Simple Questions and Short Answers
Re: Simple Questions and Short Answers
Hi guys,
I was wondering if there are any indecators ingame that show which modules are compatible with which recipes, or are there any online resources on this topic?
Thanks in advance!
I was wondering if there are any indecators ingame that show which modules are compatible with which recipes, or are there any online resources on this topic?
Thanks in advance!
Re: Simple Questions and Short Answers
No ingame markers. The rule of thumb is:
- final product → no productivity bonus
- items under "intermediate product" category → productivity bonus
Even the wiki is not more specific than that:
https://wiki.factorio.com/Productivity_module
Re: Simple Questions and Short Answers
Not a perfect way to remember it, but ... things that you can place down (inserters, assembly machines, etc.) are “final products” while things that you don’t (gears, wire, red/green/blue circuits) are “intermediate products” and can be Productivity Moduled.
Never mind that you use Inserters in making Fast and Long-Handed Inserters. Never mind that you use Fast Inserters in making Stack and Filter Inserters. Never mind that you use Yellow Belts in several things, Red Belts in making Blue Belts, and AM2’s in making AM3’s. They’re all still “finished products”...
Never mind that you use Inserters in making Fast and Long-Handed Inserters. Never mind that you use Fast Inserters in making Stack and Filter Inserters. Never mind that you use Yellow Belts in several things, Red Belts in making Blue Belts, and AM2’s in making AM3’s. They’re all still “finished products”...
Re: Simple Questions and Short Answers
The ratio of assembling machine 3 producing flying robot frames to chemical plants producing batteries seems to be different than I expected and I would like to know where my calculations are wrong.
My thoughts: 2 AM3s produce 4 flying robot frames every 20 seconds, i.e. 1 every 5s (ignoring crafting speed) and 5s / 1.25 = 4s considering crafting speed.
Since batteries take 4 seconds and the chemical plant has a crafting speed of 1, it should nicely result in a ratio of 2:1.
However, the AM occasionaly stops due to missing batteries (all other products are provided sufficiently).
Moreover this calculator also states I need 1.25 chemical plants to match 2 AM3s: http://doomeer.com/factorio/#s1132Pbbbb ... rrrrrrrrrr
My thoughts: 2 AM3s produce 4 flying robot frames every 20 seconds, i.e. 1 every 5s (ignoring crafting speed) and 5s / 1.25 = 4s considering crafting speed.
Since batteries take 4 seconds and the chemical plant has a crafting speed of 1, it should nicely result in a ratio of 2:1.
However, the AM occasionaly stops due to missing batteries (all other products are provided sufficiently).
Moreover this calculator also states I need 1.25 chemical plants to match 2 AM3s: http://doomeer.com/factorio/#s1132Pbbbb ... rrrrrrrrrr
Re: Simple Questions and Short Answers
Flying Robot Frame is a 20 second craft.
AM3 is speed 1.25, meaning it takes 16 seconds to make one. Two AM3’s will make 1 FRF every 8 seconds (technically, 2 every 16 seconds).
Each FRF takes 2 Batteries. Since Battery is a 4 second craft, in theory, you should get by with 1 Battery maker for two FRF makers.
If that is not working ... then add 1 Battery maker and let the line produce excess.
AM3 is speed 1.25, meaning it takes 16 seconds to make one. Two AM3’s will make 1 FRF every 8 seconds (technically, 2 every 16 seconds).
Each FRF takes 2 Batteries. Since Battery is a 4 second craft, in theory, you should get by with 1 Battery maker for two FRF makers.
If that is not working ... then add 1 Battery maker and let the line produce excess.
Re: Simple Questions and Short Answers
Thank you for your answer. It is good to know that I am not the only one who thinks that this should work, but I still would like to know why it doesn't
Of course it could be fixed by adding more Chemical Plants, but my issue is more about understanding what's happening than getting this factory snippet to work somehow.
Of course it could be fixed by adding more Chemical Plants, but my issue is more about understanding what's happening than getting this factory snippet to work somehow.
Re: Simple Questions and Short Answers
2 AM3s produce 0.125 FRF/s = 0.5 FRF/4s = 5 FRF/40s
1 chemplant produces 0.25 bat/s = 10 bat/40s
... and therefore should suffice.
( https://kirkmcdonald.github.io/calc.htm ... utd9ITfg== )
The factorio planner stating 1bat/4s needs 1.25 chemplants, simply is bugged.
Here is a BP, that shows that it is working nicely. The BP uses mod Creative Items
( https://mods.factorio.com/mod/CreativeItems ).
If the 2:1 ratio of AM3s and chemplant does not work for you, I would check if there is an sufficient amount of inputs, especially acid, as it might elude visual confirmation.
If you still insist that it is not working, then I think, everyone would be interested to see your savegame.
1 chemplant produces 0.25 bat/s = 10 bat/40s
... and therefore should suffice.
( https://kirkmcdonald.github.io/calc.htm ... utd9ITfg== )
The factorio planner stating 1bat/4s needs 1.25 chemplants, simply is bugged.
Here is a BP, that shows that it is working nicely. The BP uses mod Creative Items
( https://mods.factorio.com/mod/CreativeItems ).
If the 2:1 ratio of AM3s and chemplant does not work for you, I would check if there is an sufficient amount of inputs, especially acid, as it might elude visual confirmation.
If you still insist that it is not working, then I think, everyone would be interested to see your savegame.
Re: Simple Questions and Short Answers
Thank you all for your help, it motivated me to create a minimal reproducable setup. During stripping off things I noticed that once in a longer while a battery was used to build an accumulator, which explains the shortage. Sometimes you cannot see the forest for the insertest
In case you are bugged by the fact that the problem lied outside of the scope of information I provided to you, know that reassuring me that the math is correct helped me to accept that and look elsewhere (:
In case you are bugged by the fact that the problem lied outside of the scope of information I provided to you, know that reassuring me that the math is correct helped me to accept that and look elsewhere (:
Re: Simple Questions and Short Answers
Report the wrong rates to the person who made the factorio planner.
Re: Simple Questions and Short Answers
Good idea, I've submitted a pull request to his repo
Re: Simple Questions and Short Answers
I haven't been able to find any armor mods that allows greater than MK4 (20x20 grid and 60 inventory) - does such a beast exist?
Re: Simple Questions and Short Answers
I don't know. But if you use the PA MK4 mod only for yourself, then do this:
- Unpack the zip of the mod of the PA MK4 (you will receive a folder with the same name) and delete the zip from which you unpacked it.
- I don't know that mod, but most likely it has a file named "data.lua". Open it in a text editor.
- Search for the section that defines the Power Armor MK4. Most likely you will find it by searching for "power-armor".
- Find the variables that define the grid size. Change them to the values you desire.
- Save and close the file.
- Start factorio and enjoy the changes.
production modules on assemblers producing research
IS this working as designed?I am not sure if this is WOD or a bug.
When you have production modules, I'm using mark 3 on a mark 3 assembler. If I"m producing research flasks, lets say blue, when a regular run is completed you produce 3.
But when the yellow line completes and you produce the extra flasks, it is only 2.
Is that the way it is supposed to be?
When you have production modules, I'm using mark 3 on a mark 3 assembler. If I"m producing research flasks, lets say blue, when a regular run is completed you produce 3.
But when the yellow line completes and you produce the extra flasks, it is only 2.
Is that the way it is supposed to be?
Re: Simple Questions and Short Answers
https://wiki.factorio.com/Chemical_science_pack
https://wiki.factorio.com/Module#Productivity_module
IMO the result in both cases should be 2. If you get 3 blue flasks for crafting the recipe one time in the assembler, then something is bugged.
But I don't think it is bugged. So I guess there is an error in your observation. If you insist that you get 3 blue flasks from one craft, then I think everyone wold be interested to see your savegame
https://wiki.factorio.com/Module#Productivity_module
IMO the result in both cases should be 2. If you get 3 blue flasks for crafting the recipe one time in the assembler, then something is bugged.
But I don't think it is bugged. So I guess there is an error in your observation. If you insist that you get 3 blue flasks from one craft, then I think everyone wold be interested to see your savegame
Re: Simple Questions and Short Answers
That is what I get for asking a question before coffee. You are right. Blue creates two when complete, same as gray. The production modules are working correctly and producing the same as the base production.
Re: Simple Questions and Short Answers
hey guys i may have found a bug on 0.18.32
basically poison capsules don't do anything to biter spawner nests, but im not sure if im just misunderstanding their damage. i spammed 8 and nothing happened to them. surely that should do some damage or are they immune on purpose?
basically poison capsules don't do anything to biter spawner nests, but im not sure if im just misunderstanding their damage. i spammed 8 and nothing happened to them. surely that should do some damage or are they immune on purpose?
Re: Simple Questions and Short Answers
See here:scottm3 wrote: ↑Sat Jul 11, 2020 8:45 am hey guys i may have found a bug on 0.18.32
basically poison capsules don't do anything to biter spawner nests, but im not sure if im just misunderstanding their damage. i spammed 8 and nothing happened to them. surely that should do some damage or are they immune on purpose?
Poison capsules can be used to effectively kill worms as they are stationary. This technique is a relatively safe and cheap way to eliminate clusters of worms - it takes 3 poison capsules to kill a big Worm and the capsules can be thrown from outside the big Worm's spitting range. Since spawners are not affected by poison damage, poison capsules are useless against them.
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!
- brunzenstein
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Re: Simple Questions and Short Answers
When I respawn I lost all items and cannot find find them anymore - where do I find them?
Re: Simple Questions and Short Answers
brunzenstein wrote: ↑Sat Jul 11, 2020 5:42 pm When I respawn I lost all items and cannot find find them anymore - where do I find them?
If you don't pick up your items within these 15 minutes, they are lost forever. This is the main punishment for dying in Factorio.https://wiki.factorio.com/player wrote: When a player is killed, it leaves behind a corpse that lasts 15 minutes and contains all items that were located in the player's inventory, quickbar, trash slots, and equipment slots. 10 seconds after being killed, the player respawns at the center of the world.
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Re: Simple Questions and Short Answers
Beginner player here. After exploring a lot of tutorial map, I came to this pre-built furnace facility. How to enter this, it says I can't mine the walls. Also, this was next to a biters camp, but they didn't attack this facility, can I know why?
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