Simple Questions and Short Answers

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Nidan
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Re: Simple Questions and Short Answers

Post by Nidan »

pioruns wrote: Sat Mar 22, 2025 3:29 am 1. Can I move my game save to a self-hosted server?
Yes
2. Will the server pause the game when no one is logged in?
There's a setting for that
3. How saves are being handled on a server instance, can I still manually save?
The same as your single player world: Autosaves at regular intervals, unless you turn them off. You can still manually save, but note that your client's save button will create a save on your local computer. To manually save on the server you need to use a command (/serversave I believe, if not, check /help).

The wiki also has quite a bit of useful information, for example https://wiki.factorio.com/Multiplayer has some sections about hosting.
jactually
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Re: Simple Questions and Short Answers

Post by jactually »

Can this blueprint be parameterized to select a T3 module and fill the assemblers and chest with the relevant ingredients? If so, how do I select the correct ingredients? Using "ingredient of" frequently sets the assemblers to red/blue circuits instead of the lower-tier module.
03-23-2025, 17-23-29.png
03-23-2025, 17-23-29.png (4.23 MiB) Viewed 1081 times
mmmPI
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Re: Simple Questions and Short Answers

Post by mmmPI »

jactually wrote: Sun Mar 23, 2025 10:24 pm Can this blueprint be parameterized to select a T3 module and fill the assemblers and chest with the relevant ingredients? If so, how do I select the correct ingredients? Using "ingredient of" frequently sets the assemblers to red/blue circuits instead of the lower-tier module.
03-23-2025, 17-23-29.png
Not too sure on this , but wouldn't it be simpler to add a constant combinator with the 3 tier of modules, with value "2" "3" "4" so they are easy to parameterize as different product, and then when placing the blueprint, you'd have to select 3 products, not only the T3 but aso T2 and T1

Other ways i can think of doing it would involve more combinators to setup the receipes on the assembly to make sure red or blue circuits are ignored, in an attempt at making a bp that only require the T3 paramater
trancexpress
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Re: Simple Questions and Short Answers

Post by trancexpress »

When overproducing agricultural science, do I take freshest first or spoiled first from the cargo landing pad? For best research rate? Does it make a difference?
eugenekay
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Re: Simple Questions and Short Answers

Post by eugenekay »

trancexpress wrote: Sun Apr 06, 2025 6:26 pm When overproducing agricultural science, do I take freshest first or spoiled first from the cargo landing pad? For best research rate? Does it make a difference?
The Freshness does not affect the Research Speed directly, but Spoiled packs are a pain in the neck once they're in the Lab.

I prefer to use the Freshest First, even though it leads to more Spoilage, since it reduces the amount that Spoil while in-transit between the Logistic Hub and the Research center. The almost-rotted packs can just sit for a little while longer until they transform into Spoilage - and then can be turned into Biosulfur, or anything else useful on Nauvis. Whether this positively or negatively impacts your Research rate depends upon whether Agricultural Science is currently the bottleneck - but you can always produce more, or make your Transport Platform faster so it arrives Fresher.
Last edited by eugenekay on Sun Apr 06, 2025 7:47 pm, edited 1 time in total.
Tertius
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Re: Simple Questions and Short Answers

Post by Tertius »

trancexpress wrote: Sun Apr 06, 2025 6:26 pm When overproducing agricultural science, do I take freshest first or spoiled first from the cargo landing pad? For best research rate? Does it make a difference?
Spoiled first. The reasoning goes like this:
The more packs you have, the more spoils in absolute numbers. Example: if you have 1 pack laying around for 1 hour, 1 pack loses value for this hour. If you have 100 packs laying around for the same time, you lose 100 times that value.
So if you consume most spoiled first, these are consumed faster, since they have less science value. This reduces the number of packs waiting, so it reduces the amount of spoiling.

Or with other words: if you consume the freshest first, you're extending the time for the remaining packs waiting to be consumed, so they have more time to spoil, so the losses are higher.
jactually
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Re: Simple Questions and Short Answers

Post by jactually »

mmmPI wrote: Fri Apr 04, 2025 1:00 pm
jactually wrote: Sun Mar 23, 2025 10:24 pm Can this blueprint be parameterized to select a T3 module and fill the assemblers and chest with the relevant ingredients? If so, how do I select the correct ingredients? Using "ingredient of" frequently sets the assemblers to red/blue circuits instead of the lower-tier module.
03-23-2025, 17-23-29.png
Not too sure on this , but wouldn't it be simpler to add a constant combinator with the 3 tier of modules, with value "2" "3" "4" so they are easy to parameterize as different product, and then when placing the blueprint, you'd have to select 3 products, not only the T3 but aso T2 and T1

Other ways i can think of doing it would involve more combinators to setup the receipes on the assembly to make sure red or blue circuits are ignored, in an attempt at making a bp that only require the T3 paramater
I played with circuits a bit more and agree that using a constant combinator is probably the easiest way. I didn't have much luck when I tried a set of decider/selector combinators- the order of signals is inconsistent and it ended up looking really ugly. Thanks for the help.
mmmPI
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Re: Simple Questions and Short Answers

Post by mmmPI »

jactually wrote: Sun Apr 06, 2025 9:56 pm I played with circuits a bit more and agree that using a constant combinator is probably the easiest way. I didn't have much luck when I tried a set of decider/selector combinators- the order of signals is inconsistent and it ended up looking really ugly. Thanks for the help.
If it can help the order of signals should correspond to their order in the GUI, first row from left to right then second row and so on, and the tabs too, when there is a tie for receipe selection to know which one will take priority if they are sent at the same time.

so if a receipe contain red and blue circuits and used to output to the circuit network 1 red circuit and 1 blue circuit, and then it is received by an assembly machine in "set receipe" mode, the red circuit will have priority and be the choosen receipe, but a green circuit would have taken priority over the red circuit.

If you never want to craft them, it can be set as a large negative number in a constant, because negative numbers won't count for "set receipe" on a machine, you could offset whatever indesirable ingredient this way
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Re: Simple Questions and Short Answers

Post by DJQuad »

Do the heating towers consume fuel when they aren't needed? An extreme would be if I have 5 towers and the only thing being heated is a an assembler do the other 4 towers consume fuel?
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Re: Simple Questions and Short Answers

Post by kpreid »

Yes, heating towers always consume fuel at a constant rate regardless of their temperature.

However, you can fix that very easily: run a wire between the tower and the inserter that feeds it, set the tower to read temperature, and set the inserter to be enabled when the temperature is lower than you want. This even works with burner inserters.
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Re: Simple Questions and Short Answers

Post by DJQuad »

I should have mentioned I only insert fuel when the temperature is under 500. Is fuel being wasted still an issue if there are multiple towers heating just a few things?
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Re: Simple Questions and Short Answers

Post by Loewchen »

DJQuad wrote: Mon Apr 07, 2025 2:12 pm Is fuel being wasted still an issue if there are multiple towers heating just a few things?
Fuel is only wasted if a tower is at maximum temperature while still burning fuel.
DaiBi
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Re: Simple Questions and Short Answers

Post by DaiBi »

can someone calculate how many biolabs do i need for 1mil spm, with lvl 60 research productivity bonus, all leg quality, 16 beacons per lab setup. And also how many bottles do i need per minute.
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Re: Simple Questions and Short Answers

Post by Vitja83 »

hello

I'm probably too stupid, can someone please tell me how to build/unlock another space platform on a newly discovered planet? I've already built one, but what then?

thank you
kpreid
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Re: Simple Questions and Short Answers

Post by kpreid »

In order to create a platform in orbit above a specific planet, you must have a rocket silo on that planet, and a space platform starter pack available to be launched by that silo. You can then order the creation one of two different ways:
  • In the remote view, on the left side where planets and platforms are listed, press the “Add space platform” button.
  • Open the silo and press the “Build new space platform” button.
Either way will open a dialog where you give it a name and starting planet. When you click “Create” in that dialog, the silo will launch a starter pack, and when that starter pack reaches orbit, the platform will start to exist.

Note that in unmodded Space Age, Nauvis is the only planet that does not have dangerous asteroids in orbit. So, you should either build platforms above Nauvis, quickly send guns and ammo up to your platform to protect it, or expect it to take some damage.
Vitja83
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Re: Simple Questions and Short Answers

Post by Vitja83 »

yes I have already received a platform about navigation systems, but I mean the other planets, I enter exactly what you mention here but something doesn't work...
kpreid
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Re: Simple Questions and Short Answers

Post by kpreid »

Well, this is the "short answers" thread, and troubleshooting tends to be long. How about you create a new thread, and post pictures of what you've got there. Show the silo that you're trying to launch from, and what you put in the dialog.
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