Search found 999 matches
- Fri Apr 01, 2022 3:07 pm
- Forum: News
- Topic: Friday Facts #369 - To the moon
- Replies: 67
- Views: 51382
Re: Friday Facts #369 - To the moon
You should be able to just buy tokens with real money. Thus players don't have to bother playing the game and Wube can make some easy money.
- Tue Mar 29, 2022 10:54 am
- Forum: Gameplay Help
- Topic: low energy -> activate steam engine
- Replies: 12
- Views: 4186
- Mon Mar 28, 2022 5:59 pm
- Forum: Gameplay Help
- Topic: low energy -> activate steam engine
- Replies: 12
- Views: 4186
Re: low energy -> activate steam engine
Yes. All accumulators on the same net have the same charge. You just need one to measure that. Generally people really just place an extra one at the steam power plant
- Sun Mar 27, 2022 12:04 pm
- Forum: Gameplay Help
- Topic: low energy -> activate steam engine
- Replies: 12
- Views: 4186
Re: low energy -> activate steam engine
I'd recommend using an SR-Latch instead of a simple comparison: https://wiki.factorio.com/Tutorial:Circuit_network_cookbook#RS_latch_-_single_decider_version Otherwise your engines will constantly turn on and off around the switching point. It's also possible to switch the water pumps instead of usi...
- Sat Mar 19, 2022 11:00 pm
- Forum: Gameplay Help
- Topic: Furnace internal buffer
- Replies: 10
- Views: 3060
Re: Furnace internal buffer
- Sat Mar 19, 2022 8:08 pm
- Forum: Gameplay Help
- Topic: Furnace internal buffer
- Replies: 10
- Views: 3060
Re: Furnace internal buffer
I don't think it's really a problem. Yes, they store a large amount of plates and this can give a false impression of the activity in your factory, but in the grand scheme of things it doesn't matter. Knowing how many plates are buffered on your belts isn't very useful in practice either. As far as ...
- Sun Mar 13, 2022 1:56 pm
- Forum: General discussion
- Topic: What starting settings does everyone use?
- Replies: 14
- Views: 8735
Re: What starting settings does everyone use?
I set resources to be pretty rare, but rich. I don't want ore patches everywhere. There are way too many resources that way. And I want to explore a bit and need long rail systems.
- Sat Feb 12, 2022 3:09 pm
- Forum: Gameplay Help
- Topic: How to make oil/uranium processing facilities
- Replies: 3
- Views: 2221
Re: How to make oil/uranium processing facilities
Uranium is really optional. Useful, but you don't need it for progression. It's oil that is essential. With videos do you mean on YouTube? There are good tutorials there with varying levels of detail and complexity. Also, basic oil processing is relatively simple. You hook up oil and get only petrol...
- Fri Feb 04, 2022 5:30 pm
- Forum: News
- Topic: Friday Facts #367 - Expansion news
- Replies: 220
- Views: 127727
Re: Friday Facts #367 - Expansion news
Flying aliens confirmed
- Sat Dec 18, 2021 5:28 pm
- Forum: Gameplay Help
- Topic: I need to make cogs... (How should I?)
- Replies: 9
- Views: 2984
Re: I need to make cogs... (How should I?)
Making gears reduces the amount of items (2 plates to 1 gear), so making them early reduces the amount of belts you need. True, but these days it's really not important. This was a huge issue when military science needed many turrets and chemical science mining drills or assembly machines. The amou...
- Mon Dec 06, 2021 1:37 pm
- Forum: Gameplay Help
- Topic: Science packs help (setup)
- Replies: 4
- Views: 3705
Re: Science packs help (setup)
There are all kinds of different layouts. There is a lot of personal preference in that. It's not just about what works best since tons of layouts work equally well. Red and Green Science can be combined into one sub factory together right next to each other. The more complex sciences should have th...
- Mon Nov 29, 2021 12:57 am
- Forum: General discussion
- Topic: Circuits in the eyes of the "beginner", a 2k hour game
- Replies: 33
- Views: 10396
Re: Circuits in the eyes of the "beginner", a 2k hour game
If you want to pick up artillery munition at one stop, oil at another, repair packs at a third or whatever That isn't really needed at that point. With the logistics network you can have your supply train pick up everything at the same station. Having multiple supply trains would be more practical ...
- Sun Nov 28, 2021 10:34 pm
- Forum: General discussion
- Topic: Circuits in the eyes of the "beginner", a 2k hour game
- Replies: 33
- Views: 10396
Re: Circuits in the eyes of the "beginner", a 2k hour game
The latter is probably the most complex circuitry with practical use you can do in vanilla Factorio, which really needs a minimum kind of computer science background or mathematical thinking. You're probably thinking about far more general setups with calling trains on demand to random locations an...
- Sun Nov 28, 2021 2:29 pm
- Forum: General discussion
- Topic: Circuits in the eyes of the "beginner", a 2k hour game
- Replies: 33
- Views: 10396
Re: Circuits in the eyes of the "beginner", a 2k hour game
If you are a beginner you'd start with different things. Like circuit based oil cracking, which is just simple "great than" comparisons. Or automated outpost resupply. Advanced stuff like that is really just a bonus. It may have some applications, but it's never necessary even in complex b...
- Tue Nov 23, 2021 6:40 pm
- Forum: Gameplay Help
- Topic: How do I put a bus to use?
- Replies: 9
- Views: 2946
Re: How do I put a bus to use?
They are an arrangement of splitters to draw from or distribute from belts equally: https://wiki.factorio.com/Balancer_mechanics They still have their uses, but with the introduction of splitter priorities their usefulness on a bus has drastically decreased. People used to split from a bus and then ...
- Tue Nov 16, 2021 9:09 pm
- Forum: Ideas and Suggestions
- Topic: Unreachable items
- Replies: 24
- Views: 6161
Re: Unreachable items
You're playing a character on the screen, not some invisible god/overlord. And as the game progresses your physical presence becomes less important
There are mods to increase reach:
https://mods.factorio.com/query/reach?version=1.1
There are mods to increase reach:
https://mods.factorio.com/query/reach?version=1.1
- Sun Oct 10, 2021 1:02 am
- Forum: Gameplay Help
- Topic: Help needed regarding bus lanes
- Replies: 12
- Views: 4559
Re: Help needed regarding bus lanes
It really depends on your overall goals and also the design of the base. You can go with 8 belts iron and copper each if you want to go big, but 4 or 6 of each can be fine too. Personally I don't put the copper and iron for the green circuits on the main bus anymore. Those eventually get their own d...
- Fri Oct 01, 2021 11:10 am
- Forum: Gameplay Help
- Topic: Copper Wire to Green Circuit - Why can't I solve this bottleneck?
- Replies: 4
- Views: 1824
Re: Copper Wire to Green Circuit - Why can't I solve this bottleneck?
Also keep in mind that one copper plate turns into two copper cables. Combined with the very fast production time of green circuits (0.5s), and them needing three cables per craft, that makes it a really bad idea to belt the cables in this case. As shown above direct insertion is the solution here. ...
- Mon Sep 27, 2021 1:51 pm
- Forum: General discussion
- Topic: Nostalgia..
- Replies: 19
- Views: 4891
Re: Nostalgia..
If you build big you still need to out and kill biters just for the necessary space
- Wed Jul 07, 2021 9:49 am
- Forum: Gameplay Help
- Topic: Trying to figure out Train Signals
- Replies: 8
- Views: 2507
Re: Trying to figure out Train Signals
You're having two tracks east-west. So why do you want both of them to be two way? Usually when you do that you have one track for each direction. Makes signaling far easier. Also for two-track lanes: instead of putting them right next to each other leave some space in the middle and place the power...