Simple Questions and Short Answers

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cagricelebi
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Re: Simple Questions and Short Answers

Post by cagricelebi »

Cockbite wrote: Sat Nov 09, 2024 3:29 pm I'm using this command line to make map preview images and it always outputs an image of Nauvis. Is there any way to make preview images of the other planets?

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factorio  --generate-map-preview=map-preview.png --map-gen-settings map_gen_settings.json --map-preview-size=2048
Yes, these parameters seem to work;
--map-preview-planet nauvis
--map-preview-planet vulcanus
--map-preview-planet fulgora
--map-preview-planet gleba

Also here are my notes on preview generation;
- There was a scale option in the past but I think it's removed.
- I tried map-preview-size 16384 and first 4 planets work. But 32768 and beyond fails, beware...
- Vulcanus generation takes 4 times longer than Fulgora.
YTKA_GA
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Re: Simple Questions and Short Answers

Post by YTKA_GA »

Yes, I searched for topics with such a question.
but what is it necessary for, the quality for the Glebe?
how to use high-quality eggs.
and also the lifetime of resources, which will not allow storing everything in boxes
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BlueTemplar
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Re: Simple Questions and Short Answers

Post by BlueTemplar »

The same thing as elsewhere ? You have to select a higher quality recipe (when you can).
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Re: Simple Questions and Short Answers

Post by BlackHat »

Regarding Quality.

While I am on Narvis before sending things to space, I can make the first 2 qualities of items (Uncommon and Rare)

My question is: Can I get Epic items by using rare materials in an assembler with quality chips? Or is the output hard capped at rare until I get the next level of quality research? In my limited testing it appears to be hard capped. I have not seen an epic, but have not done any bulk attempts.
EustaceCS
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Re: Simple Questions and Short Answers

Post by EustaceCS »

For ANY combinations of recipes, materials and Quality chips obtainable Quality level is capped:
- at Common by default
- at Rare with Quality 1 module research
- at Epic with Gleba's research
- at Legendary at Aquilo research
As soon as relevant research has been completed, any crafting machines with positive Quality chance modifier will start clogging themselves with unexpected Legendary roll become able to produce all available Quality levels up to a current cap.
All recipes can roll all available Quality levels between [recipe's innate Quality level selected in crafting machine] and [Quality level cap according to currently completed researches], if crafting machine have any source of positive Quality chance.

Fun semi-related fact: recipes, which produce solid items but have only liquids as input, can't have Quality. No Quality Sulfur until midgame, lol.
GregariousToad
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Re: Simple Questions and Short Answers

Post by GregariousToad »

On the map gen settings, does the "Time factor" evolution slider affect Gleba too, or only Nauvis?
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Re: Simple Questions and Short Answers

Post by BlueTemplar »

I don't see why it wouldn't..?
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Stin
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Re: Simple Questions and Short Answers

Post by Stin »

Is there some way to color the train stops automatically or via circulet?

I don't think that works. I would like to make a general plan for all types of resources and not always adjust too much manually
English is my second language and I am not good at languages

My Creations:
EPC - Encodes Planetary Control

Circulet Examples:
Signal Encoding & Decoding
Signal Filtering
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BlueTemplar
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Re: Simple Questions and Short Answers

Post by BlueTemplar »

Can you set names via circuit network ?
https://factorio.com/blog/post/fff-403
Setting the name will copy the limit and color from an existing train stop.
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Re: Simple Questions and Short Answers

Post by Stin »

Maybe that will help a bit thanks, but I don't think you can change the name by circulet. This has to be done manually, but this way I can guarantee that all trains have the right color without having to search the color table ;-)
English is my second language and I am not good at languages

My Creations:
EPC - Encodes Planetary Control

Circulet Examples:
Signal Encoding & Decoding
Signal Filtering
EustaceCS
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Re: Simple Questions and Short Answers

Post by EustaceCS »

Did landmines mechanics changed in 2.0 ?
For some reasons, spitter raiding groups gathering for attack are detecting AND destroying much more of my landmines in 2.0 than in 1.1 .
I'm under impression that armed landmines' invisibility is stealth-nerfed somehow.
nitrofen
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Re: Simple Questions and Short Answers

Post by nitrofen »

Hello Everybody! Wonder if someone can share please how do you guys copy loading unloading stations with rails? I have a problem where i copy existing train station with belts and inserters, but when trying to paste to another place it is miss aligns .... anyone please tell me how to deal with this :shock:
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Re: Simple Questions and Short Answers

Post by kpreid »

The problems with blueprinting train loading and rails occur because rails exist on a 2×2 grid, but train cars are spaced at 7 tiles (6 tiles for the car and 1 space between cars). Here are some ways to avoid getting stuck on the wrong grid spacing:
  • Select only the stuff on one side of the rails, not including the rails.
  • Select the entire train station.
  • Select two cars worth of loader/unloader at once — it'll be 14 tiles long, which matches the grid.
  • Create a blueprint, and in the blueprint editor, remove the rails (right-click them). Then it can be placed anywhere.
  • When placing, flip the blueprint (H or V keys) along the direction the rails go. This will effectively offset it by one tile.
schorsch_76
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Re: Simple Questions and Short Answers

Post by schorsch_76 »

How do you connect the islands on fulgora? I need to build on every island everything again..... The islands are too small to get dedicated trains for all needed goods. Cant import it everywhere from space as i can only build one cargo landing pad on any planet....
EustaceCS
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Re: Simple Questions and Short Answers

Post by EustaceCS »

schorsch_76 wrote: Thu Nov 21, 2024 7:58 amThe islands are too small to get dedicated trains for all needed goods.
Bidirectional trains.
Surprisingly, there are no dedicated guide to it.
But, as a rule of a thumb, it is enough to:
1. Place a single railway from point A to point B.
2. Place two train stops at the ends of that railway, facing towards the ends of said railway.
3. Place a single train, on both ends of which locomotives facing outwards are present.
And from there onwards the Nature would help...
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BlueTemplar
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Re: Simple Questions and Short Answers

Post by BlueTemplar »

There is a guide for two-way rails :
viewtopic.php?f=194&t=53937

(Which could perhaps be made simpler by forbidding one-directional trains ??)
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EustaceCS
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Re: Simple Questions and Short Answers

Post by EustaceCS »

Seen that guide. Can't make heads or tails of it. It REALLY needs sample all-in-one setup. I have a weird feeling that that guide is not about two-way trains but about two-way rails, which is a completely different can of worms...
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Re: Simple Questions and Short Answers

Post by Asynchron »

Whats the order of evaluation of signals by "any signal" parameter in train interrupts?
Tertius
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Re: Simple Questions and Short Answers

Post by Tertius »

Probably the default sorting order: descending value (highest is chosen first), and for equal values the internal sorting order that is also used in the item selection GUIs.
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Re: Simple Questions and Short Answers

Post by Asynchron »

That's my assumption as well, but would like to have a definitive answer to this. Best actually if this is mentioned in the description of any signal parameter.
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