No, my screenshot is from vanilla 1.1.110 factory loaded up into 2.0mmmPI wrote: ↑Sun Oct 27, 2024 7:18 amUsing mod i think : https://mods.factorio.com/mod/Automatic_Train_Painter
Simple Questions and Short Answers
Re: Simple Questions and Short Answers
Re: Simple Questions and Short Answers
I only have tested what was on the FFF https://factorio.com/blog/post/fff-389 , which mention only locomotives, i don't know for wagons in vanilla factorio.
Re: Simple Questions and Short Answers
Yeah, the "mechanic" of colored train wagons must be hidden in the vanilla game somewhere, as loading my 1.1 vanilla factory into 2.0 vanilla or space age reveals and discovering that most of my trains got colored wagons matching the loco color. However coloring train wagons seems not to be available to the player in vanilla. That answers my question. It's simply not a feature.
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Re: Simple Questions and Short Answers
Noob here with only 8000+ hours of game time ran into an issue on vanilla ver 2.0.11 while attempting to insert equipment into the equipment grid. I created a new scenario in which all science is researched using the console command and starting with power armor, spider, and equipment. Despite the equipment being in my inventory, when I went to insert equipment into the grid, only some greyed out images of the equipment ended up there (see image below). This happened on both the power armor and spidertron. Verified these technologies were indeed researched.
I did have a scenario like this running fine on the last 1.xx.xx version.
Assistance is appreciated.
I did have a scenario like this running fine on the last 1.xx.xx version.
Assistance is appreciated.
Re: Simple Questions and Short Answers
How do I get Factorio to tell me how long my train is?
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Re: Simple Questions and Short Answers
you need a working roboport with robot to have a robot put the equipment (that what mean the grey thing), so put a normal roboport on the ground, put robot in it, and drop the item to a logistic chestIratenater wrote: ↑Mon Oct 28, 2024 2:46 am Noob here with only 8000+ hours of game time ran into an issue on vanilla ver 2.0.11 while attempting to insert equipment into the equipment grid. I created a new scenario in which all science is researched using the console command and starting with power armor, spider, and equipment. Despite the equipment being in my inventory, when I went to insert equipment into the grid, only some greyed out images of the equipment ended up there (see image below). This happened on both the power armor and spidertron. Verified these technologies were indeed researched.
I did have a scenario like this running fine on the last 1.xx.xx version.
Assistance is appreciated.
factorio help.png
Re: Simple Questions and Short Answers
Hello, please help me understand how science pack consumption works.
I've been manually shipping biopacks from gleba to nauvius and I started to suspect that bio science packs are somehow consumed more than displayed. Like if technology required 5000 packs I need to ship more than 5000 packs, more like 6000-7000 (looking at you, Epic Quality research). It looks like my labs work with negative(?) productivity.
So, I've set up "an experiment":
I have 16 science labs with prod 2 modules (+12%) + 4 beacons with speed 2
I shipped 1000 (~950 normal, several epics and ~50 uncommon) biopacks and queued research of carbon fiber (500 packs) and rocket turret. (1000 packs)
By my calculations, I should have researched carbon fiber and be like 60% of rocket turret.
500 packs to cabon and 500 to rocket turret, not counting +12% prod, right?
when my biopacks were consumed, I had my rocket turret science at 18%
There's no spoilage and belts of all other sciences are full.
Should I file a bug or am I missing something?
EDIT: I shipped another 1000 biopacks and got from 18% to 84%, on a 1000 science pack research :'(
EDIT2: "On the other hand, the new Agricultural science packs do spoil which reduces their value for research, so you will be incentivized to try to bring home the freshest science packs you can." Oof. Nwm.
I've been manually shipping biopacks from gleba to nauvius and I started to suspect that bio science packs are somehow consumed more than displayed. Like if technology required 5000 packs I need to ship more than 5000 packs, more like 6000-7000 (looking at you, Epic Quality research). It looks like my labs work with negative(?) productivity.
So, I've set up "an experiment":
I have 16 science labs with prod 2 modules (+12%) + 4 beacons with speed 2
I shipped 1000 (~950 normal, several epics and ~50 uncommon) biopacks and queued research of carbon fiber (500 packs) and rocket turret. (1000 packs)
By my calculations, I should have researched carbon fiber and be like 60% of rocket turret.
500 packs to cabon and 500 to rocket turret, not counting +12% prod, right?
when my biopacks were consumed, I had my rocket turret science at 18%
There's no spoilage and belts of all other sciences are full.
Should I file a bug or am I missing something?
EDIT: I shipped another 1000 biopacks and got from 18% to 84%, on a 1000 science pack research :'(
EDIT2: "On the other hand, the new Agricultural science packs do spoil which reduces their value for research, so you will be incentivized to try to bring home the freshest science packs you can." Oof. Nwm.
Re: Simple Questions and Short Answers
Question: How does the spoilage priority on inserters work? Does it select items with short time remaining / long time remaining on the freshness? is it just a preference for grabbing the spoilage item if multiple item types are available? How does it work?
Re: Simple Questions and Short Answers
A science pack that can spoil ,like the one from Gleba, is worth less science if it isn't fresh.
If the freshness is only 50%, the science pack is only worth 50% of the science.
If you choose to use a spoilage priority on inserters, it will necessarily be either 1) spoiled first or 2) fresh first. In the first case the inserter will pick the item with the least amount of time remaning, the closest to spoil. If you take option 2) , then the inserter will pick the item with the most time remaining.
Ironically, spoilage priority doesn't affect inserters picking up "spoilage" item, since this item cannot spoil.
This can be used to make sure you pick the least fresh fish to make a spidertron, if you have stacks of fishes since it transform them into non-spoilable for example. Or the freshest bioflux to send in another planet
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Re: Simple Questions and Short Answers
I'm getting some weird train pathing:
Any train trying to path through this section chooses the longer (and occupied) top route. However, if I remove the station immediately under the blue station trains path through here straight as expected. Is this the result of a pathing rule I'm unaware of?
I have similar, though not tile-for-tile identical, intersections elsewhere in my base, and this is the only one in which trains don't just go straight.
Any train trying to path through this section chooses the longer (and occupied) top route. However, if I remove the station immediately under the blue station trains path through here straight as expected. Is this the result of a pathing rule I'm unaware of?
I have similar, though not tile-for-tile identical, intersections elsewhere in my base, and this is the only one in which trains don't just go straight.
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Re: Simple Questions and Short Answers
Are the sulfur acid fields on vulkanus infinite like the lava or are they like oil on nauvis?
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Re: Simple Questions and Short Answers
How does one check the electrical consumption & production on a space platform without sending a power pole to space ?
Re: Simple Questions and Short Answers
Wonderful, many many thanks! I did not notice it.
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Re: Simple Questions and Short Answers
Is it later possible to start a new game on any planet? What is the condition that this is enabled?
Re: Simple Questions and Short Answers
Not from the vanilla game, but you can using mod : https://mods.factorio.com/mod/any-planet-startschorsch_76 wrote: ↑Thu Oct 31, 2024 11:46 am Is it later possible to start a new game on any planet? What is the condition that this is enabled?
Re: Simple Questions and Short Answers
A train stop adds a penalty of 1000 to a path, so trains will try very hard to avoid them. See https://wiki.factorio.com/Railway/Train_path_findingMostly_Childish wrote: ↑Thu Oct 31, 2024 1:02 am Any train trying to path through this section chooses the longer (and occupied) top route. However, if I remove the station immediately under the blue station trains path through here straight as expected. Is this the result of a pathing rule I'm unaware of?
My own personal Factorio super-power - running out of power.