Search found 241 matches
- Sat May 21, 2022 1:58 am
- Forum: Show your Creations
- Topic: Prototype compact all science.
- Replies: 1
- Views: 2329
Re: Prototype compact all science.
Very nice! My next run I was looking to build an "every science pack" module that only takes in raw materials, so this is additional inspiration.
- Mon May 09, 2022 7:14 am
- Forum: Gameplay Help
- Topic: Ratio for all production chains
- Replies: 4
- Views: 4273
Re: Ratio for all production chains
This should help...
http://kirkmcdonald.github.io/calc.html
You can also consider installing a mod like "Max Rate Calculator" to help in-game.
http://kirkmcdonald.github.io/calc.html
You can also consider installing a mod like "Max Rate Calculator" to help in-game.
- Tue Apr 26, 2022 8:16 am
- Forum: Duplicates
- Topic: [1.1.57] Using upgrade planner on a "copy" removes ability to select station names
- Replies: 3
- Views: 1488
Re: [1.1.57] Using upgrade planner on a "copy" removes ability to select station names
Internally this is the same behavior as https://forums.factorio.com/87343 So you're saying that after using the upgrade planner, the BP is effectively saved along with the status of the "Station names" checkbox? So when the upgraded BP is available, because the station names weren't origi...
- Sat Apr 23, 2022 9:54 am
- Forum: Duplicates
- Topic: [1.1.57] Using upgrade planner on a "copy" removes ability to select station names
- Replies: 3
- Views: 1488
[1.1.57] Using upgrade planner on a "copy" removes ability to select station names
I was copying/pasting some stations and found that if you use the upgrade planner without selecting "Train stop names", then the tick box disappears. If you select "Train stop names" before applying the upgrade planner, then the tick box is still available, but unticked. I only t...
- Mon Apr 11, 2022 9:46 am
- Forum: Gameplay Help
- Topic: How to see beneath construction/logistic bot module icon?
- Replies: 5
- Views: 1736
Re: How to see beneath construction/logistic bot module icon?
Excuse me being a little tongue in cheek, but I reckon you have 2 options: 1. Build the required modules so the icons disappear. 2. RIght-click the icon to remove it, and then add the modules later when they become available. Seriously, though, I'm not aware of any way to move the "missing modu...
- Tue Mar 01, 2022 7:22 am
- Forum: Ideas and Requests For Mods
- Topic: 3D via surfaces?
- Replies: 1
- Views: 1020
Re: 3D via surfaces?
Sounds somewhat like the Factorissimo mod.
- Sun Feb 27, 2022 1:37 am
- Forum: Balancing
- Topic: Inserters pick up LOTS faster on a curved belt
- Replies: 10
- Views: 4997
Re: Inserters pick up LOTS faster on a curved belt
Feel a bit stupid now knowing that's on the Wiki. :oops: I did try searching the forum, but my terms mustn't have been accurate. I love how this game still has so much to reveal... @disentius, thanks for the cool image - I can't see the difference in construction between the 2 setups in the bottom r...
- Sat Feb 26, 2022 6:33 am
- Forum: Balancing
- Topic: Inserters pick up LOTS faster on a curved belt
- Replies: 10
- Views: 4997
Inserters pick up LOTS faster on a curved belt
I wasn't sure where to post this one... It's merely an observation that I've finally made after too many hours playing (plus the countless hours watching others play!) Forgive me if it's one of those things that EVERYONE knows :roll: I was setting up a train station and due to it being a little cram...
- Sat Feb 26, 2022 3:31 am
- Forum: This Forum
- Topic: Do donation to causes belong here?
- Replies: 9
- Views: 4001
Re: Do donation to causes belong here?
As a regular reader, and sometimes contributor, to this forum, I think it is a very polite and subtle way to provide the information without preaching. Over here in Australia, I would have no idea how to provide any financial assistance to people in Europe.
- Thu Feb 17, 2022 11:18 am
- Forum: Outdated/Not implemented
- Topic: A lane splitter for controlling transport belt lanes
- Replies: 3
- Views: 1710
Re: A lane splitter for controlling transport belt lanes
One could argue that balancing lanes and managing draw/output is part of puzzle side of the game...
- Sun Feb 06, 2022 9:11 am
- Forum: Ideas and Suggestions
- Topic: Make it clearer when an object is connected to a network
- Replies: 3
- Views: 1297
Re: Make it clearer when an object is connected to a network
I played a few thousand hours before I reailsed those 2 (logistic/circuit) connections existed on the inserter interface.
+1
+1
- Sun Jan 30, 2022 2:02 am
- Forum: Gameplay Help
- Topic: Beast finder or Item finder?
- Replies: 2
- Views: 957
Re: Beast finder or Item finder?
You could use a deconstruction planner filtered for "item on ground"
- Mon Jan 24, 2022 6:32 am
- Forum: Gameplay Help
- Topic: Train Pathing Issues
- Replies: 5
- Views: 1173
Re: Train Pathing Issues
I'm guessing "experience"... :D One hint is to hover a signal in your hand in the area, and the rail "blocks" are highlighted. This can show you why blockages occur. The other thing to try is from the train menu hold Ctrl and then see how far along the track the train will path b...
- Sat Jan 22, 2022 6:43 am
- Forum: Ideas and Suggestions
- Topic: Smart belt dragging should place ghost undergrounds if no undergrounds in inventory
- Replies: 6
- Views: 1539
Re: Smart belt dragging should place ghost undergrounds if no undergrounds in inventory
When using smart belt dragging, undergrounds are automatically placed when an obstacle is detected. However, if there are no undergrounds in inventory, a straight belt is placed. When there are objects on the belt, this will cause side-loading. Ghost underground belts should be placed instead. With...
- Wed Jan 19, 2022 10:11 am
- Forum: Ideas and Suggestions
- Topic: Smart belt dragging should place ghost undergrounds if no undergrounds in inventory
- Replies: 6
- Views: 1539
Smart belt dragging should place ghost undergrounds if no undergrounds in inventory
TL;DR When using smart belt dragging, undergrounds are automatically placed when an obstacle is detected. However, if there are no undergrounds in inventory, a straight belt is placed. When there are objects on the belt, this will cause side-loading. Ghost underground belts should be placed instead...
- Mon Dec 20, 2021 7:07 am
- Forum: Technical Help
- Topic: spidertron remote shift right click not working
- Replies: 10
- Views: 2138
Re: spidertron remote shift right click not working
Maybe check your key bindings?
- Sat Nov 27, 2021 12:54 am
- Forum: Ideas and Suggestions
- Topic: Shoot artilery with an optional different key
- Replies: 5
- Views: 1678
Re: Shoot artilery with an optional different key
You could remap the "move map" from left mouse to something else (eg, right mouse, or middle mouse)
- Sun Nov 21, 2021 1:36 am
- Forum: Railway Setups
- Topic: The unloved junctions
- Replies: 4
- Views: 3408
Re: The unloved junctions
Thank you for the very informative, educational and entertaining collection of interesting junctions. Now I just need to figure out how to use them in my factory...
- Tue Nov 09, 2021 7:55 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: UPS optimized smelting - belts only
- Replies: 15
- Views: 6130
- Tue Nov 02, 2021 4:48 am
- Forum: General discussion
- Topic: What are the most impractical items in Factorio?
- Replies: 92
- Views: 33635
Re: What are the most impractical items in Factorio?
Pistols.. In vanilla, pistols have a recipe for both manual and assembler crafting. But I can't think of a single scenario where either would be used. Every time the player respawns, they get a pistol. How would you ever actually really need to build another? If you drop it on accident? What about ...