The wiki has a page for each item in the game. The item page has links for where each item is used and what you need to make that item. It might not be as convenient as a list, but it has all the data.
https://wiki.factorio.com/index.php?title=Main_Page
Search found 122 matches
- Sat Jun 03, 2017 3:02 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 501708
- Tue May 30, 2017 2:59 pm
- Forum: Gameplay Help
- Topic: Chain signal issue
- Replies: 9
- Views: 4023
Re: Chain signal issue
A chain signal also evaluates the block it is in front of. The red arrow heads in front of the red train say that block is occupied. It is occupied by the blue train. I know the blue train is not on the same track, but the entire junction is one block and only one train can occupy it at a time. Prob...
- Tue May 30, 2017 2:27 pm
- Forum: General discussion
- Topic: Fluid wagon vs Cargo wagon comparison: Transporting fluids
- Replies: 39
- Views: 23071
Re: Fluid wagon vs Cargo wagon comparison: Transporting fluids
In my last game I took barrels of oil to the refinery and then barrels of sulfuric acid to the blue chip outpost. The refinery was bot based and wound up sending all the barrels to blue chips. I did have empty return set up, but I made so much more acid than I used that it backed up. Things stabiliz...
- Sun May 28, 2017 3:03 pm
- Forum: Gameplay Help
- Topic: how to make enemys not respawn?
- Replies: 5
- Views: 3891
Re: how to make enemys not respawn?
If you use the console command to kill all enemies the system will create new ones when it generates new chunks.
If you are killing the bases manually you will explore new chunks when you get close enough to the bases and they will have spawners.
If you are killing the bases manually you will explore new chunks when you get close enough to the bases and they will have spawners.
- Sun May 28, 2017 2:58 pm
- Forum: Gameplay Help
- Topic: how to supply city from outpost?
- Replies: 6
- Views: 2232
Re: how to supply city from outpost?
The 2-4 setup will be faster than a 2-4-2 because the 2-4-2 has two locomotives facing the wrong way and not helping pull the train. They just add weight and slow acceleration.
- Sat May 27, 2017 3:04 pm
- Forum: Gameplay Help
- Topic: how to make enemys not respawn?
- Replies: 5
- Views: 3891
Re: how to make enemys not respawn?
From the Wiki:
Disable biter expansion
This prevents biters from creating new spawners.
/c game.map_settings.enemy_expansion.enabled = false
- Sat May 27, 2017 3:01 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 501708
Re: Simple Questions and Short Answers
I have had biters attack a train when the railroad passed through where biters wander. Hit a biter with a train, even on passive, and you agro the entire spawn.
- Sat May 27, 2017 2:52 pm
- Forum: General discussion
- Topic: Do You Feel Full Logistic Behind Yellow Pushes Lasers Early?
- Replies: 28
- Views: 9448
Re: Do You Feel Full Logistic Behind Yellow Pushes Lasers Early?
If ALL you want is to feed ammo to turrets you can use storage chests with active provider chests. Just put a storage chest next to each turret and output ammo production to an active provider chest. You will eventually get plenty of ammo for each turret. Except active provider chests aren't availa...
- Fri May 26, 2017 7:35 pm
- Forum: General discussion
- Topic: How accurate is the energy info?
- Replies: 6
- Views: 2841
Re: How accurate is the energy info?
I played it, but never got far. Too tough for me.ledow wrote:It reminds me a little of Global Effect, an old DOS game.
Nobody has ever played that though. It was Sim City, basically, but where you had to be eco-friendly.
Still have the box and game.
- Fri May 26, 2017 4:07 pm
- Forum: General discussion
- Topic: Do You Feel Full Logistic Behind Yellow Pushes Lasers Early?
- Replies: 28
- Views: 9448
Re: Do You Feel Full Logistic Behind Yellow Pushes Lasers Early?
If ALL you want is to feed ammo to turrets you can use storage chests with active provider chests. Just put a storage chest next to each turret and output ammo production to an active provider chest. You will eventually get plenty of ammo for each turret. Make sure you cap the storage chests or all ...
- Mon May 01, 2017 4:56 pm
- Forum: Gameplay Help
- Topic: Circuit Network possible make something like requester chest
- Replies: 8
- Views: 3077
Re: Circuit Network possible make something like requester chest
You could use active provider + storage chests, however that is very limiting and error-prone as you mustn't use the trash slots while in the specific logistics network and if you move more than one item type the danger of a chest filling up with only one type exists. To keep chests from filling up...
- Sun Apr 30, 2017 10:13 pm
- Forum: Gameplay Help
- Topic: blueprints and 0.15 ?
- Replies: 7
- Views: 4183
Re: blueprints and 0.15 ?
The blue print string from the .14 mod is incompatible with the new blue print features in 0.15.
If you need the blueprint from the old game in the new I think you can get it by opening the old save in 0.15 and using the blueprint windows to save the blueprint.
If you need the blueprint from the old game in the new I think you can get it by opening the old save in 0.15 and using the blueprint windows to save the blueprint.
- Fri Apr 28, 2017 7:40 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 501708
Re: Simple Questions and Short Answers
Do we in 15 still need many pumps per pipe? I saw it pumps more but the fluid values are all off so i wonder if we still need up to 5 Pumps for a single pipe? I haven't been playing as long as you have, but I have never used any pumps in my pipes. But all my pipes have been short. I used barrels fo...
- Fri Apr 28, 2017 7:31 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 501708
Re: Simple Questions and Short Answers
Can someone explain where to find or read all of the rates at which things are consumed/produced? For example, someone was trying to calculate how many steam engines and boilers needed to power 50 assembly machines, someone typically chimes in with "that's easy... a steam engine generates X an...
- Thu Apr 27, 2017 6:27 pm
- Forum: Gameplay Help
- Topic: Pollution not showing up *Yes i know about alt"
- Replies: 2
- Views: 2060
Re: Pollution not showing up *Yes i know about alt"
If you are still on 0.14 the alt key will show pollution on the map (hot key M).
- Thu Apr 27, 2017 5:59 pm
- Forum: General discussion
- Topic: Question about map exchange string
- Replies: 1
- Views: 1106
Re: Question about map exchange string
In 0.14 I pasted a map exchange string into the settings window and updated drop down boxes. The exchange string disappeared (the seed remained) and I spawned in the same place. The only thing that changed was what I wanted change: ore and coal patch richness in the first try and oil patch frequency...
- Wed Apr 26, 2017 5:25 pm
- Forum: Gameplay Help
- Topic: 0.15 blue print strings
- Replies: 5
- Views: 5314
Re: 0.15 blue print strings
There is a developer reply to a similar question in general discussion. The blueprint string mod is incompatible with the new blueprint string function in 0.15 vanilla.
- Wed Apr 19, 2017 4:51 pm
- Forum: General discussion
- Topic: Issues with blueprint strings
- Replies: 2
- Views: 1157
Re: Issues with blueprint strings
The blueprint icon only appears when you have researched blue prints.
Maybe someone that knows more than me can post the command that unlocks the blueprint research.
Maybe someone that knows more than me can post the command that unlocks the blueprint research.
- Sun Apr 16, 2017 2:51 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Endless Linear Module Setup (for a bus)
- Replies: 4
- Views: 4064
Re: Endless Linear Module Setup (for a bus)
In 0.14 you need a mod. Blueprint String is the one I'm familiar with, but I think there are others.
I think I remember a FFF with improvements for sharing blueprints for 0.15.
I think I remember a FFF with improvements for sharing blueprints for 0.15.
- Fri Apr 07, 2017 5:06 pm
- Forum: Gameplay Help
- Topic: How can construction ghosts be removed?
- Replies: 4
- Views: 3390
Re: How can construction ghosts be removed?
Even without blue prints if you hold something in your hand and shift + click it will place a ghost.
I used it to help lay out my first bus. I was real surprised that I got messages about missing parts when a new roboport construction zone included the extension of my bus.
I used it to help lay out my first bus. I was real surprised that I got messages about missing parts when a new roboport construction zone included the extension of my bus.