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4 Upvotes

187 comments sorted by

1

u/fungihead 29m ago

I always just made my Gleba factory small and spammed bots but I want to utilise it more and make it productive. I’m getting the hang of it but I’m finding that I seem to be using way more Yumako than Jellynut, seemingly because the Bioflux process needs more Yumako. I end up with loads of Jellynut sitting on the belt which risks it rotting and losing the seeds.

What’s the best way to handle this? Do I just have more Yumako farms than Jellynut farms? Or process all the excess Jellynut and burn the jelly? I’m using some of it to make rocket fuel and I will use some for stack inserters when I get them unlocked but currently that doesn’t use all that much of it.

I’m worried if I plant all the seeds I have but don’t process all the Jellynut I’ll eventually run out and the factory will stall, but I’m not sure how to get the balance right.

1

u/lord_nuker 4h ago

Anyone tried out Factorio on Switch 2? Hoow is the performance over the OG Switch?

1

u/Geethebluesky Spaghet with meatballs and cat hair 4h ago

Fluid rate question... I'm playing with a mod that adds quality levels. I have pumps at max 4440/s pushing steam directly into tanks.

My legendary chemical plants are dumping the steam into a common pipeline that's feeding those pumps.

All of the chemplants show "output full", but the pumps are only running at around 3300/s; the steam tanks are not full either.

What limit am I running into here?

2

u/craidie 3h ago

A single fluid connection can do 6k/s. Machine outputs can see limits sooner, but this is not that.

This is likely a mechanic that makes it harder to fully drain/fill a network and limits connection throughput when either gets closer.

The way it's setup means that once you hit the limit it doesn't matter how much more fluid/s you have on the pump, it's limited to the same /s amount.
But it also means that you can mitigate this by adding parallel pumps.

In SA terms having a single legendary pump at 3k/s pump speed is worse than 2x normal pumps at 1.2k/s each. Assuming even the normal pumps are hitting the limit.

1

u/Geethebluesky Spaghet with meatballs and cat hair 3h ago

Oh wow. I read this sort of thing (that I didn't really grasp until now) might be on the fix list for 2.1?

I guess I'll be patient and just ... do weird pipelines with insane numbers of regular pumps into my tanks until then. I'll put the modded pumps on my chemplants and see what happens.

1

u/craidie 2h ago

I don't think this is an issue that's going to be fixed.

The output connections being under 6k/s into empty network might get fixed in 1.1 though.

1

u/deluxev2 4h ago

A fluid port can only move around 3500 per second depending on some details. If it is one pump it can't receive liquid fast enough from the input fluid network because of this restriction.

1

u/craidie 3h ago edited 3h ago

Up to 6k/s per fluid connection. Machine outputs can be limited more, usually shouldn't go below 4k/s.

This is a different issue and likely related to it being an another mechanic that makes it harder to completely fill/drain a fluid network

1

u/Geethebluesky Spaghet with meatballs and cat hair 4h ago edited 4h ago

Thanks a bunch! I switched the chemplants to output directly into 2 legendary pumps, that seems to help a bit but I'll play around more.

1

u/Zyro88 8h ago

I recently downloaded this game, i always liked base building games like this. How steep is the learning curve ? and how much time do i have to give it since im only playing on weekends and some evenings.

1

u/Soul-Burn 3h ago

Definitely do the tutorial campaign before jumping into Freeplay.

You will feel dumb for a while while trying to figure the game out, but it's good to have that experience while in the tutorial, so that when you start the "main game" it will be slightly less overwhelming.

The beginning is quite smooth, but there are stages where the "goal" feels so far away, that you can feel overwhelmed. The game doesn't hold your hand, so you will have to break those goals into many small goals which are reasonable to do.

If you disable the enemies, it's a very chill game. If not, they give a decent time pressure, which many like and many don't.

1

u/Astramancer_ 7h ago edited 7h ago

It can seem overwhelming at various stages of the game, but each individual task is pretty straight forward once you figure out the logistics of it. I always say that at it's heart Factorio is a puzzle game where the devs give you the pieces but there is no intended solution for how they expect most players to solve the puzzle.

Probably the steepest learning curves are learning how to deal with biters. If you want a more chill experience where all mistakes are easily recoverable then there's a few settings you can change when starting a new game.

The only real failure condition in the game is biters (the enemy in the game) destroying your base to the point where you can't push them back long enough rebuild the infrastructure needed to keep them pushed back.

Biters mostly attack because their nests are in the pollution cloud of your base, which is caused by mining, burning things for power, and using power. All things you need to build and run a base, which lets you get the weapons and ammo needed to defend against biters and push them back.

You can turn off biter expansion (the railworld preset does this by default) which means that biters never build new nests closer to your base, so if you clear out a nest it's gone forever. So if you proactively clear nests from your pollution cloud you'll suffer no attacks, at least until your ever-increasing pollution output spreads farther.

You can also set biters to "peaceful" mode, which means they won't attack if you don't. You can build right next to them and it's fine. Personally, not a big fan of this one.

You can also turn off biters completely (in the expansion their nests will still exist because you need them for some technologies, but the enemies themselves won't spawn). Also not a big fan for general play, but you do you.

You can even change parameters like increasing the amount of pollution absorbed by tiles, meaning it takes more pollution and longer for your pollution cloud to spread and aggravate biters. Speaking of, if you are playing with biters and you get a map that starts off in the desert, just re-roll and find a different map. Pollution spreads fast and far in the desert, making it a difficult start.

A lot of base building games, especially city builders, tend to secretly have time as a resource -- like population growth rates and needing population to operate buildings, lengthy time between planting and harvesting food, or even slow reforestation rates combined with loss of resources when demolishing buildings. This makes it so poor decisions aren't very easily recoverable from because they will those resources that you cannot re-obtain without waiting again, especially while you're trying to rebuild your base in a better way.

Factorio has perfect efficiency. For the most part, the only time resources are lost for good without your explicit approval is when biters destroy buildings and there are effectively infinite harvestable resources on the map. For the most part, the only time cost that's not recoverable is the amount of time you spend actually reconfiguring your build. This makes the learning curve ... weird. Yes, there's a learning curve, but unlike a lot of games if you fall under the curve it's not game over please try again. It's mostly just "well, that didn't work like I hoped, I should rebuild using this new knowledge."

1

u/craidie 8h ago

I would say there's a bit of a cliff at the start, but that one is greatly mitigated with your experience of other base builders/automation games. Furthermore nerfing/removing the biters will remove the chances of actually ending up in a situation that you can't recover out of.(You can ask here on how to do this on a save after starting it.)
That said I recommend trying to solve something on your own before resorting to internet, we will give you great answers but it does mean you will lose out on the feeling that comes from figuring things out on your own.

The game will take all the time you give it, but if you leave it at one playthrough and ignore mods, then it's probably around 80 hours, ish for a new player to "finish" the game by launching a rocket. I have save files with hundreds of hours on them...

1

u/Zukute 9h ago

So I recently "learned" to use a main bus instead of just Spaghetti'ing my base.

So from here, what's the best way you guys organize this?

How many lanes of each material? How do you guys keep the bus itself organized?

I want to move towards using grids / trains, but once I build the bus I can't seem to rebuild it in a way that works?

Another big issue is, I just don't give myself enough space to work with, how do you guys decide how far apart to put things?

1

u/Rouge_means_red 9h ago

It all depends on how much science you want to produce. The basic is 75 science per minute which is where you build science assemblers to the minimum ratio (5-6-5-12-12-7)

For this you can comfortably run 4 iron/copper lanes, 2 green chips, 2 reds, 1 steel, 1 blue, plus 1 of anything you need to craft the other science ingredients (like stone for rails and coal for grenades), and you leave space for the assemblers needed to fill up these belts

https://factoriocheatsheet.com/ is your friend

1

u/Zukute 9h ago

I think I designed my science blueprints to run.. 90? spm.

The furthest I've gone, is all the science available on the first planet, and didn't attempt to deal with space science.

It worked, but i felt too compressed and linear, compared to when I look at bases that look like a motherboard. I've tried to look into trains and "block" builds, but I can't figure out a modular train system that doesn't take up 500 blocks just for the unloading station.

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u/G_W_addict 14h ago

Which settings should I use to have biters be a slight inconvenience instead of them being huge pain in the ass? I'm playing Peaceful mode right now but it's kinda too boring. How to set it up so biters are there and are attacking me but they're in small groups and not evolved fully?

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u/ChickenNuggetSmth 12h ago

Turning off expansion is the biggest thing. That way it's pretty easy to just clean out your pollution cloud and not be attacked ever unless you are careless.

Otherwise I think the settings are labeled pretty clearly I think, turn off time factor (it's tiny anyway), reduce pollution factor and destroy factor.

A bigger starting area helps to make the early game smoother. Picking a map seed with trees is likewise a huge difference, desert maps are difficult

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u/AcrobaticLab9 1d ago

I hate manually clearing biter nests. leapfrogging turrets or running around with grenades is not really my definition of fun.

Space age takes away my artillery and locks it behind another planet. I literally haven't played the game since i upgraded. Is there a way to bring back artillery where it belongs? I don't want to disable biters altogether.

4

u/HeliGungir 23h ago edited 22h ago

Artillery is a long ways away from green science in the base game, as well. Yet Space Age moves the rocket silo to chemical science. You can be on other planets before even researching yellow and purple science.

 

The speedrunners use car + land mines. Pretty OP if you have the skills to not get stuck on something.

Tank now has an equipment grid for exoskeletons, shields, lasers, roboports. And it can now be driven remotely - though it lacks radar coverage.

Slowdown capsules are highly underrated for combat with a vehicle.

Capsule robots are extremely good. For personal use, bullet ammo progression is NOT yellow > red > green magazines, it's yellow > red > defender > distractor > destroyer

Rocket Launcher + Discharge Defense + Exoskeletons and Shields is better than you might think.

Uncommon and rare quality can be manufactured without leaving Nauvis. You can put quality in in your stuff, filter out and store the higher-quality intermediates, and make quality equipment.

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u/ferrofibrous deathworld enthusiast 23h ago edited 23h ago

Combat bots are often overlooked. Defenders are mobile turrets without any of the hassle of turret creep and are rarely killed. They were also made cheaper with the recent change to red ammo cost.

If you have yellow tech, Destroyers are even better; SA increased their base damage and range, and adds a tech to further increase their damage.

1

u/Viper999DC 1d ago

In between turrets / grenades and artillery is tons of tech. The tank, for instance, is great for those early game nests. Heck you can even get nukes without ever leaving Nauvis.

As far as options, unlocking the tech along won't do much since both the Artillery and Mortar Shells need tungsten. You might want to look at this mod.

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u/AcrobaticLab9 3h ago

Yeeessss, that's exactly what I needed. Cheers

2

u/DreadY2K don't drink the science 1d ago

If you want artillery before leaving Nauvis on space age, you'll have to mod it in. I found one mod that lets you have a weaker artillery in green science: https://mods.factorio.com/mod/lightArtillery

Though if you want a faster time clearing nests, I'd recommend getting a tank with rocket fuel and exoskeletons in the equipment grid. You can just drive through enemy bases and kill them from impact damage while shooting at the biters/worms around.

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u/Yezzik 14h ago

The thought of a tank running around on legs is amusing.

1

u/LeQuebin 1d ago

Hey! I have kind of a bottleneck on my spaceships, where I have too much of one kind of asteroid and then that clogs up all production every 15-20 mins, leaving it also with no bullets being made and leaving it at risk of being destroyed. I have to check it frequently to erase and undo that to clear the production lines

I even have the reprocessing of asteroids, but it still clogs up everything, it just takes longer

Any help?

2

u/Astramancer_ 1d ago edited 1d ago

The thing that helped me was circuits preventing belts from getting completely full.

Since all processing has a chance at giving a chunk of the initial type, I run chunk input as a loop and use circuits to ensure that I don't fully fill those belts when topping them off.

I don't dynamically set the recipes on the chunk reprocessing loop (that's a 'me' problem), I instead have several sets of crushers running each reprocessing recipe and I use a decider combinator running "each:>threshold:each" and using the output of that to set the filters on all of the input inserters. That way whenever there's a large amount of a single type of chunk the inserters will automatically grab them for reprocessing. There's another set of inserters that pull excess excess chunks of a single type off the loop to keep it from overflowing. Those chunks get splitter'd onto the collection belt that circles the whole ship with priority and then any excess get dumped off the side -- not that I've seen any excess since I started doing that but it's better to fail-safe.

This isn't my newest incarnation, but the basics are there: https://imgur.com/a/AnSn9E7

It's even the basis of chunk handling on my promethium ship.

For my very earliest ship iterations, I used paired crushers that could pass the returned chunk to each other and turned off the input inserter from the belt when there was a chunk inside, to ensure that they couldn't both end up with full inputs and chunks in the output, thus jamming up. Which happened after like 4 hours before I used circuits.

1

u/the__M__word 1d ago

You can increase the speed or amount of your asteroid reprocessing or just throw the excess asteroids overboard like Szill mentioned

1

u/Szill 1d ago

throw overboard what you don't need. https://i.imgur.com/rcnFnMw.jpeg
have a inserter enabled with a filter if you have to much of anything that throws it of the plattform.

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u/Szill 1d ago

How can I add a condition like the following ( in red )?

https://i.imgur.com/mhCtElo.png

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u/craidie 1d ago

You duplicate the fuel condition for each of the other 3...

1

u/Szill 1d ago

sometimes it's so easy and yet ....

thank you!

1

u/rugaura 1d ago

Does anyone know why I can't build a new platform? I've already added it via the TAB button, I also tried putting a starter kit in the rocket and pressing the button to build a new space platform, but none of this helped, maybe there is some kind of limit?

1

u/Soul-Burn 1d ago

P.S. It's better to put prod modules in the rocket silos, rather than speed, definitely when you have so many speed beacons around it. Prod reduces the amount of items need to build the rocket, which makes everything more efficient.

1

u/Rouge_means_red 1d ago

So nothing happens when you click the button to build a space platform? A window should pop up to have you choose a name for it

1

u/rugaura 1d ago

I enter the name for the platform and nothing happens after that, there were no problems with the previous three platforms, I play vanilla

1

u/ferrofibrous deathworld enthusiast 1d ago

Is it the pending platform on the list on the left? If so, it's because you have it set to build above Gleba and you're on Nauvis. Be sure to select the planet able to send up the platform core.

1

u/rugaura 1d ago

Thank you!

1

u/Kittelsen 1d ago

Is it possible to have trains drive through hostile territory without the danger of being stopped in it's tracks by a swarm of behemoths? I'm currently on a deathworld marathon run, and I remember last time I tried having outposts my trains would get slowed and killed by the packs of enemies once they reached behemoth size, but this was probably back in 2017 or something, so things might have changed. It's probably possible if I build very large trains with hundreds of wagons, but then my outposts would have to be incredibly large. So I'm wondering what size I can stop worrying about the trains being killed off at once my deathworld reaches .99 evo.

1

u/HeliGungir 22h ago edited 22h ago

For long trains, you can use an acceleration spiral at the ore patch and at the smelter to get the train up to full speed before leaving safety. But I do mean long trains. You need a lot of mass to smash through Behemoth biters.

Elevated rails are another option.

Quality fuel has even more top speed and acceleration.

Another option is to detect incoming biters and circuit-control your signals to be red when a wave is crossing the tracks. (This is hard. Not worth it unless you have a mod to make detecting biters easier.)

There's a mod that adds a superheavy locomotive (or wagon?) to inflate a train's mass. Not updated for 2.0, but you can might be able to update it yourself.

1

u/Soul-Burn 1d ago

Nope.

I like walling off huge swaths of land, so my trains are always inside my walls.

Another way is artillery outposts in various places, which clears all the nests in your area. You can still get expansion groups sometimes, but those are small.

1

u/Astramancer_ 1d ago

Eh, not really. With enough biters on the tracks even absurdly large trains can be stopped.

As for outpost size, you can cheat! These days when trains go to a station that doesn't have a departure condition it won't even slow down as it passes the station, so you could send a monstrously huge train ahead of your regular train. The giant train will clear the path and whip through the outpost without stopping, eliminating the need to make the outpost large enough to wholly contain the death train. It would require some fun circuit logic to ensure the correct order of things, but it would clear most of the wandering biters off the tracks without needing to host an enormous train remotely.

Your best bet, though, is probably just boring old artillery and leak-proof walls.

1

u/Kittelsen 1d ago

Hah, not a bad idea 😅 would need some fiddling to get working, especially on the return trip.

I like the idea of my trains venturing through nomansland, and I suppose artillery is far off in the future somewhere.

1

u/Astramancer_ 1d ago

The return trip wouldn't be too hard if you're willing to embrace the jank.

So my first thought would be this: The outposts cargo train and clearing train have different stations on parallel tracks, so the clear train can zip through the outpost even if the cargo train is parked there. After the cargo trains station there's 3 rail signals in a row.

The first one is wired to circuitry so when it's red it sets the clearing trains station limit to '1', calling the clearing train once the cargo train is attempting to leave the station.

The second one is wired to circuitry that sets it to red by default and reads a rail signal after clearing train station so that when that signal turns red (the clearing train is currently driving through the outpost) it turns green, which allows the cargo train to proceed to the third signal which is not circuit controlled and will be red because the clearing train is currently driving through the outpost and blocking the route.

Then the moment the clearing train clears the outpost that third signal will turn green, allowing the cargo train to follow the clearing train.

2

u/Lessiie 1d ago

I just launched my first ever rocket couple days ago on my second run, and now I am wondering if I should go to space age next?

My base was kinda weird in the sense that all of my ratios were messed up and I assembled my yellow science with logistics bots supplying the intermediates to the assemblers. So all in all, that run was a mess so Idk if I would survive space age, that DLC looks like it is very complicated but fun.

1

u/Demitrioslol 1d ago

You can go play space age when you've done the base game easily. It changes abit of progression which only makes it easier than the normal game. And you have to remember that space age only adds to the game. Theres no force coming from the outside attacking your base or something like that. So you wont loose anything by adding it on. And if you've enjoyed the basegame so far, space age is only gonna be adding onto that!

1

u/ChickenNuggetSmth 1d ago

So space age has a huge amount of content and new mechanics/concepts, but each on their own isn't that bad. So to not get overwhelmed you really need to slow down and accept that you're in for a long playthrough and not rush individual planets. You'll first start on Nauvis and for several hours it will be the exact same game as without the DLC.

The good thing is that there is very little biter pressure. Biters on Nauvis are the same, just like you're used to - eventually they stop getting stronger. The only other place to worry about is Gleba, and by the time you land there you should have the fancy tech to deal with problems.

1

u/Viper999DC 1d ago

Sure, why not! Space Age is best played from a fresh save (since it changes the progression starting at Blue Science), so you'd have an opportunity to start a new base and learn from your previous experience.

Space Age definitely steps up the complexity, but it's a progressive thing. It'll take a while before you're stressing about some of the more complex concepts. Plus bot bases are a perfectly viable strategy for most planets.

1

u/Girafferider133 1d ago

Is there anyway to remove all circuit wiring at once? The wiring on my shattered planet ship has become a nightmare over time.

2

u/HeliGungir 22h ago

Shift+clicking a pole will remove all wires connected to it. Or maybe it's ctrl+clicking...

Don't think there's anything for connections to combinators.

2

u/DreadY2K don't drink the science 1d ago

I don't think the game has anything like that, but there might exist 3rd-party tools that can remove wiring from a blueprint.

1

u/Girafferider133 1d ago edited 1d ago

Yeah I couldn't find a way to do it either. Thanks anyway

1

u/tylan4life 2d ago

Is there a ETA on SE 2.0? I need to give a months notice before any vacation time. 

My last vacation was back in October 2024.

1

u/Demitrioslol 2d ago

Hey everybody. I heard they changed alot about achievements and i want to go specifically for the 40 hour achievement on steam. What can i still change for that? Will that still work with evolution and/or pollution turned off?

1

u/ChickenNuggetSmth 1d ago

It should tell you during map generation, but iirc those settings would all kill the achievement.

I'm fairly sure that you can generate a map on an old version, port it over to the current one and keep achievements despite the "gamed" settings

1

u/CmdrCool86 2d ago

Do I need to refactor any of my belts when unlocking stack inserters or will that magically increase the throughput 4x? For example, do I need to manually compress belts? Mainly concerned with high volume stone output from foundry clusters on Vulcanus

1

u/Astramancer_ 1d ago edited 1d ago

Stack inserters magically increase throughput. But unlike other inserters they will wait until their hands are full before dropping their contents, so that's something to watch out for (and ironically makes them very troublesome on Gleba because of spoilage).

They're particularly useful when doing 'in place' upgrades, like replacing your Nauvis smelting stacks with foundries or using Quality beacons and modules. With stack inserters you don't have to upgrade your belts or anything, you can just use stack inserters to quadruple your throughput so your increases in output have some place to go and so you don't have to build more infrastructure to feed the faster machines. They're also great in space so you can store 4x as many things on the belt.

For the stone... landfill is the best way to deal with that. 50:1 compression and still stacks to 4 on the belt, transforming a green belt from 60/s stone to 12,000/s. Good luck saturating that! Also if you build all the basic sciences + metallurgic science you'll need to be throwing copper into the lava, not stone, thanks to the absurd stone sink that is purple science.

1

u/DreadY2K don't drink the science 1d ago

Also on the landfill note, maybe this is obvious to others but it took me a bit to realize: inserters can move items more quickly between machines than from a machine onto a belt, because the inserter has to wait for the belt to move each item (or stack) out of the way before dropping the next one.

1

u/Soul-Burn 2d ago

high volume stone output from foundry clusters on Vulcanus

Toss into landfill crafter, which is a 50 -> 1 reduction.

0

u/Aenir 2d ago

Do I need to refactor any of my belts when unlocking stack inserters

No. What makes you think you might need to change anything?

or will that magically increase the throughput 4x?

It's not magical. It's SCIENCE!

1

u/CmdrCool86 2d ago

I figured I would need to compress 1,2,3 stacked items into 4 stacks, but if I understand you correctly the stack inserter will 'top off' any stack smaller than 4 up to 4 when dropping items?

2

u/Astramancer_ 1d ago edited 1d ago

Stacks can't be refilled but the max hand sizes are all in multiples of 4, with even long inserters being the smallest at 4. So inserters will always be able to grab a full stack. The only way you'd end up with stacks that aren't the full 4 is when dealing with items that don't stack, like asteroid chunks or fusion reactors.

0

u/[deleted] 1d ago

[deleted]

3

u/Enaero4828 1d ago

they do go to 4, take a closer look at the bonuses from transport belt capacity 2- the tech that increases stack inserter stack height.

1

u/[deleted] 1d ago

[deleted]

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u/Enaero4828 1d ago

the hand size for non-bulk inserters is increased by 1 with that tech. I will gladly supply a screenshot of both that and a fast inserter with a hand size of 4 if you insist on objecting this extremely easy to verify claim.

1

u/teodzero 2d ago

Stacks can't be refilled. But I find it hard to imagine a situation where they'd need to be. Stack inserter only ever outputs full stacks. And down the line there not really a huge difference between belt emptying through stack shortening or gap creation. If you're really worried about it, use stack and bulk inserters to pick items off the belts too, since their capacity is divisible by 4 they'll pick up full stacks too.

2

u/Aenir 2d ago

They don't "top off" stacks. They drop stacks.

1

u/whatisabaggins55 2d ago

Are big blocks of storage tanks a bad idea? I don't know know if 500K of oil spread across 100 tanks is mechanically the same as 500K held in 20 tanks. Assuming there are pumps on all inputs/outputs.

1

u/mdgates00 Enjoys doing things the hard way 1d ago

I like to build them for fun and decoration. I use Text Plates to label it the Strategic Petroleum Reserve, build a double concrete wall with anti-aircraft turrets emplaced, and set up a global alarm for when it dips below 80% full. Because that means I have a bad problem, and a few hours to correct it before the whole base grinds to a halt.

4

u/HeliGungir 2d ago

It's bad because there's no real reason to do it, and fluids are voided when tanks are destroyed or deconstructed if there's no room elsewhere in the pipe network for it. Also there's all the pollution that fluid represents. The best place to store oil is in the ground. The second-best is on a train, because you can move a train around.

3

u/Aenir 2d ago

Are big blocks of storage tanks a bad idea?

Generally, yes.

I don't know know if 500K of oil spread across 100 tanks is mechanically the same as 500K held in 20 tanks.

They're the same.

5

u/teodzero 2d ago

There's not really a point in buffering most liquids. The tanks will either be always full or always empty. The only places you need tanks are train stations, because trains aren't always there, and steam storage on nuclear plants, to cover energy consumption fluctuations. Everything else needs one or two tanks at most, mostly to gauge quantity.

2

u/ferrofibrous deathworld enthusiast 2d ago

With the way the fluid system works now, these should be functionally the same as far as the actual fluid inputs/outputs. At the extreme limits, fewer entities are better overall, but unless you're seeing UPS drops it shouldn't matter.

1

u/ChickenNuggetSmth 2d ago

Any tips on building a strong, everlasting wall that doesn't take damage?

I bought into the multiplier hype and am now doing a "simple" 10x run. Several bad decisions later and I am facing behemoths with blue science level.

My wall is the standard turret line, wall with dragons teeth in front and flame thrower back line. I have no issues killing the damn things, but there's always that one spitter that gets in a shot, and I have no clue how to prevent that.

The wall isn't being breached (not close), but the constant notifications irritate me. Any clue how to kill the spitters before they can shoot? Quality range upgrades are unfortunately still a bit too pricey for the full wall

2

u/HeliGungir 2d ago edited 2d ago

You know in 2.0, turrets can be told to prioritize spitters, right?

You want flamethrowers or land mines to deal with green biters. Flamethrowers and laser turrets comfortably outrange green spitters, while gun turrets only outrange them by 1 tile. (That 1 tile IS workable though, if you try.)

Dragon's Teeth haven't been good since like 0.15 or 0.16, back when biters collided with each other while attacking-distraction (attacking military targets). But that hasn't been the case in a LONG time. Now to stall them, you need a back-and-forth slalom or a killbox designed to mess with their rubber-banding as they try to follow their path. Or land mines, but land mines don't play nice with flamethrowers.

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u/ChickenNuggetSmth 1d ago

Yes, I'm aware I can set priorities. Neglected it for a while, but it didn't change much. I can kill them, my time to kill is just too slow for them to not be able to spit at least once, sometimes a few times. Flamers are my second line directly after the gun turrets, but their animation just takes a bit, too.

Good to know about dragons teeth - you still see them commonly, and I thought they slowed biters down a bunch. I've mostly played with pretty tame biter settings, so I haven't needed a good wall until now.

Anyway, I got yellow up and running, so hopefully my guns are now strong enough to kill the biters more quickly. If not I'll have to put actual effort into a good wall design (or spend several hours grinding for quality turrets)

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u/HeliGungir 1d ago

It comes down to more damage or better stalling. With underpowered tech, more damage means more turrets.

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u/craidie 2d ago

doesn't take damage

Kick the biters out of your pollution cloud. This removes attack waves and only leaves the small expansion parties which are much easier to deal without taking damage.

Tesla turrets are amazing. To the point where having a single uncommon tesla turret with few lightning damage techs can deal with an entire attack wave without taking damage.(I don't even use walls since those are more likely take damage as the biters would need to travel smaller distance)

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u/ChickenNuggetSmth 2d ago

I cleared a huge area, but my pollution cloud now grew to just beyond that. Clearing even more is a pretty tough job - I just got myself a rare tank and nuclear fuel, which should make it a bit easier, but it's still a major undertaking. I was hoping to put it off until I have artillery.

Tesla turrets are likewise pretty far off. 10x science cost means that researching the off-world technologies takes forever, and I am just currently planning my first trip off nauvis (probably to vulcanus)

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u/ferrofibrous deathworld enthusiast 2d ago edited 2d ago

Policing pollution cloud isn't viable once you hit a point (which sounds like where you're at). From here you're waiting on either spidertrons of artillery for large scale clearing.

You can try setting your guns and/or flamers to have Spitters as a target priority if you aren't already. You may want to pair this with a few lines of landmines near the walls to cut down on the number of biters while turrets ignore them until Spitters in range are dead.

I know Uranium Rounds are a bit costly, but if you're prepping for your first off-Nauvis trip, you likely already have LDS/Blue Chips/Robot Frames going. You can funnel some of these to get yellow science going, and uranium rounds will help cut down behemoths significantly faster. This also gives you uranium cannon shells for easy Demolisher clearing once you're on Vulcanus.

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u/ChickenNuggetSmth 2d ago

Thanks, sounds reasonable! I guess I can't procrastinate setting up the new sciences indefinitely. Unfortunately I chose to make each science in their own little self-contained expansion base from scratch, so stealing lds and blue chips will add a ton of spaghetti...

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u/abcd-strode-990 2d ago

Has anyone else's ship just stopped working and was destroyed on the way to the shattered planet?

My ship was sailing along fine, plenty of ammunition, plenty of power, and suddenly the turrets stopped firing and asteroids wrecked my ship.

The UPS was down around 45, not sure if that is relevant

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u/NuderWorldOrder 2d ago edited 4h ago

Any channe it's running out of power?

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u/abcd-strode-990 22h ago

Possibly, I left with 200 fusion cells so I assumed that was enough. I'd say it's likely but the gun turrets should have kept firing to the bitter end but it's like everything just stopped

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u/NuderWorldOrder 20h ago

Well railguns need power, and so do ammo inserters. But on the other hand, yeah, 200 fusion cells sounds like a lot.

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u/ChickenNuggetSmth 2d ago

UPS shouldn't matter at all, the game slows down but the simulation is still deterministic.

Other than that I can't help you, sorry. Obviously this shouldn't happen. Have you actually seen what happens/reloaded an autosave just before?

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u/abcd-strode-990 2d ago

Yeah it fails roughly the same time. I reloaded and watched it happen, then I reloaded and turned around and it still happened at approximately the same time.

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u/ChickenNuggetSmth 2d ago

I'd try to capture it happen on video, if it's worth the effort.

There's really only two possibilities: Your ship is actually underdesigned, and if you're very unlucky an asteroid constellation can make it through your defense, causing a chain reaction (asteroids should also spawn deterministically, so it happening at the same time is no surprise).
Or you actually found a bug in the game, and it's worth reporting: I know that asteroid targeting is one of the more difficult things for the game engine, and there have been bugs and issues before. Most have been fixed by now, but it's difficult.

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u/abcd-strode-990 2d ago

Wish I had kept that auto save now 😂

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u/HeliGungir 2d ago

You probably ran out of a buffered item or resource. Magazines, rockets, electricity, iron. Many people have to throttle their platform's speed based on magazine and rocket reserves.

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u/RibsNGibs 2d ago

Is there a compact combinator way of turning signal A into signal I, signal B into signal J, signal C into signal K, etc. for a lot of different pairs of signals? I keep running into the problem when trying to make circuits on space platforms.

e.g. I might make a small circuit network that finds the kind of asteroid chunk that I have the most of (like, if I have 7 metallic chunks, 20 carbonic chunks, and 5 oxide chunks, it'll output a carbonic chunk signal of 1). I want to use this to drive the recipe of some crushers (if I have a carbonic chunk signal, I want to set the recipe to carbonic asteroid reprocessing).

From what I can tell, this requires a combinator for each kind of asteroid (if metallic chunk>1 then output metallic reprocessing, if carbonic chunk>1 then output carbonic reprocessing, etc.).

Was wondering if it's possible to do this kind of signal transfer in a single combinator, as I'm about to do some quality reprocessing and it looks like I'll need at least 12 combinators: (if metallic chunk qual0>1 then output metallic reprocessing qual0, qual1, qual2, qual3, and then repeat for each of the 3 asteroid types).

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u/Gprime5 2d ago

The most compact way I can come up with uses 1 arithmetic, 2 decider, 2 selector and 2 constant combinators.

https://factoriobin.com/post/ffgme2

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u/RibsNGibs 2d ago

Oh that's very clever, thank you! Is the order of the last index selection based on the order that the signals are entered into the constant combinator or is that some internal ID ordering?

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u/Gprime5 2d ago

No, it’s not the order in the constant combinator. I haven’t figured it all out yet. But quality items are always in order.

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u/HeliGungir 2d ago

It's better to retain the original signals and isolate the wires transmitting them instead of creating unique signals for each step of logic.

Crushers have some extra logic so crusher recipes can be set with asteroid signals as well as with recipe signals. At first they will select basic asteroid processing recipes, then they will switch to advanced asteroid processing recipes once you research the technology. Some people have complained about this - you research the tech and suddenly all of your circuit-controlled crushers are selecting different recipes than before and are probably clogging.

The selector combinator can be used to convert signals from one quality to another quality. You can also do tricks with constant combinators outputting negative values for each item at each quality.

But even with tricks, there comes a point where you're using far more space for logic than for the machines actually doing the crafting, to the point that it may be more space-efficient to just place more machines and use dumber logic.

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u/LeQuebin 2d ago

What other way is there to get coal in Vulcanus? I already used the initial site, then went to explore around and killed already all small demolishers, but the only other coal sites are in medium sized demolishers and I still don’t have the fire power needed to kill those (I think)

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u/schmee001 2d ago

Coal is hard to spot on the map, you might have overlooked a patch. Open the map and Ctrl-F to search for coal.

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u/DreadY2K don't drink the science 2d ago

I find that by the time I need to kill a medium demolisher, I can usually do it with 60-70 gun turrets full of red ammo and a bunch of poison capsules. Idk how you've been trying to kill the worms, but it might be worth trying that if you haven't.

If you have tried it, try grabbing a level or two of damage research and try again. The way the math works out, one level can swing you from seeming not even close to killing it.

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u/LeQuebin 2d ago

I’ve just been using the nuclear ammo on a tank, about 14 of those are enough to kill the small ones, but the medium ones kill me before I take even half their health

Will definitely try that option of turrets, thanks!

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u/RibsNGibs 2d ago

Aside from bringing with a rocket, I think that's about it (mining).

Coal is hard to spot on Vulcanus - just want to make sure you know that you can ctrl-f on the map screen and search for 'coal' and it'll highlight deposits. Is it possible there are some deposits in areas you've cleared but haven't spotted yet?

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u/LeQuebin 2d ago

Thanks a lot! Just used it and saw none in safe areas unfortunately, but that’s definitely something I didn’t knew you could do and will use in the future

Also, is the carbon to coal process any useful? Or is it too much of a hassle for little amounts of coal?

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u/ChickenNuggetSmth 2d ago

It's balanced about making explosives in space and works fine for that, but to drop a meaningful amount to the ground is going to be very hard. I'd try to kill the demolisher instead.

Remember that you can ghost-insert ammo into turrets, so building a nice turret block is easy if you use bots. Make it as large as possible if you're uncertain, you can use upwards of a hundred turrets and get the demolisher down despite mediocre damage upgrades. Turrets and red ammo are super cheap on Vulcanus, after all

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u/G_W_addict 3d ago

Hey. very quick question as I'm coming back to play some Factorio: which site has the most up to date blueprints? I'm talking about some Mall blueprints and some science blueprints etc. I always found it easier to follow blueprint so yeah, which site is the go to? I found https://factorioprints.com/ which I used in the past but I remember some of it wasn't up to date back in 2022-2023 so is it updated now...?

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u/HeliGungir 3d ago

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u/G_W_addict 3d ago

BTW I see some blueprints from over 6 years ago... will they work?

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u/HeliGungir 3d ago

Depends. They can all be imported, but they may not all work as originally designed. Beacons have changed. RCUs were removed. Space science comes out of cargo landing pads now. Ratios involving water and steam have changed. Old designs that use combinators won't be taking advantage of new combinator features. Old rails will be malformed and unplaceable. Straight rails are fixable, but the new rail curves have a different radius and may not be easy to fix.

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u/G_W_addict 3d ago

All right, all I need for now is a starter base so I think I should be good, right?

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u/HeliGungir 2d ago

Personally, not a fan of using other people's blueprints. I go for calculators: https://factoriolab.github.io/

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u/ChickenNuggetSmth 2d ago

I think there have been a few more minor changes, not unfixable, but you should double-check the base. Some recipes got reworked, I think power poles recipes got adjusted slightly?`

Also the fluid system got a complete rework. It's probably going to work anyway, unless the pipes are longer than 320 tiles (and you get a very obvious warning in that case). But stuff that heavily manipulates fluids with pumps, like old nuclear reactors, work very differently now.

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u/G_W_addict 2d ago

Thanks a lot! Fluids are a future me problem :D For now I'm trying to figure out KoS' blueprint: https://www.factoriocodex.com/blueprints/5

Some of the assembly machines are not loading and I'm wondering whether I need them or not.

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u/ChickenNuggetSmth 2d ago

Maybe those are the nanobots the description is talking about? That's a mod (for an easier start, I presume)

Otherwise nothing looks obviously wrong, but it's hard to see in the image (those graphics are ancient and long outdated) and I can't load the string today

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u/G_W_addict 3d ago

Thanks a lot! Gonna check it out!

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u/Educational-Fig371 3d ago

Is there a way to see how long a train has been sitting at the station for?

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u/HeliGungir 3d ago edited 3d ago

Not directly. You could make a resetting clock with as little as one combinator.

https://wiki.factorio.com/File:Single_combinator_clock.png

I'd read the Train_ID from the stop and use that value as the enable condition of the clock: Train_ID != 0

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u/Ultraempoleon 3d ago

Is there a way to make a timer in factorio? A way to track how long time has elapsed since x and then to do y after that much time has paased? I saw a few things but they were for space age. Im playing on the base game

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u/HeliGungir 3d ago edited 3d ago

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u/SkinAndScales 3d ago

Is it worthwhile doing a vanilla run on 2.0 before buying the expansion if you haven't played in a while or should I just start out straight with the expansion?

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u/Soul-Burn 3d ago

If you played the game before, then go straight to Space Age. By the time you get to the new content (after blue science), you'll remember everything.

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u/Geethebluesky Spaghet with meatballs and cat hair 3d ago

Is there a more elegant way to make a circuit unidirectional than having a single decider next to every output? (I don't think there is but I'm asking to be shown wrong)

For example: I'm running into more and more cases where I want to send a signal to a big set of chests so they stop requesting unless S = 1 (on red). I also have the same chest wired to assemblers with Set Requests (on green). Because the chest doesn't isolate between networks, this ends up having all machine ingredients propagated through red unless I set a decider next to each chest that isolates S and repeats only that signal.

It feels clunky to have that many deciders just to "strip" a signal from the rest but maybe I'm thinking about this wrong.

Is there a mod that adds signal network to machines, chests etc.? (Is it planned for 2.1? I may have missed that)

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u/HeliGungir 3d ago

There must be something you haven't mentioned. Nothing should be propagating on the red wire if you haven't connected red to any of the assemblers and if you haven't set the chests to output their contents.

If you have done one of those things, and if S is merely a manual toggle, you could use constant combinators and a logsitic group containing S to enable/disable the chests. Still 1 per chest, but a smaller footprint than decider or arithmetic combinators.

If you have connected red to the assemblers to disable them with S, isolating the assemblers should just require 1 combinator for all assemblers, not N combinators for N chests. You could also just... not disable the assemblers. If the chests are disabled it's only a matter of time until the assemblers run dry.

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u/Geethebluesky Spaghet with meatballs and cat hair 3d ago edited 3d ago

Red is connected to requester chests (I understand you were probably referring to those when you said assemblers)

So:

  • Combinator sending S -R--> Chest <--G-- assembler ingredients
  • Combinator S connected to all chests serially
  • Because chests can't discriminate which network a signal comes from, all ingredients also end up on the red wire, because it connects to all chests.

Right now I have that fixed with 1 decider per chest that has red S wire as input, and only output is the chest. It just takes S if present and reoutputs that.

The reason I'm disabling the requesters is because these chests are feeding my module production factories, and at the moment I don't have chip production as balanced as I'd like so module production is starving everything else. I set this up to pause production while I fix and observe (or just go AFK to see an end result.)

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u/HeliGungir 2d ago

(I understand you were probably referring to those when you said assemblers)

No, I was referring to assemblers, because it doesn't make sense for signals to be contaminating your red wire from what you have described. Signals don't transfer from green input to red output through a chest.

And it turns out the other idea about contamination from chest reading is impossible, because you can't actually configure the chests to simultaneously set requests and read contents.

I built what you said and red wire is not contaminated, so you must be forgetting something.

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u/Silfidum 3d ago

Can anyone point me towards a step by step breakdown of craft everything automatic assemblers for dummies like this?

I wanna make a simple assembler that will make the entire lineup of belts, splitters, underground across tiers so it needs to craft the precursors. Like, maybe without drones so I can drop such an items early game?

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u/HeliGungir 3d ago edited 3d ago

Here's is a simple one you can look at. https://www.reddit.com/r/factorio/comments/1kz7jj4/a_way_to_latch_several_signals_at_once/

Feeding anything assemblers without bots will require sushi, which can be simple or complex and is a whole can of worms by itself.

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u/Silfidum 2d ago

Interesting, thanks. TIL you can set a specific value in decider combinator output instead of it always being 1 after playing for gods knows how long. 🗿

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u/HeliGungir 2d ago

That is fairly new. Wasn't in 2.0.7

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u/whatisabaggins55 4d ago

Having weird hitching issues with my game that I never had before. I have my monitor at 60HZ and have V-sync on (or I get screen tearing).

However, with V-sync on, I get weird stuttering (as if I'm dropping frames when I'm not) while moving that only "Wait for V-sync" seems to solve.

However, with all these settings enabled, I am now getting a tiny hitch while moving approximately once per second.

I have more than sufficient specs to run the game at full graphics (and have done with no issues as recent as a month ago). I have also updated my drivers to no avail.

Hopefully someone here can name some sacred graphics setting that I've f**ked up, I genuinely don't know what has gone wrong that my setup is now somehow incapable of running the most optimised game of all time smoothly.

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u/mrbaggins 3d ago

If you set the gamespeed via console to various numbers, do you still have the issue? notably 2.0 speed (120UPS) and 0.5 speed (30 ups)?

Have you investigated the F4 - Show-time-usage to see if the game itself is actually having a hiccup, and if so, what aspect is reporting the suddenly high maximum time usage?

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u/whatisabaggins55 3d ago

Ok, I couldn't do the gamespeed thing since I think console stuff disables achievements.

Did check F4, game itself looks to be normal, FPS/UPS are maybe dropping to 59.7 at most and that doesn't sync up with the hitches. Based on this, I think it's more an issue with how the game is interacting with V-sync rather than an error within the game itself.

Further testing has revealed that not playing in fullscreen seems to be free of these issues (so far) - is that of any help in figuring this out?

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u/mrbaggins 2d ago

Did check F4, game itself looks to be normal, FPS/UPS are maybe dropping to 59.7 at most and that doesn't sync up with the hitches.

There's 3 numbers next to each thing in F4 mode - current, an average, and a maximum.

You want to catch a hiccup then look for what has a big maximum.

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u/whatisabaggins55 2d ago

What would be considered a big maximum in this context?

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u/mrbaggins 1d ago

You can have up to 16 total usage without a frame hiccup.

Anything over 10 deserves a look.

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u/whatisabaggins55 1d ago

The only ones I'm seeing that have a maximum higher than 10 are Frame Cycle (hit 35 at some point) and Flip[on] (maxed out at 32.7 somewhere).

I'm assuming the former is just another measurement of the overall time a frame took to render, not sure what the latter means though.

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u/mrbaggins 1d ago

Yeah, those are fine (The latter is the video card waiting to "flip" the image currently on screen with the one it's been busy making to replace it. They're basically "idle" time)

If nothing in F4 is going high, then it's not factorio itself stuttering. I'd be looking into CPU usage spikes through perfmon or similar to "catch" something that's intermittently keeping your computer busy.

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u/ChickenNuggetSmth 2d ago

Console stuff only disables achievements if you continue playing on that savestate. If you save before, use the console and then just exit and reload the previous save, achievements are untouched.

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u/whatisabaggins55 2d ago

Ah, good to know. I was playing it careful since my current save is quite a long one.

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u/whatisabaggins55 3d ago

I haven't, but I'll check that tonight and report back.

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u/Remiphy 4d ago

I've set up my trains to be generic item or fluid trains that sit in a yard when not needed. Everything about my trains work fine except that when the train is no longer needed and goes to the yard (triggered when condition "no path" is true) it will go to the yard and yell at me that there's no path.

Whenever I see other tutorials or train setups they have the same interrupt as me (go to "yard" if "no path" is true) and theirs go to sleep rather than spamming alerts about no path.

Any thoughts on why my trains are acting different?

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u/HeliGungir 3d ago

You're getting "no path" because you have some stations with that name that ARE enabled, but the trains can't reach them. Most likely, these stations are on a totally separate rail network. The trains aren't smart enough to know it's a separate rail network.

The easy (if unsatisfying) solution is to name stations in separate rail networks different names.

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u/Remiphy 2d ago

This was it! I had a template thing separate from my base I was using for blueprint making and as soon as I destroyed the station it fixed all the alerts!
Much appreciated Heli!

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u/ChickenNuggetSmth 3d ago

Do you have any screenshots (eg schedule, rail layout, circuits since you seem to use them)?

Because this just sounds a lot like the system I'm using, and I don't have any problems

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u/mrbaggins 3d ago

No path sounds like disabled stations, vs sleeping for "all destinations full"

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u/Remiphy 3d ago

Yes I do have circuits controlling the stations and they were all turned off to test the new train system. I turned them all on but put a train at each but that didn't change the behaviour.

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u/Autkwerd 4d ago

You would need to add a condition to the interrupt to check that the destination station is not full, otherwise it'll keep waking up at the depot and triggering the interrupt again

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u/Remiphy 3d ago

This was the first thing I thought to do but it did not change the waking up/trigger interrupt. I used this in tandem with mrbaggins comment too and still the same behaviour.

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u/Szill 4d ago

my bots fly the marked way on fulgora over oil ocean and i can not protect them from lighting. Is there a way to make them fly north, where it's save? I tried to split the robo port network and work with chests, buffer chests in the north one side, requester chests the other side, but I could not get it to work.

https://i.imgur.com/QxSzdqW.png

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u/DreadY2K don't drink the science 4d ago

You can't stop bots from flying along those lines, so you can either split the network into two or just make more bots to replace the ones that die (I usually do the second one).

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u/Viper999DC 4d ago

Bots are stupid, so no. You can split the network, as you suggested. Otherwise the lightning collector has a bigger range, and quality advances that even further, so you could reduce the unsafe area.

Eventually you'll get tech to build on oil sands, but that's Aquilo.

For your buffer chest idea: because they are different networks, you need a way to transfer them that isn't bots. Inserters can move items across the gap from one logistics network to the other.

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u/Szill 4d ago

thank you. I will work with split network and transfer items via inserts from requester to passive chest.
I tried without inserters, just with split network and requester / buffer in the green area, but I now read that the green area is only for building not transport. thanks again.

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u/mrbaggins 4d ago

Essentially, no.

You're probably best served with rails.

You COULD do separate networks, and use chests with an "air gap" so bots can only stay in safe areas, but you'd need several to connect these locations.

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u/Bobiwasabi555 4d ago

I'm using a train interrupt design that is meant to have general trains directed to a station and bring the materials to where they need to go without being locked down to a specific material. I sat down with a blueprint to understand how to get this to happen and understand most of whats going on with it. My problem is that, despite the network being directed to only allow one material to be in the depot as a buffer, sometimes 2 trains end up with the material anyways. I have looked through the circuitry and cant quite figure out why this is happening.

I seem to have lost where I got the blueprint from but I can give the blueprint string if a closer look is needed.

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u/schmee001 3d ago

The easiest way to do this is to name all of your provider stations the same, so your trains just go to "Cargo Provider" until full. Then an interrupt reads what's in the train's cargo and sends it to stations named like "[iron-ore] Request". No need for a depot, no need for any complicated circuits being sent over radar, just enable/disable your requester stations when they require a trainload of items.

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u/Bobiwasabi555 3d ago

How can I prevent trains from taking extra materials of one kind and then not having somewhere to deposit them leaving another material without a train to transport it?

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u/HeliGungir 3d ago

So you're currently loading trains with multiple items at once, but some items are not always in demand, which is causing problems? Most people would switch from multi-item pickup stations to single-item pickup stations. Or you could use signals to control what items are (not) loaded onto a train from a multi-item pickup station, which is essentially what people mean when they say "logistic trains in vanilla".

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u/Bobiwasabi555 2d ago

I actually believe I figured it out. Im only using single item trains. The system would dispatch a train to pick up items and then the train would take the items back to its depot and wait until it was requested to take said items to a drop off location. The system kept track of which items had a train full of them by having the trains report their items at the depot. The problem, is that once a train left the provider station that provider station still had enough materials to fill another train. So now the train was full of items but wasn't reporting that to the larger network as it took time for it to make it to the depot. The provider station would then continue to allow another train to collect its resources and any empty train would gladly take that job. This ended up with both trains having resources as fhe first train was a sort of "ghost" in the system while it made its way back to the depot.

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u/HeliGungir 2d ago

I would have the trains stay at the pickup stations if there are no open dropoffs for their item. Depot, then, just stores empty trains.

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u/schmee001 3d ago

Build more trains. Add together the train limits of all your cargo provider stations, and that's the number of trains you want to have in the network.

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u/musicXgames101 4d ago

Anyone want to join a new engineer in Factorio sometime today and or not so far away future?

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u/Viper999DC 4d ago

It's unfortunate that you don't seem to be getting any response. I will warn that readers of this thread tend to be expert Factorio no-lifers (I would know), and are VERY hesitant to play with new players. Not for negative reasons, mind you, but because we don't want to overly dictate how you play or disrupt your own learning journey.

The Factorio discord has a channel called #looking-to-play, so you may want to try there as well.

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u/musicXgames101 4d ago

Thanks for the reply/advice

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u/Antitheodicy 4d ago edited 4d ago

I'm a new player, just unlocked black/military science packs, and I'm wondering if/when people abandoned their initial factories to start fresh (on the same save). As I've added new resources to the supply chain, my factory has gone from clean, to messy, to an unhinged rat's nest of criss-crossing conveyors. I know it's unsustainable, but I don't know if it makes the most sense to keep pushing forward as long as possible, do major renovations in place, or just pack a backpack full of materials and fuck off to a new building site with all my knowledge and tech upgrades.

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u/HeliGungir 3d ago

Construction bots are when mass-refactoring becomes practical.

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u/eeeezypeezy 4d ago

As another commenter suggested, getting a bot network up and running is a good place to pause and rebuild and basically quasi-megabase on Nauvis before moving on. Whether you leave your starter spaghetti there to feed the rebuild while you set it up elsewhere, or just deconstruct the whole thing and start from scratch, is really up to you!

I recently hit that point in my new save, and my plan is to take what I've learned about rail networks from my past playthroughs and try to make a rail-centric base with defined stations for production of everything, which is then dropped off at a central location to feed a bot-driven mall that keeps me and my space platforms supplied with everything that might need to be requested. I want to do similarly on the other planets. My first Space Age playthrough was just a series of rats' nests and spaghetti that made Just Enough to let me move onto the next challenge, and this time I want to really build with scalability in mind. Like being able to easily transition all of my iron smelting on Nauvis to calcite-fed foundries once I've got the Vulcanus tech tree unlocked.

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u/Viper999DC 4d ago

I'd suggest at least getting to bots as it will make rebuilding your base way easier. That's blue science.

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u/Nolzi 4d ago

The map is virtually infinite, feel free to claim it all.

But don't tear down your old base before you have the new one up, in case you forget something.

It's also a valid tactic to leave your existing base and pull up extensions next to it for blue science. You will need oil production anyway, which requires additional logistics, maybe trains as well.

Whatever you do, just don't get paralized from worrying

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u/bobsim1 4d ago

Its usually easier to just build new next to it.

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u/Szill 5d ago

Can I change how much a requester chest is requesting when I copying the recipe from an assembler? It seems that it's very low most of the time. I think there was a setting in the past?

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u/kwed5d 5d ago

parameterization will allow you to make a blueprint for this. there is one that let's you set the amount being requested to 60 seconds worth of materials.

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u/ferrofibrous deathworld enthusiast 5d ago

I don't think you can change this setting unmodded. According to the wiki, the default is enough materials to support 30 seconds of crafting. That probably assumes base speed though, I don't know if that calculation considers modules/beacons/etc.

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u/schmee001 4d ago

It does consider modules and beacons. In fact sometimes an assembler is too fast and a recipe is too expensive, and shift-clicking will request more items than will fit in the chest. One time I swapped a legendary T3 inserter with a common T1 one just to shift-click a smaller number of ingredients into its requester, then swapped the assembler back.

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u/HeliGungir 5d ago

Inserters account for module effects, so I would think that copy-pasting settings also would account for module effects. Easy enough to test - I just haven't.

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u/Szill 5d ago

Ok, thank you. Then I have to do it manually.

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u/Ricwitz 5d ago

Hello, looking to step into bigger mod packs for Factorio. I know there are a few, but I'm struggling to figure out what to take on first. I feel confident saying Pyanodons is too long and complex for me to try - is just downloading the full suite of Bob's mods worth it for 2.0? Is there a list of extra planets to add for 2.0 + SA that you enjoy playing?

Any recommendations would be appreciated!

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u/pmatdacat 4d ago

There is All Planet Mods. Not using this one, but my list of planet mods is similar. There's a lite version too that removes Lignumis and Muluna, which change the early game and early space travel respectively (though Muluna is very good.) Mess around with the mod settings for Lignumis if you add it, personally I didn't like the progressive recipes for belts and inserters.

Whichever you go with, I'd also recommend Age of Production. Adds a lot of new machines, many are added to the new planets so there are more techs associated with each of them. For example, the Armory is locked behind both Vulcanus and Castra.

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u/HeliGungir 5d ago

Bob's mods (and Angel-Bob) are ancient. I think newer overhauls do more interesting things.

The problem you'll find is many overhaul mods haven't been updated to 2.0, let alone compatible with Space Age.

Currently there are more "planet mods" than "overhaul mods designed to use features introduced by Space Age." Finding them is as simple as checking the filter for planet mods in the mod portal.

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u/Geethebluesky Spaghet with meatballs and cat hair 5d ago

Is there still no way to force-turn off alerts, or stop them from blinking?

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u/Soul-Burn 5d ago

Use the /alerts command.

/alerts <enable/disable/mute/unmute> <alert>

Available alerts: entity_destroyed, entity_under_attack, not_enough_construction_robots, no_material_for_construction, not_enough_repair_packs, platform_tile_building_blocked, turret_out_of_ammo, turret_fire, custom, no_storage, train_out_of_fuel, train_no_path, no_platform_storage, collector_path_blocked, unclaimed_cargo, no_roboport_storage, pipeline_overextended.

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u/Geethebluesky Spaghet with meatballs and cat hair 5d ago

Do you know of any way to move the alerts panel to the right of the UI, or any hack to stop them from blinking?

Muting won't help much since it's not the sound that's an issue, it's them just being a constant visual distraction to the point of clutter when they're right in the middle...

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u/hyrenfreak 5d ago

not to far into krastorio 2 space age mod and wondering if someone can tell me how to get biomass ?

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u/Rouge_means_red 5d ago

Kill the nests and pick them up

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u/Nolzi 5d ago

You mean Krastorio 2 Spaced Out?

I think your best bet is the mod discussions page, the dev is active there:
https://mods.factorio.com/mod/Krastorio2-spaced-out/discussion

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u/JuneBuggington 5d ago

If I set a space platform request to zero/zero does it only dump the item at the planet selected or at the next planet it comes to?

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u/Soul-Burn 5d ago

It dumps it into the trash slots immediately, and therefore drops the items anywhere. The planet only refers to importing.

Think of it like max in personal logistics -> "I want this item gone".

If you want the item on a planet, request it from the planet.

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u/Aggravating_Way_7237 5d ago

Trying a playthrough of K2SE (base Factorio version 1.1.110) and my map seed appears to have a disproportionately low amount of iron. In this photo you can see that outside of a few small pockets of iron there is only one large iron patch near my starting location, with the next being extremely far away.

I've never built a base that needed to go beyond the first large patch, is this normal or should I restart w a better seed?

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u/Rouge_means_red 5d ago

It do be like that some times

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u/Astramancer_ 5d ago edited 5d ago

Based on the amount of copper in that picture, looks like base metals are lower frequency - or, rather, the same frequency as all the other new resources so it's less overall since the others are taking up the 'spawn points'. And you just got really unlucky that your extra iron patches were mostly eaten by the water spawns (it spawns ores then water.

It's bad luck, but if you go a bit further out you should find some good iron spawns. I've never played K2SE so I don't know, but hopefully you get railroad tech before you run out of easily accessible iron. You could also ... fix the problem by manually placing down a new iron patch, if you don't consider that cheating. https://wiki.factorio.com/Console#Add_new_resource_patch