Search found 499 matches
- Tue Dec 29, 2020 4:59 am
- Forum: Gameplay Help
- Topic: logistic: push to storage
- Replies: 9
- Views: 2869
Re: logistic: push to storage
What I need is a way to tell the robots not to transport material to a storage across the map, but use the one right next to the source and the consumer. (Actually, I'd have expected this to be default behaviour.) Is there no way to accomplish this? Split the logistic network into smaller cells. I ...
- Mon Dec 28, 2020 1:59 pm
- Forum: Gameplay Help
- Topic: I admit defeat.
- Replies: 18
- Views: 3918
Re: I admit defeat.
Yeah, that's the issue. Copied ghosts (which I was doing, via cut/paste) don't auto rotate when placed. Probably a 'feature' but a usability issue if you ask me. If you look closely, you will see there's a graphic in between the railroad ties when the signal connects properly that's missing when th...
- Sun Dec 27, 2020 12:46 am
- Forum: Gameplay Help
- Topic: Why would I care about pollution?
- Replies: 11
- Views: 14416
Re: Why would I care about pollution?
The consensus I seem to pick up is that pollution-induced attacks are something to be avoided? Whether by managing pollution or a biter eradication program, it looks like you don't like it when a nest comes under the cloud. The reasoning is simple. Would you rather: Continually have to spend resour...
- Sat Dec 26, 2020 4:45 pm
- Forum: Gameplay Help
- Topic: Why would I care about pollution?
- Replies: 11
- Views: 14416
Re: Why would I care about pollution?
I can't possibly reduce pollution so much as to avoid attacks altogether Oh, but actually you can . I launched a rocket without triggering any attacks at all (default setings): https://imgur.com/a/3IAegxs#eUL1TMd I also made some good headway into a deathworld run without fighting any biters: https...
- Sat Dec 26, 2020 2:09 pm
- Forum: General discussion
- Topic: Factorio is two games: pre and post robots.
- Replies: 55
- Views: 16734
Re: Factorio is two games: pre and post robots.
My understanding is Pollution is deterministic, so you should be able to determine when and where pollution is hitting biter nests, and hence where you need to build defences. Biter behaviour should also be deterministic, but might be affected by a psuedo-random generator that varies between runs, ...
- Fri Dec 25, 2020 7:22 am
- Forum: Ideas and Suggestions
- Topic: Ghost place from quickbar slot which lacks items
- Replies: 15
- Views: 3096
- Fri Dec 25, 2020 2:14 am
- Forum: Ideas and Suggestions
- Topic: Ghost place from quickbar slot which lacks items
- Replies: 15
- Views: 3096
- Thu Dec 24, 2020 6:04 pm
- Forum: Ideas and Suggestions
- Topic: Ghost place from quickbar slot which lacks items
- Replies: 15
- Views: 3096
- Thu Dec 24, 2020 5:07 pm
- Forum: General discussion
- Topic: Landfill, Stone, gear production issues
- Replies: 6
- Views: 2500
Re: Landfill, Stone, gear production issues
I'm not sure it's even possible to run a SINGLE landfill machine without it being starved at least some of the time (three independent blue belt stone feeds maybe?). It is possible. Here's a setup using speed modules and 7x speed beacons (video): https://giant.gfycat.com/SadIndelibleIsabellineshrik...
- Thu Dec 24, 2020 1:22 am
- Forum: Ideas and Suggestions
- Topic: Blueprint cable removal on placement
- Replies: 3
- Views: 1179
Re: Blueprint cable removal on placement
IMPORTANT: Have a setting to disable this feature if it's ever implemented.
We do not want a repeat of the mess "blueprint saving copper cables" feature has caused. If I don't want to deal with it I should have the option to turn these kind of features off.
We do not want a repeat of the mess "blueprint saving copper cables" feature has caused. If I don't want to deal with it I should have the option to turn these kind of features off.
- Mon Dec 21, 2020 8:29 pm
- Forum: Gameplay Help
- Topic: Power bug
- Replies: 10
- Views: 3036
Re: Power bug
About water flow speed: - Pipe have limit of 1.200 fluid / sec ( You can force it up to 1.714 Fluid / sec ) - Storage Tank have limit of 10.000 fluid / sec - Pump have limit of 12.000 fluid / sec - Boilers have limit of... probably 12.000 or more... ( maybe my testing method was wrong but i don't t...
- Mon Dec 21, 2020 3:17 pm
- Forum: Gameplay Help
- Topic: Power satisfaction bug?
- Replies: 4
- Views: 2090
Re: Power satisfaction bug?
What am I missing here? Is this a bug maybe? Beacons specifically have a rather large electric energy buffer compared to the amount of energy per tick they use. Specifically they have a buffer around 5x larger than they use per tick. Here you can see the impact of that energy buffer (look how the S...
- Mon Dec 14, 2020 8:35 pm
- Forum: Ideas and Suggestions
- Topic: Implement an early game drone that assists with deconstruction
- Replies: 10
- Views: 2547
Re: Implement an early game drone that assists with deconstruction
Early tree deconstruction = Grenades
Early entity deconstruction = Also grenades
Early entity deconstruction = Also grenades
- Sun Dec 13, 2020 4:24 pm
- Forum: Ideas and Suggestions
- Topic: Make "all trees/rocks" into filters for deconstruction planners
- Replies: 17
- Views: 4944
Re: Make "all trees/rocks" into filters for deconstruction planners
IMO the "Trees and rocks only" button should only be a shortcut which places generic "Trees" and "Rocks" entries into the filter. Switching on the toggle should make the filter "Trees" and "Rocks", but it should not disable the grid so the player can...
- Sun Dec 13, 2020 2:21 pm
- Forum: General discussion
- Topic: Support for Big Sur/M1 macs
- Replies: 2
- Views: 1738
Re: Support for Big Sur/M1 macs
Factorio runs fine using Rosetta 2.
Which kinda makes it even less likely there will be a native version.
Which kinda makes it even less likely there will be a native version.
- Thu Dec 10, 2020 10:59 pm
- Forum: Gameplay Help
- Topic: Power issue
- Replies: 10
- Views: 2902
- Tue Dec 08, 2020 2:44 am
- Forum: Gameplay Help
- Topic: Power Switch used with logistic network
- Replies: 3
- Views: 1487
Re: Power Switch used with logistic network
If you want to control the Power Switch using circuit network: Make your the Power Switch is disconnected from Logistic network. If you wan to control the Power switch using logistic network: Disconnect red/green circuit network wires from the Power switch. Using both at the same time will just abso...
- Mon Dec 07, 2020 11:38 pm
- Forum: General discussion
- Topic: Thanks for all the fish! (Cave spoiler Spidertron)
- Replies: 18
- Views: 6735
- Mon Dec 07, 2020 10:36 pm
- Forum: Ideas and Suggestions
- Topic: Inserter Speed Small Changes
- Replies: 4
- Views: 1095
Re: Inserter Speed Small Changes
They have 864 degrees per second which would math out to be 25 ticks per rotation, however in game it comes out to 26 ticks, I assume due to requiring inserters to take the same time to go back and forth. When picking from a chest, the inserter will make two motions of 180 degrees each. With rotati...
- Mon Dec 07, 2020 10:25 pm
- Forum: Ideas and Suggestions
- Topic: Allow setting yellow rail signal with circuit network
- Replies: 3
- Views: 1147
Re: Allow setting yellow rail signal with circuit network
But when doing this at some point you have to open the signal to allow the train to actually come through. Just open the signal when a signal in front of it turns yellow, like so (video): https://giant.gfycat.com/YellowishLightDowitcher.webm The signal is closed all the time until a train reserves ...