Search found 232 matches
- Sat Aug 21, 2021 11:34 pm
- Forum: Gameplay Help
- Topic: Drones keep getting stuck in infinite recharge loop
- Replies: 6
- Views: 2112
Re: Drones keep getting stuck in infinite recharge loop
Ive constructed what is supposed to be a self maintaining perimeter wall around my very large base ... Trying to segregate each line of wall into it's own network is also not working because it involves manually running out to each corner and making a network supply bridge, and dumping in 500+ dron...
- Fri Aug 13, 2021 9:31 am
- Forum: Combinator Creations
- Topic: Configurable train loader
- Replies: 9
- Views: 3740
Configurable train loader
So you want to dispatch a train load of assorted goodies to a distant building site, containing everything needed for a few hundred metres of defensive wall, a new science factory or a nuclear power station ('some assembly required'). How do you get the right mix of items loaded on the train? I'm su...
- Thu Aug 05, 2021 11:43 pm
- Forum: General discussion
- Topic: No more mining drills required
- Replies: 0
- Views: 1364
No more mining drills required
I don't remember seeing this pointed out anywhere on the forums, and it's slightly surprising at first glance. If you are at the infinite stage of the game, with at least some research going into mining productivity, and are increasing the capacity of your factory at a steady rate (e.g. 100 spm per ...
- Sat Jul 24, 2021 5:40 am
- Forum: General discussion
- Topic: What are the most impractical items in Factorio?
- Replies: 92
- Views: 32882
Re: What are the most impractical items in Factorio?
In the early game I use wooden chests since I got plenty of wood anyway and their size is sufficient. And in the middle and end game I just use steal chest I'm exactly the other way around: I almost exclusively use iron chests. I do find the capacity of wooden chests a significant limitation, and t...
- Thu Jul 15, 2021 10:24 pm
- Forum: Ideas and Suggestions
- Topic: Rework pumpjack expected resources value
- Replies: 14
- Views: 2985
- Wed Jul 14, 2021 4:48 am
- Forum: General discussion
- Topic: What are the most impractical items in Factorio?
- Replies: 92
- Views: 32882
Re: What are the most impractical items in Factorio?
I was trying to think of what I rarely, if ever use: Water barrels, can't think of a use for them, tbh. A topic that has seen extended discussion . Shotguns, Artillery Cannon / Tank Cannon, Tanks in general. Lots of fun, but I never need them. I've never seen the point of the shotgun, and artillery...
- Sat Jul 03, 2021 9:57 am
- Forum: Gameplay Help
- Topic: Personel train transport?
- Replies: 21
- Views: 5805
- Tue Jun 22, 2021 1:36 am
- Forum: Gameplay Help
- Topic: Can Logistic/Construction Robots Be Delivered From an Inventory to a Chest Requesting Them?
- Replies: 3
- Views: 1037
Re: Can Logistic/Construction Robots Be Delivered From an Inventory to a Chest Requesting Them?
At the edge of my base I've placed some new roboports, and I need to put robots into them. I've delivered robots to that location via train, unloaded them into a chest with an inserter, and deconstructed said chest to put the items into the Spidertron's inventory. I'd just have a roboport close eno...
- Thu Jun 10, 2021 3:25 am
- Forum: Implemented in 2.0
- Topic: Comments on Deciders, possibly other entities
- Replies: 64
- Views: 19924
Re: Commenting combinators
+1 for the general idea of this thread.
I don't really mind whether it is done with names, descriptions or signposts, but it would be extremely useful to have some way of noting for a combinator (or group of them) what it does, how it does it and/or what it is supposed to be connected to.
I don't really mind whether it is done with names, descriptions or signposts, but it would be extremely useful to have some way of noting for a combinator (or group of them) what it does, how it does it and/or what it is supposed to be connected to.
- Mon May 24, 2021 10:41 am
- Forum: Not a bug
- Topic: Worker speed 3 and utility science.
- Replies: 5
- Views: 1613
Re: Worker speed 3 and utility science.
If a technology in the "Research" screen has a light-brown background then I should be able to research it. If not it should be red. To research a new tech requires not merely that you have the tech to produce the required science flasks, but that you actually are producing them. The ochr...
- Thu Apr 15, 2021 10:08 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.1.32] Shift-cut has cosmetic effect only
- Replies: 2
- Views: 2703
- Thu Apr 15, 2021 12:06 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.1.32] Shift-cut has cosmetic effect only
- Replies: 2
- Views: 2703
[Klonan] [1.1.32] Shift-cut has cosmetic effect only
If I shift-drag when selecting an area to copy, the selection rectangle changes from white to blue, and on release a blueprint editor window appears (allowing e.g. inclusion of tiles). If I shift-drag when selecting an area to cut, the selection rectangle changes from white to red, but on release th...
- Wed Apr 14, 2021 9:25 am
- Forum: Gameplay Help
- Topic: Option to include entities / tiles / trains / station names in copy&paste
- Replies: 9
- Views: 2257
Re: Option to include entities / tiles / trains / station names in copy&paste
Only works this way with copy. with cut you can place the blueprint on your shortcut bar, and then edit the blueprint. delete after use . Sure, but you can do that without shifting. As it stands, the effect of shift on cut is purely cosmetic, which is surely not the intention. Since it's not just m...
- Tue Apr 13, 2021 10:11 pm
- Forum: Gameplay Help
- Topic: Option to include entities / tiles / trains / station names in copy&paste
- Replies: 9
- Views: 2257
Re: Option to include entities / tiles / trains / station names in copy&paste
Hold down shift when selecting the area to cut or copy. This will then allow editing of the copy selection as if it was a blueprint which includes allowing entities/times/trains/station names if appropriate. Can someone confirm that this is expected to work with cut as well as with copy? If I shift...
- Thu Apr 08, 2021 8:07 am
- Forum: Gameplay Help
- Topic: What is the throughput of a turbine?
- Replies: 7
- Views: 2902
Re: What is the throughput of a turbine?
I've always worked on the basis that each boiler-to-boiler or turbine-to-turbine connection is equivalent for flow purposes to one unit of pipe. The wiki table clearly shows that *two* boiler are supposedly the same as *one* pipes though. Yup. And two boilers means one boiler-to-boiler connection.
- Thu Apr 08, 2021 1:18 am
- Forum: Gameplay Help
- Topic: What is the throughput of a turbine?
- Replies: 7
- Views: 2902
Re: What is the throughput of a turbine?
The page about the https://wiki.factorio.com/Fluid_system#Pipelines only says, a pump-boiler-boiler-pump setup has a tp of 6000/s. What does that mean? Building to building is limited to 6000/s? I've always worked on the basis that each boiler-to-boiler or turbine-to-turbine connection is equivalen...
- Tue Mar 02, 2021 6:41 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1.25] Can't place a wall ghost near trees
- Replies: 9
- Views: 4105
Re: [1.1.25] Can't place a wall ghost near trees
This is working as intended, unfortunatelly. I'm fairly sure it has only started happening very recently (perhaps even being new in 1.1.25); I noticed it for the first time a day or two ago. Have the intentions changed? (A similar problem with cliffs not being demolished when needed has been around...
- Mon Feb 22, 2021 9:18 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1641
- Views: 489210
Re: Simple Questions and Short Answers
Spidertron: Do the exoskeleton speed bonus stack? Are there any diminishing returns? The bonuses add. The fact that they add instead of multiplying is an implicit diminishing return. Maybe I don't know the technical, official, mathy meaning of "diminishing return," but when I use it in th...
- Mon Feb 22, 2021 8:43 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1641
- Views: 489210
- Wed Feb 03, 2021 8:43 am
- Forum: Gameplay Help
- Topic: When can I (safely) start with nuclear power?
- Replies: 29
- Views: 10140
Re: When can I (safely) start with nuclear power?
a 1x2 reactor core takes 14 Storage Tanks to hold all the Steam. Every 1x2 you tack on to that adds 26 more Storage Tanks for the Steam. You don't need anything like that many tanks to hold all the energy from one nuclear fuel cell, since the heat pipes also store energy, and you will have at least...