Search found 1000 matches
- Sat Jan 30, 2021 11:39 am
- Forum: General discussion
- Topic: How do I see my launched satelites
- Replies: 2
- Views: 1073
- Fri Jan 29, 2021 4:15 pm
- Forum: Ideas and Suggestions
- Topic: More significant figures in power production menu.
- Replies: 3
- Views: 1076
Re: More significant figures in power production menu.
This isn't just needed for power production. The rounding is bad in general. For example things are listed as 1.8K / min rather than showing the exact amount. This is bad when testing if builds produce as much as they theoretically could. Even small things can make a noticeable difference there.
- Thu Jan 28, 2021 9:21 pm
- Forum: Gameplay Help
- Topic: Please explain to me how the electrical system works.
- Replies: 18
- Views: 5323
Re: Please explain to me how the electrical system works.
so I'm not sure why so many people think pushing the limits is the true end-game? Yeah it's a somewhat silly obsession that can distract from the game and from having fun. Performance is important, but people do a lot of premature optimization. They will tell you do not do this and that and worry a...
- Wed Jan 27, 2021 11:15 pm
- Forum: Gameplay Help
- Topic: Please explain to me how the electrical system works.
- Replies: 18
- Views: 5323
Re: Please explain to me how the electrical system works.
So it's possible to use nuclear fuel inefficiently With Kovarex enrichment it's really not an issue and you can just let reactors run all the time. A single centrifuge can run around 52 reactors while using a minuscule amount of uranium: https://kirkmcdonald.github.io/calc.html#data=1-0-0&cp=3&...
- Wed Jan 27, 2021 4:56 pm
- Forum: General discussion
- Topic: 1.1 not happy with it
- Replies: 7
- Views: 2586
- Wed Jan 27, 2021 12:16 pm
- Forum: Ideas and Suggestions
- Topic: Add an option to disable the black stripes in zoomed-in map view
- Replies: 19
- Views: 4601
Re: Map mode inderlaced edges?
https://mods.factorio.com/mod/MapView_NoBlackLines
I have no idea why that is a thing in the game. It doesn't serve any purpose and looks terrible
I have no idea why that is a thing in the game. It doesn't serve any purpose and looks terrible
- Sun Jan 24, 2021 7:48 pm
- Forum: General discussion
- Topic: The thing that bothers me since game start
- Replies: 28
- Views: 9751
Re: The thing that bothers me since game start
I remember that this caused strange stuff, like that the end of the belt should not be built under an inserter-input, but one tile before, because otherwise the two items on ground could never been picked up by inserters A while ago I watched a YT video where someone showed off his very first base....
- Wed Jan 20, 2021 11:54 am
- Forum: Gameplay Help
- Topic: Flush container contents w/ circuit network?
- Replies: 8
- Views: 2916
Re: Flush container contents w/ circuit network?
Yeah, there are very few instances where a petroleum backup causes issues. Maybe if you need lots of lubricant for express belts, but aren't doing science. Otherwise just have one or two tanks for each product and then control pumps based on the content. Outside of mods there is really little reason...
- Tue Jan 12, 2021 11:39 am
- Forum: Gameplay Help
- Topic: Is there a way keep it all day just by visual but not the actual day/night mechanism?
- Replies: 8
- Views: 2261
Re: Is there a way keep it all day just by visual but not the actual day/night mechanism?
There is a mod or two used by streamers to have brighter nights. I can't remember what it's called though
- Mon Jan 11, 2021 6:26 pm
- Forum: Gameplay Help
- Topic: Noob player needing help with strategies for dealing with biters.
- Replies: 5
- Views: 2785
Re: Noob player needing help with strategies for dealing with biters.
The car is pretty squishy, but has enough firepower against small bases. Otherwise what works very well is turret creep. Place down a few turrets and then put ammo into them. They deal with the biters rushing towards you. Then you move forward and place a second row of turrets and get in range of th...
- Mon Jan 11, 2021 12:18 am
- Forum: Ideas and Suggestions
- Topic: Station search functionality for single train schedule
- Replies: 6
- Views: 1197
Re: Station search functionality for single train schedule
The Shuttle Train mod does something similar: https://mods.factorio.com/mod/ShuttleTrainRefresh
It doesn't search in the train's schedule since you don't need fixed schedules for it, but it brings up a search window when you enter a shuttle train
It doesn't search in the train's schedule since you don't need fixed schedules for it, but it brings up a search window when you enter a shuttle train
- Sun Jan 10, 2021 4:00 am
- Forum: Ideas and Suggestions
- Topic: "One-shot" mode for trains
- Replies: 4
- Views: 1144
Re: "One-shot" mode for trains
This mod is great for personal trains:
https://mods.factorio.com/mod/ShuttleTrainRefresh
There is a setting for what to do at the destination, but it has lots of other functions too
https://mods.factorio.com/mod/ShuttleTrainRefresh
There is a setting for what to do at the destination, but it has lots of other functions too
- Sat Jan 09, 2021 12:49 pm
- Forum: Gameplay Help
- Topic: Why are my pumps so slow?
- Replies: 4
- Views: 1616
Re: Why are my pumps so slow?
As said the best is tank <-> pump. This is a good illustration of the difference: https://factoriocheatsheet.com/assets/images/fluid-transfer-rate-comparison.webm If you need to use pipes use underground pipes. Each underground section counts as a single pipe. Also makes walking around there easier
- Fri Jan 08, 2021 11:55 am
- Forum: Gameplay Help
- Topic: Trains still route to closest station (with limits set)
- Replies: 37
- Views: 10410
Re: Trains still route to closest station (with limits set)
It's really the same as outpost supply trains in general. You don't constantly send trains around just in case an outpost might be out of repair packs or replacement walls. Instead you only do so when they are actually out of something.
- Mon Jan 04, 2021 2:03 pm
- Forum: General discussion
- Topic: Use of active provider chests
- Replies: 27
- Views: 8907
Re: Use of active provider chests
Ok, that would work. It's still not really an intended use of them as that was explicitly one reason buffer chests were introduced forJimBarracus wrote: ↑Mon Jan 04, 2021 2:01 pmWell, of course you need to limit the produced amount with wireless inserter logic.
- Mon Jan 04, 2021 1:57 pm
- Forum: General discussion
- Topic: Use of active provider chests
- Replies: 27
- Views: 8907
Re: Use of active provider chests
The only other scenario I can think of is fullfilling your personal logistic requests at the mall. The assemblers at the mall put their output in active provider chests. A cluster of storage chests is in a central place, like by the players train station, where the logistic bots have a shorter path...
- Mon Jan 04, 2021 1:06 pm
- Forum: General discussion
- Topic: Use of active provider chests
- Replies: 27
- Views: 8907
Re: Use of active provider chests
dump the items in a random storage chest. That's not exactly what they do. They make sure that the provider chest is always emptied. Rather than staying in the chest. Where the material ends depends on the other chests. If you have requester chests dealing with it then it's not going to storage The...
- Sat Jan 02, 2021 12:42 pm
- Forum: Gameplay Help
- Topic: Why haven't biters and such attacked my factory?
- Replies: 5
- Views: 2189
Re: Why haven't biters and such attacked my factory?
You won't be seeing much action early on on default settings. The values are pretty generous. Decrease the starting area and/or decrease the "absorption modifier" in the advanced tab if you want more biters. Starting in a desert area also causes pollution to spread farther since grass abso...
- Sat Jan 02, 2021 12:36 pm
- Forum: Gameplay Help
- Topic: Trains still route to closest station (with limits set)
- Replies: 37
- Views: 10410
- Thu Dec 31, 2020 11:52 am
- Forum: Gameplay Help
- Topic: Lessons learned. Please tell me more.
- Replies: 11
- Views: 4303
Re: Lessons learned. Please tell me more.
I've buffered military science in a box, but now that you mention it, i should probably do that for all science packs. It depends on your playstyle and goals. If you stick with a relatively low amount of science it helps with costly research projects that take several thousand packs. So it gets you...