I would say that the simplest way to learn is to follow Nilaus 'Base in a Book" series. It is old but it teaches you to think in Factorio terms.
DO NOT grab his blueprints. The whole point is to learn, not to build his thing.
Search found 1161 matches
- Wed Jul 03, 2019 4:31 pm
- Forum: Gameplay Help
- Topic: What's the most simple way to learn to play Factorio?
- Replies: 19
- Views: 9389
- Wed Jul 03, 2019 4:12 pm
- Forum: General discussion
- Topic: Should standing next to an active reactor harm player health?
- Replies: 42
- Views: 13622
Re: Should standing next to an active reactor harm player health?
Short answer to the suggestion: NO. It will not add realism. I once worked with radioactive materials and I have even been in a reactor. There are procedures and protections. You don't "just get irradiated" for working with them or being near. If it did... we'd tell them to go jump off a b...
- Tue Jun 25, 2019 3:52 pm
- Forum: General discussion
- Topic: Module Production: To beacon or not to beacon?
- Replies: 26
- Views: 9514
Re: Module Production: To beacon or not to beacon?
I try to beacon everything. Production modules + speed modules saves a lot of resources. The power consumption is almost irrelevant - a 2x2 reactor can power almost everything.... if it isn't enough, i just build a new one. I tend to agree that power is irrelevant. - In vanilla, a 2x2 reactor gener...
- Tue Jun 25, 2019 12:35 am
- Forum: Technical Help
- Topic: Steam Sync - multiple save files - SOLVED
- Replies: 0
- Views: 1098
Steam Sync - multiple save files - SOLVED
I have been successfully using Steam Sync for a long time, to allow me to switch my play between my desktop and laptop. I am familiar with the typical problems and therefore am very careful to let it complete the sync each time I exit Factorio. I rarely experience any problems, and when I do it is e...
- Mon Jun 24, 2019 11:19 pm
- Forum: Logistic Train Network
- Topic: Is it possible to request from multiple providers in a single schedule?
- Replies: 18
- Views: 6868
Re: One pickup, many deliveries. Is it possible?
Very frustrating and that is why I was hoping LTN or somebody else's "works with LTN" mod would do the trick. This question was a last ditch attempt to salvage my use of air filters to play in an ecologically friendly way... I am now considering saying "to h*** with it", wiping ...
- Mon Jun 24, 2019 12:01 pm
- Forum: Logistic Train Network
- Topic: Is it possible to request from multiple providers in a single schedule?
- Replies: 18
- Views: 6868
Re: One pickup, many deliveries. Is it possible?
For such a setup use a normal train and name all the stations needing air filters the same. Set the train to load air filters until full and then add the unloading stations N times with circuit condition "air filters > M" or "empty". Then program the unloading stations to enable...
- Sun Jun 23, 2019 11:36 pm
- Forum: Gameplay Help
- Topic: Understanding module calculations
- Replies: 1
- Views: 1149
Understanding module calculations
I found a lot of information and even tools that calculate for you, but the information is a bit ambiguous and I could not find a single a clear example *in writing* of how to do the calculations. For example, I tried to calculate the following. Tier 3 PROD module = +10% items produced for a given p...
- Sun Jun 23, 2019 5:12 am
- Forum: Questions, reviews and ratings
- Topic: Setup and forget air filtering
- Replies: 0
- Views: 987
Setup and forget air filtering
I like the concept of building an ecological base and achieving piece with the aliens by not irritating them with pollution, but doing it in a way that "feels realistic". It took me a long time to find the right combination of settings and mods to allow it (Railworld, Next Gen Evolution mo...
- Sun Jun 23, 2019 4:54 am
- Forum: Logistic Train Network
- Topic: Is it possible to request from multiple providers in a single schedule?
- Replies: 18
- Views: 6868
One pickup, many deliveries. Is it possible?
My railworld is fairly widely distributed. I have an item (air filters from Schorty's mod) that is consumed in small quantities at many locations. Sending a train with few items from depot to provider to requester to depot in this scenario is so inefficient (puts huge numbers of trains on the networ...
- Tue Jun 18, 2019 11:06 pm
- Forum: Gameplay Help
- Topic: Train stations
- Replies: 2
- Views: 1356
Re: Train stations
Use circuit logic to disable the stop when the chests don't have enough for a load.
It will take some studying and googling but the knowledge you will gain is worth the effort.
It will take some studying and googling but the knowledge you will gain is worth the effort.
- Tue Jun 18, 2019 12:04 pm
- Forum: Railway Setups
- Topic: Rail Bridges experiments
- Replies: 7
- Views: 5156
Re: Rail Bridges experiments
Bridges... awesome concept that needs to be in the core game.
And now that there is a mod for it there is finally a chance that it might happen.
One more mod to add to my wish list.
And now that there is a mod for it there is finally a chance that it might happen.
One more mod to add to my wish list.
- Sun Jun 16, 2019 1:08 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Belt content side swapping
- Replies: 13
- Views: 10430
Re: Belt content side swapping
Setting output priority works fine until the belt backs up, then the other lane gets filled too, If you want to make sure the second lane stays empty, set a filter on the splitter, or use the classic method.:) Yeah instead of output priority I always use a "fish filter" for things like th...
- Sat Jun 15, 2019 10:56 pm
- Forum: General discussion
- Topic: Understanding pipe capacity - important for large scale refineries
- Replies: 12
- Views: 26622
Re: Understanding pipe capacity - important for large scale refineries
Define "fully moduled". Probably like this: Standard speed refinery = 1 2 row 5 beacons -> speed + 500%, speed -> 6 3 prod modules -> speed - 45% , speed -> 5.55 20 * 10 * 5.55 -> 1110 oil/sec Exactly! And it explains why we never see a design with more than 10 refineries... as it matches...
- Sat Jun 15, 2019 10:52 pm
- Forum: Questions, reviews and ratings
- Topic: Remote Constant Combinators: A simple but possibly powerful idea
- Replies: 4
- Views: 1827
- Sat Jun 15, 2019 6:05 pm
- Forum: General discussion
- Topic: Understanding pipe capacity - important for large scale refineries
- Replies: 12
- Views: 26622
Re: Understanding pipe capacity - important for large scale refineries
Dumb question related to the above: - Most of the beaconed oil processing builds use 10 refineries. - The length of the oil supply pipe for that is aprox 60 pipes. At that length the table indicates it can carry about 1000 units/sec. - Unmoduled the 10 refineries consume 200 units/sec of oil (and un...
- Sat Jun 15, 2019 4:23 pm
- Forum: Questions, reviews and ratings
- Topic: Remote Constant Combinators: A simple but possibly powerful idea
- Replies: 4
- Views: 1827
Remote Constant Combinators: A simple but possibly powerful idea
Simple idea: A constant combinator that can be turned on/off at any distance through the map . There are many possible uses, but the simplest example is for PAX stations: - Setup all pax stations with the same name. - Control PAX station enabled/disabled state with a constant combinator. - Normally ...
- Sat Jun 15, 2019 4:08 pm
- Forum: Gameplay Help
- Topic: Too many stations for my personal transport
- Replies: 7
- Views: 2629
Re: Too many stations for my personal transport
This is one thing that has bugged me for a long time, not just for personal trains but also for other purposes. My instincts tell me to use the same station name and to use a constant combinator to enable/disable it. ...Unfortunately, you can't enable/disable a constant combinator through the map vi...
- Thu Jun 13, 2019 1:23 pm
- Forum: Gameplay Help
- Topic: UPS friendly, nuclear reactor design?
- Replies: 33
- Views: 12146
Re: UPS friendly, nuclear reactor design?
Or better yet, full solar with an Advanced Solar mod so that you don't need to cover half the map with panels (most save space - not resources - so the difference ends up being just one more production line and placing one high end panel/accumulator instead of 1000).
- Thu Jun 13, 2019 1:19 pm
- Forum: Gameplay Help
- Topic: "Expected resources" not what you expect it to - ? (self-answered)
- Replies: 4
- Views: 2745
Re: "Expected resources" not what you expect it to - ? (self-answered)
Very cool and thank you for posting.
I always assumed that mining productivity just mined faster, it never crossed my mind that it actually gave me more ore.
Definitely useful to know.
I always assumed that mining productivity just mined faster, it never crossed my mind that it actually gave me more ore.
Definitely useful to know.
- Sat Jun 08, 2019 10:54 am
- Forum: Development Proposals
- Topic: Peace with Aliens
- Replies: 205
- Views: 218021
Re: Peace with Aliens
The closest I ever came to peace with aliens while keeping some degree of realism was: - Air Filters mod by Schorty. To control my pollution cloud. Consumes a lot of coal but it works. - Next Gen Evolution mod, combined with setting the Tme and Pollution evolution factors in New Game settings to zer...