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Re: Simple Questions and Short Answers
Posted: Tue May 06, 2025 11:59 am
by aka13
DaiBi wrote: Tue May 06, 2025 10:50 am
I'm in the middle of building a megabase, i have a question about efficiency modules. Is there a reason to minimize energy consumption of my machines on planets like Vulcan or Fulgora which have passive energy generation and no pollution/spores?
I guess the only limiting factor is the ups. So with minimal energy consumption setup i need more machines and more inserters, but less accumulators and solar panels. With full speed modules setup i need less machines (about 50%) and less inserters (but they will work faster, so ups wise it will be the same?) and much more (30 times) more accumulators and solar panels.
Solar panels/accus are "free" ups-wise, so usually you should optimize for inserter/machinecount.
Re: Simple Questions and Short Answers
Posted: Tue May 06, 2025 12:27 pm
by AlexRAwesome
DaiBi wrote: Tue May 06, 2025 10:50 am
I'm in the middle of building a megabase, i have a question about efficiency modules. Is there a reason to minimize energy consumption of my machines on planets like Vulcan or Fulgora which have passive energy generation and no pollution/spores?
I guess the only limiting factor is the ups. So with minimal energy consumption setup i need more machines and more inserters, but less accumulators and solar panels. With full speed modules setup i need less machines (about 50%) and less inserters (but they will work faster, so ups wise it will be the same?) and much more (30 times) more accumulators and solar panels.
My first time there I didnt realize that the steam coming out was 500C so i was just using regular steam engines. I used 2 eff1s in most my machines in my first iteration of vulcanis because i got tired of expanding power over and over, but yeah calcite is so plentiful and acid is infinite, so speed and prod all the way.
I hear some people will beacon their silos with efficiency sometimes. I've got probably 200 on vulcanis and all of them running at once is well into GW, but i made a 9gw (22.5GW with legendary everything) fusion reactor design and its very set-and-forget for all my power on every planet so far.
Re: Simple Questions and Short Answers
Posted: Tue May 06, 2025 12:55 pm
by mmmPI
AlexRAwesome wrote: Tue May 06, 2025 12:27 pm
I hear some people will beacon their silos with efficiency sometimes.
You can reach 400% productivity on rocket parts, and then it's capped, so there would be no more benefit to produtivity modules.
The same thing happens with speed, at some point you can increase the "crafting speed" of the silo, it won't make the rockets leaves faster because it's already as fast as the animation can display 2 rockets leaving the silo one after the other.
In such case, if you still have some module slots left available around the silo, it makes sense to put efficency.
Re: Simple Questions and Short Answers
Posted: Sun May 18, 2025 11:31 am
by jdrexler75
Is there a reason to keep researching Railgun damage buffs? They one-shot everything anyway, so it just seems like more overkill. (Shooting speed is another matter of course.)
Re: Simple Questions and Short Answers
Posted: Sun May 18, 2025 2:00 pm
by mrkev
jdrexler75 wrote: Sun May 18, 2025 11:31 am
Is there a reason to keep researching Railgun damage buffs? They one-shot everything anyway, so it just seems like more overkill. (Shooting speed is another matter of course.)
Maybe If you wanna one shot the big demolisher.
Re: Simple Questions and Short Answers
Posted: Sun May 18, 2025 2:35 pm
by jdrexler75
mrkev wrote: Sun May 18, 2025 2:00 pm
Maybe If you wanna one shot the big demolisher.
Right, I never considered that since there are better options, but a railgun one shotting the big one would be funny!
Re: Simple Questions and Short Answers
Posted: Sun May 18, 2025 2:58 pm
by mmmPI
jdrexler75 wrote: Sun May 18, 2025 2:35 pm
Right, I never considered that since there are better options, but a railgun one shotting the big one would be funny!
It is ! you can do that even without damage research if you shoot so that the projectile will pierce several segments. ( easier with the portable one

)
Re: Simple Questions and Short Answers
Posted: Sun Jun 01, 2025 7:55 pm
by cgistalker
How to Move Slider from screenshot?
Re: Simple Questions and Short Answers
Posted: Thu Jun 05, 2025 9:18 pm
by Jap2.0
cgistalker wrote: Sun Jun 01, 2025 7:55 pm
How to Move Slider from screenshot?
Shift + scroll, I think.
Blueprint city block question
Posted: Wed Jun 18, 2025 6:13 pm
by brunzenstein
I have a hard time setting the right parameter in the blueprint setup to find the exact position an existent city block has in the factorio world grid.
When I copy any existing given city block, I want to attach to the existing one, I must set the proper parameter to align this with the global grid system.
I dont see how.
How to align both?
Re: Blueprint city block question
Posted: Wed Jun 18, 2025 8:10 pm
by Kyralessa
brunzenstein wrote: Wed Jun 18, 2025 6:13 pm
I have a hard time setting the right parameter in the blueprint setup to find the exact position an existent city block has in the factorio world grid.
When I copy any existing given city block, I want to attach to the existing one, I must set the proper parameter to align this with the global grid system.
I dont see how.
How to align both?
Have a look here at the "Easier blueprint grid adjustment" section:
https://www.factorio.com/blog/post/fff-404
Instead of guessing numbers, you can use Shift-arrow keys or Control-arrow keys to make these adjustments visually.
Re: Blueprint city block question
Posted: Thu Jun 19, 2025 7:52 am
by brunzenstein
Kyralessa wrote: Wed Jun 18, 2025 8:10 pm
brunzenstein wrote: Wed Jun 18, 2025 6:13 pm
I have a hard time setting the right parameter in the blueprint setup to find the exact position an existent city block has in the factorio world grid.
When I copy any existing given city block, I want to attach to the existing one, I must set the proper parameter to align this with the global grid system.
I dont see how.
How to align both?
Have a look here at the "Easier blueprint grid adjustment" section:
https://www.factorio.com/blog/post/fff-404
Instead of guessing numbers, you can use Shift-arrow keys or Control-arrow keys to make these adjustments visually.
Thank you indeed - I really struggled for many hours....
getting trash out of the network
Posted: Sun Jun 22, 2025 7:57 am
by brunzenstein
I have filled up many boxes, e.g. the network with scrap when playing around in creative mod, editor and editor extensions
- how to empty the boxes all all together?
Re: getting trash out of the network
Posted: Sun Jun 22, 2025 9:16 pm
by mmmPI
brunzenstein wrote: Sun Jun 22, 2025 7:57 am
I have filled up many boxes, e.g. the network with scrap when playing around in creative mod, editor and editor extensions
- how to empty the boxes all all together?
you can delete them in the editor with the decon planner, they would just disappear and their content.
In a real game, if you care about what's inside the box,you can do the same, or you can replace them with purple chest, and swarms of bots will try to move the content away
otherwise, i think running into them with a tank should work pretty fast and not leave time for any robots to try and repair them, but cars or rockets or even machine gun can do

Re: Simple Questions and Short Answers
Posted: Sat Jul 05, 2025 9:42 am
by Nemac
Hi,
i cant get logic stuff to work. i'm not sure about the naming conventions here. the green wire.
i try to enable a pump, when my patroleum gas is low, the pump is connected to 'light oil cracing to pretuleum'
witch value is used for the comparation? the single tank the wire is connected too, or everything including pipeline contents?

- Pump1.JPG (198.31 KiB) Viewed 552 times
I had expected the pump starts to work, when the patroleum amount is below 1k "petroleum lower than 1k" i tried the other way arround. Pump also dont disable at reaching the set value.
i hope its just a minor misunderstanding?
thanks.
Re: Simple Questions and Short Answers
Posted: Sat Jul 05, 2025 9:45 am
by boskid
Nemac wrote: Sat Jul 05, 2025 9:42 am
Pump1.JPG
I had expected the pump starts to work, when the patroleum amount is below 1k "petroleum lower than 1k" i tried the other way arround. Pump also dont disable at reaching the set value.
That icon with crude oil and petroleum is not an icon of a fluid. That is a recipe signal for basic oil processing. Given that on the wire you have "basic oil processing" signal at a value 0 (signal is missing) the pump is allowed to work. You have to specifically select a petroleum (fluid) signal.
Re: Simple Questions and Short Answers
Posted: Sat Jul 05, 2025 9:54 am
by Nemac
Ups, thats it, easy fix, thank you.
Re: getting trash out of the network
Posted: Sat Jul 05, 2025 10:39 am
by brunzenstein
mmmPI wrote: Sun Jun 22, 2025 9:16 pm
brunzenstein wrote: Sun Jun 22, 2025 7:57 am
I have filled up many boxes, e.g. the network with scrap when playing around in creative mod, editor and editor extensions
- how to empty the boxes all all together?
you can delete them in the editor with the decon planner, they would just disappear and their content.
Sorry, the content wont disappear that way but will be moved to other boxes.
If no boxes are available the robote swill helpless jump endlessly
Re: getting trash out of the network
Posted: Sat Jul 05, 2025 4:51 pm
by mmmPI
brunzenstein wrote: Sat Jul 05, 2025 10:39 am
mmmPI wrote: Sun Jun 22, 2025 9:16 pm
brunzenstein wrote: Sun Jun 22, 2025 7:57 am
I have filled up many boxes, e.g. the network with scrap when playing around in creative mod, editor and editor extensions
- how to empty the boxes all all together?
you can delete them in the editor with the decon planner, they would just disappear and their content.
Sorry, the content wont disappear that way but will be moved to other boxes.
If no boxes are available the robote swill helpless jump endlessly

- option.jpg (82.43 KiB) Viewed 457 times
Re: Simple Questions and Short Answers
Posted: Sun Jul 06, 2025 3:10 pm
by Nemac
me again:
i want the 'programmable speaker' make a alert, if the connected chest is empty. in the chest may be different stuff. so i cant just do $item = 0.
Its the refuel box for unimportant trains. i throw in stuff for 'recycling' like wood, coal, solid fuel. I just need a ping if the box went empty.
i only did very easy stuff with the wiring yet, so please be detailed. thank you.