topic: I need iron
Replies: 14
Views: 4828

Re: I need iron


I want to make 2 trains for one track...but what if they collide? can that happen? SO one should be loading while the other unloading...??
because the problem is I loose time while one is loading and there is no iron for a while, how do you guys solve it?


You have several options here, such as ...
by Kyralessa
Thu Aug 20, 2020 9:20 am
Forum: Gameplay Help
Topic: I need iron
Replies: 14
Views: 4828

Re: I need iron

This is normal.

Things you can do:


Set up more mines
Run more trains
Make sure you're using stack inserters to empty out the iron ore train cars faster


If you look around on the forum or the wiki or other Factorio sites, you'll see examples of ore loading/unloading. It might be that you're ...

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