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Re: Simple Questions and Short Answers
Posted: Wed Oct 23, 2024 12:24 pm
by BlueTemplar
s0lenoid wrote: Wed Oct 23, 2024 10:43 am
Can I still use normal copper wire for a power switch or does it only work with coloured wire?
Yes, has anything even changed here ?
Coloured wires also work with power switches, but serve a different function.
Re: Simple Questions and Short Answers
Posted: Wed Oct 23, 2024 12:33 pm
by mmmPI
Kalanndok wrote: Wed Oct 23, 2024 11:51 am
When setting the recipie of an Assembler by circuit network...
How does the assembler decide which recipie on the signal to craft?
For example:
I'm have a signal of 100 red circuits, 5 copper wires, 5 green circuits while having copper plates, iron plates and plastic provided manually and then subtracting the contents of the outputchest from the signal. I also feed the output back into the assembler.
Somehow the system does exactly what I want...meaning it crafts what is currently missing in the production chain but I just can't figure out what determines which recipie goes into the assembler,
If you send 5 different signal for "set recipe" the game will pick the first one in an order that is similar to the one you see in the GUI, first tab, first row, first column for the first signal, then second column, third column.... until a full row, then second row, like a grid.
It is somewhat the order in which you unlock things or from the "rawest" to "more advanced", so it can happens that it works very well with autocrafter, but it's not going to always be the case !
Re: Simple Questions and Short Answers
Posted: Wed Oct 23, 2024 1:33 pm
by Kalanndok
Thanks...but it seems to take the amount into account as well because negative signals never get set to the assembler.
Re: Simple Questions and Short Answers
Posted: Wed Oct 23, 2024 3:58 pm
by EustaceCS
Can't use Uncommon Quality Firearm Magazine to make any Piercing Rounds Magazine. Both manual and Inserter attempt to stick it into fails.
Intended?
Re: Simple Questions and Short Answers
Posted: Wed Oct 23, 2024 4:05 pm
by aka13
Yes, sadly intended. You need to set specific recipe quality, and only that ingredient quality will be accepted. Everything else needs to be removed manually from the previous crafting step.
Re: Simple Questions and Short Answers
Posted: Wed Oct 23, 2024 4:29 pm
by BlueTemplar
Or automatically, for instance using filter inserters. (Which are now all inserters.)
Re: Simple Questions and Short Answers
Posted: Wed Oct 23, 2024 4:36 pm
by EustaceCS
No junk (read: insufficient quality outcome) reprocessing into ammo then
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Well... maybe that's for good.
Research labs don't have same quirk, do these?
Re: Simple Questions and Short Answers
Posted: Wed Oct 23, 2024 4:38 pm
by BlueTemplar
There's a Recycler available later in the game.
Re: Simple Questions and Short Answers
Posted: Wed Oct 23, 2024 4:43 pm
by EustaceCS
I know.
My hope was that instead of making a per-assembly-line tribute to Flying Spaghetti Monster I could throw everything below acceptable quality to the side then reprocess it into ammo.
Wiki might need a fix in this regard: "When using quality ingredients as an input, the base quality is the lowest input quality ignoring liquids (as fluids cannot have quality). Crafting an Electronic circuit from Uncommon Iron plates and Epic Copper cable will give a base quality of Uncommon." is confusing people.
Who added that, anyway...
Re: Simple Questions and Short Answers
Posted: Wed Oct 23, 2024 10:26 pm
by Bal921
Hi all, I'm currently redesigning my train system to use the new rails on a vanilla Factorio savegame I started before 2.0 came out. It seems that the signal spots I can use on two seemingly identical piece of track differs as shown in the screenshot below. Can anyone enlighten me if that is the intended behavior?
I can place signals on the spots circled in purple, but I cannot place them on the rail next to them on the same spot.
Re: Simple Questions and Short Answers
Posted: Thu Oct 24, 2024 1:54 am
by mmmPI
Kalanndok wrote: Wed Oct 23, 2024 1:33 pm
Thanks...but it seems to take the amount into account as well because negative signals never get set to the assembler.
Yes that is correct, negative signal are ignored, this is a bit similar to how the filter of inserters are choosen if you send more than 4 signals, or negative signals. Only the "first" "positive" four will count.
Re: Simple Questions and Short Answers
Posted: Thu Oct 24, 2024 8:45 am
by nethus
Bal921 wrote: Wed Oct 23, 2024 10:26 pm
Hi all, I'm currently redesigning my train system to use the new rails on a vanilla Factorio savegame I started before 2.0 came out. It seems that the signal spots I can use on two seemingly identical piece of track differs as shown in the screenshot below. Can anyone enlighten me if that is the intended behavior?
I can place signals on the spots circled in purple, but I cannot place them on the rail next to them on the same spot.
Hi Bal921
I noticed this as well while recreating my rail blueprints. On the left side of your screenshot, it's the curve of the right track that prevents you to place signals on the positions you encircled. If you remove the right track you'll be able to put them there. Or if you add a similar track on the right (of the left part of your image), the same positions on the now middle track will become invalid as well.
So at least it's consistent. Not sure if intended though...
Re: Simple Questions and Short Answers
Posted: Thu Oct 24, 2024 12:25 pm
by Tertius
It's only the last curve in a series of curves that allows an additional signal. If you visualize bidirectional signal positions, you see the opposite signal position isn't possible because of the horizontal track.
I guess signal positions are only allowed, if there are valid opposite signal positions on both sides of the track. Even if the track is a unidirectional one.
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Re: Simple Questions and Short Answers
Posted: Thu Oct 24, 2024 5:30 pm
by dredra
Lo all,
I played factorio a long time ago.. just bought the space age.
Do i need to start all over ?
as a new single player doesnt give me a planet but just the normal world as i would get in factorio.
Is this the way ?
Re: Simple Questions and Short Answers
Posted: Thu Oct 24, 2024 8:40 pm
by BlueTemplar
this is the way
(rocketship is earlier now, late blue science)
Re: Simple Questions and Short Answers
Posted: Fri Oct 25, 2024 7:23 pm
by Datacontrol
Does the setting "starting area size" (under the "enemy"-tab in the map generator when start a new game) only affect nauvis, or the other planets too (especially Gleba)?
[edit]
okey, it does. I'm so stupid.
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In the settings you can preview the other planets too. I didn't even noticed. I would have preferred it to be possible to set it separately. In my case more range (600%) on Nauvis and less on Gleba (75 or 50%).
Re: Simple Questions and Short Answers
Posted: Sun Oct 27, 2024 12:45 am
by Usul
How does one color train wagons?
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Re: Simple Questions and Short Answers
Posted: Sun Oct 27, 2024 1:43 am
by Wisey
How do I get get uncommon (and higher) biter eggs? I have an uncommon captive biter spawner and fed it with uncommon bioflux, but it still produces only normal biter eggs.
Re: Simple Questions and Short Answers
Posted: Sun Oct 27, 2024 7:14 am
by mmmPI
Wisey wrote: Sun Oct 27, 2024 1:43 am
How do I get get uncommon (and higher) biter eggs? I have an uncommon captive biter spawner and fed it with uncommon bioflux, but it still produces only normal biter eggs.
you can recycle eggs in a recycler with quality modules, or you can use them for something, like productivity module 3, and then recycle the productivity module 3 ( both steps with quality module).
Re: Simple Questions and Short Answers
Posted: Sun Oct 27, 2024 7:18 am
by mmmPI
Usul wrote: Sun Oct 27, 2024 12:45 am
How does one color train wagons?
Using mod i think :
https://mods.factorio.com/mod/Automatic_Train_Painter