Isn't that nice? We nearly break even while making heaps of useful petrol, or we can process a third more energy out of our coal by sacrificing the petrol output. That kind of positive outcome makes me want to build more factory. :mrgreen:
Add some productivity modules into that mix, along with ...
Search found 835 matches
- Wed May 16, 2018 8:15 am
- Forum: Balancing
- Topic: Remove or tweak heavy oil to solid fuel recipe.
- Replies: 45
- Views: 19452
- Wed May 16, 2018 7:54 am
- Forum: General discussion
- Topic: Prod3 in mid/late-game science-pack production?
- Replies: 15
- Views: 7918
Re: Prod3 in mid/late-game science-pack production?
It largely depends on what you want to do. Personally I do prefer to have the higher tier production assigned PM3's before going with rockets. Stuff like low density structure, rocket control mods, blue + yellow + purple science and of course the rocket platform itself all have expensive production ...
- Wed May 16, 2018 7:00 am
- Forum: Gameplay Help
- Topic: Bulk removing circuit connections?
- Replies: 2
- Views: 1727
Re: Bulk removing circuit connections?
Mkay, I want to do this with selected structures, not factory-wide. But that code snipplet should help, I should be able to combine it with the way the deconstruction planner works to create a selectable "circuit disconnector" item. Thanks 

- Tue May 15, 2018 9:02 pm
- Forum: Gameplay Help
- Topic: Bulk removing circuit connections?
- Replies: 2
- Views: 1727
Bulk removing circuit connections?
Is there an easy way to remove a circuit connection from a number of objects all in one gulp? A destructor for these? I can't find a "circuit signal" filter in the destruction marker.
Reason: I've previously used circuit networks heavily on stations and whatnot, but given they're not really used ...
Reason: I've previously used circuit networks heavily on stations and whatnot, but given they're not really used ...
- Tue May 15, 2018 7:38 pm
- Forum: Show your Creations
- Topic: Bots based iron smelting
- Replies: 13
- Views: 18037
Re: Bots based iron smelting
Here's mine, extremely compressed. The pattern is repeatable for a heavily beaconed production modded smelter, no space wasted. Smelter speed factor is 5.4. My megabase runs on this design, usually in 24x24 clusters.
What kind of production rates can you get with that? Overall I've produced ...
What kind of production rates can you get with that? Overall I've produced ...
- Tue May 15, 2018 3:26 pm
- Forum: Pending
- Topic: [kovarex] [0.16.42] Crash: Energy source to migrate not found.
- Replies: 5
- Views: 1729
Re: [kovarex] [0.16.42] Crash: Energy source to migrate not found.
Could be similar to that belt-replace mess which was recently patched. Bobs mods feature power poles, boilers and steamengines with upgraded versions, and the mod list contains an upgrade planner mod. Maybe it's another case of ghost object over real object triggering this?
- Tue May 15, 2018 3:21 pm
- Forum: Ideas and Suggestions
- Topic: Tank bots
- Replies: 2
- Views: 1242
Re: Tank bots
AAV is the mod you are looking for. You can automate vehicles with turrets and move them along with you - tearing fecal matter up as you go. Vehicle grids meanwhile can include automatic laser defenses like you can use in power armor.
- Tue May 15, 2018 3:16 pm
- Forum: Ideas and Suggestions
- Topic: Defensive upgrades
- Replies: 5
- Views: 2893
Re: Defensive upgrades
One thing I would appreciate is a way for the Gun Turrets to get some more hitpoints. A few farts from a behemot spitter and they keel over.
They are early tech, so yea, they are weak initially. But it sadly stays that way.
As for PvP... is that really what Factorio's about? Heck, even cooperative ...
They are early tech, so yea, they are weak initially. But it sadly stays that way.
As for PvP... is that really what Factorio's about? Heck, even cooperative ...
- Tue May 15, 2018 11:11 am
- Forum: General discussion
- Topic: efficiency of dragon's teeth on biters
- Replies: 32
- Views: 20601
Re: efficiency of dragon's teeth on biters
Simpler pathfinding could also solve it.
When path is blocked - If blocking object is not owned by the biter force/faction - Start chewing through. Trees, rocks, walls, nuclear reactors at 900 degees... Biters do what biters do best.
When path is blocked - If blocking object is not owned by the biter force/faction - Start chewing through. Trees, rocks, walls, nuclear reactors at 900 degees... Biters do what biters do best.
- Tue May 15, 2018 8:34 am
- Forum: Gameplay Help
- Topic: Wondering if my Factorio is broken
- Replies: 8
- Views: 3790
Re: Wondering if my Factorio is broken
Also, if you want to make a screenshot without glare, just press printscreen on your keyboard, then paste the result in a graphics application (MS Paint for instance). You can also edit it a bit that way.
- Tue May 15, 2018 8:13 am
- Forum: General discussion
- Topic: Can I stay with 0.15 on Steam after full release?
- Replies: 13
- Views: 5753
Re: Can I stay with 0.15 on Steam after full release?
Here's to hoping TOGoS just draws heavy inspiration from RSO. It deserves to become part of the core game - with a few tweaks. Wouldn't be the first time a really successful mod is just absorbed into vanilla 

- Tue May 15, 2018 7:45 am
- Forum: Ideas and Suggestions
- Topic: Remember inventor filter settings on death
- Replies: 6
- Views: 3308
Re: Remember inventor filter settings on death
So a workaround would be to have the filtered inventory slots at the top - the ones you don't lose when power armor is lost.
- Tue May 15, 2018 5:53 am
- Forum: Show your Creations
- Topic: Bots based iron smelting
- Replies: 13
- Views: 18037
Re: Bots based iron smelting
Here's mine, extremely compressed. The pattern is repeatable for a heavily beaconed production modded smelter, no space wasted. Smelter speed factor is 5.4. My megabase runs on this design, usually in 24x24 clusters.
- Tue May 15, 2018 4:34 am
- Forum: Gameplay Help
- Topic: Inserter vs UPS
- Replies: 10
- Views: 10502
Re: Inserter vs UPS
Power poles are free, but everything else that reads or outputs to the circuit network costs UPS. The cost is a small fraction (10%?) of a normal entity. Circuit networks never go to sleep for inactivity so it can add up quickly.
Yikes. I've added circuits to every one of my stations... Guess I ...
Yikes. I've added circuits to every one of my stations... Guess I ...
- Mon May 14, 2018 4:55 pm
- Forum: Gameplay Help
- Topic: Trains with multiple stations
- Replies: 14
- Views: 11631
Re: Trains with multiple stations
Simple solution.
The signal leading towards the stations (before it branches out to the various stations with the same name) should be a Chain Signal. Trains passing a chain signal are denied to go to a path leading to a red signal, so that basically auto-sorts your trains and stations. It'll also ...
The signal leading towards the stations (before it branches out to the various stations with the same name) should be a Chain Signal. Trains passing a chain signal are denied to go to a path leading to a red signal, so that basically auto-sorts your trains and stations. It'll also ...
- Mon May 14, 2018 4:49 pm
- Forum: Bob's mods
- Topic: [0.16.42] bob_power bug after latest update
- Replies: 9
- Views: 4617
Re: [0.16.42] bob_power bug after latest update
Here's to never needing error handling, ay Bob? 
Seems like a fairly simple fix though.

Seems like a fairly simple fix though.
- Mon May 14, 2018 11:09 am
- Forum: Balancing
- Topic: Remove or tweak heavy oil to solid fuel recipe.
- Replies: 45
- Views: 19452
Re: Remove or tweak heavy oil to solid fuel recipe.
Honestly, the more I think, the more I'd like there wasn't an "advanced poil processing" tech, and that basic and advanced were all unlocked with the same green research. I am able to pinpoint where I lose the pleasure to play in my new games, and it's usually when I have researched most of the ...
- Mon May 14, 2018 7:56 am
- Forum: Gameplay Help
- Topic: Inserter vs UPS
- Replies: 10
- Views: 10502
Re: Inserter vs UPS
Moving inserters are bad for UPS. Stopped inserters are almost free. So the goal is minimize the time inserters spend moving.
Inserters emptying furnaces can be slowed down for a stack size of 12 every time, using a circuit network clock. However, the circuit network also eats UPS. The result is a ...
Inserters emptying furnaces can be slowed down for a stack size of 12 every time, using a circuit network clock. However, the circuit network also eats UPS. The result is a ...
- Mon May 14, 2018 2:05 am
- Forum: Gameplay Help
- Topic: Inserter vs UPS
- Replies: 10
- Views: 10502
Re: Inserter vs UPS
Typically, stack inserters are better for UPS in most cases. When a building is idle or doesn't need resources, any inserters attached to it are also idled. Since stack inserters move more cargo per swing, they will be working less of the time typically. The only places where stack inserters are not ...
- Mon May 14, 2018 12:27 am
- Forum: Show your Creations
- Topic: Simple module fabrication
- Replies: 10
- Views: 7595
Re: Simple module fabrication
Challenge completed (took a while due to RL stuffs).
Blueprint:
0eNqdWu1O4zAQfJf8bk5ZO/7qq5xOp9L6iqU0iZIUHUK8+7lQBByp2Z1fCGhnvN4dz66Tp+quO8dxSv1SbZ+qtB/6udr+fKrmdOx33eVvy+MYq22VlniqNlW/O11+281zPN11qT/Wp93+PvWx1tXzpkr9If6ttvT8a1PFfklLiq94L788/u7Pp7s45Q+UkTbVOMz5y0N/WUEGrJXdVI/5p84kU9ynlzXNY4yH ...
Blueprint:
0eNqdWu1O4zAQfJf8bk5ZO/7qq5xOp9L6iqU0iZIUHUK8+7lQBByp2Z1fCGhnvN4dz66Tp+quO8dxSv1SbZ+qtB/6udr+fKrmdOx33eVvy+MYq22VlniqNlW/O11+281zPN11qT/Wp93+PvWx1tXzpkr9If6ttvT8a1PFfklLiq94L788/u7Pp7s45Q+UkTbVOMz5y0N/WUEGrJXdVI/5p84kU9ynlzXNY4yH ...