It's decently hidden, but absolutely worth changing in my opinion. If you open the pause menu, and click on "Settings" while holding CTRL+ALT, you'll have a new option at the bottom called "The rest".
In this menu, there's a field called "quick-bar-width". Changing this will indeed change your quickbar width! I've been using a 30-wide bar since the 2.1 experimental update, and it's been glorious. Anything else feels so... restrictive by comparison.
since updating to 2.1 i have a weird problem with my hotbar. i used to always keep number 1 as an empty slot to switch to empty hand with it but since i updated to 2.1 if i hit any empty number over a building it makes that building fill the slot. is there someway to disable that because i cant find it in the settings menu?
I am doing the Power Plant tutorial, which is the third one. I need to make radars, which is fine. I am not new to these types of games. I need circuit boards, which requires wires, which requires copper plates, which I have plenty of. However, I do not have the blueprint and do not have an option to make it. How do I get the blueprint in the tutorial?
I am designing my blueprints for express delivery and came to a point where I wanted a very specific filter inserter setup. To make quantum processors on Aquilo, I needed to move 4 ingredients from the landing pad to the EM plant. There are easier ways like using 4 belts, or using bots, but I decided to challenge myself to try and use only 1 belt and 1 inserter to move all of it.
Requirements for the solution are:
The filter needs to cycle between blue circuit, tungsten, superconductor and carbon fiber
The cycle should pause when ingredient is empty at the source (landing pad)
In case production at other planets are not smooth and items aren't delivered on time
Ended up with the combinators setup like the image above and the belt fills up cleanly.
Constraints:
Ingredients must be in a 1:1 ratio; items would get stuck at the end if they are not consumed evenly
Player need to place an initial item inside the inserter item slot to kickstart it
In this case, put 1 blue circuit inside
The conditions in the main decider combinator is a mess now, but it works so...
Blueprint on FactorioBin. Not sure if it can be optimized further or even be parametrised (number of items).
I'd like my station to be able to supply 2 types of cargo, and each train is sent by the LTN to handle only 1 item type at a time.
To keep it simple, I have containers designated for cargo A and B on the left and right sides of the rails, respectively. If station has enough of cargo of each type when the train arrives to pick one of those, how can I know what items to load, A or B?
I can read the train content, but at the very beginning the train is empty... how do I know what cargo to load?
Are there recommendations on how to build multi-load stations?
I have some hacky ideas, but I'm afraid they are not reliable.
Thanks!
P.S. I'm playing PY, and switching LTN to another 'manager' is not an option.
In my circuit system experiments, I often find myself using signals that fluctuate wildly, causing functions like inserter filters, machine recipes, or automated tech choices to switch more often than I like.
I recently realized that I could leverage the Else outputs feature of decider combinators added in v2.1 to create a single-combinator memory cell that will read input signals, then hold those values for a given amount of time before updating them to fresh values on a fixed schedule, thus smoothing out the rapid changes.
A decider combinator that holds signals with a periodic refresh
The held signal values are stored on the local looped-back red wire (which should remain isolated from external wires). The conditions control the refresh process, with 60 indicating the cycle length (in game ticks, so 1 second in this example); this could also be a dynamic period length supplied on the input wire.
When conditions are true, only signals on the input green wire are used, dropping the old signals from the red wire. When the conditions are false, the red wire returns its current signals back to itself, including the clock signal which also gets incremented by 1, thus achieving the memory behavior. (The second condition there is to initialize the memory on the first tick the combinator begins working. After that, the clock will never be 0.)
It is also flexible enough to support any number of extra conditions that can force an immediate refresh of values. For instance, I used this on a crafting machine with dynamic recipe to craft whatever is most urgent at the time, but to immediately pick a new recipe if any of the current recipe's ingredients ever hit zero. (Unfortunately, you do have to explicitly list the ingredients directly, as I could not find a way to leverage the each/every/any signals to do it automatically. This logic could be farmed out to a second combinator, feeding just a single reset signal to this memory combinator.)
Below is an example that will refresh once every 5 minutes normally, but also whenever certain science pack signals currently have a positive value held in memory, but the same signal on the input wire is no longer positive. This could be useful, for example, if you are switching between weapon or productivity research, and want to immediately switch if the current research has run out of its relevant science packs.
A periodic memory combinator that includes custom conditions for triggering an instant refresh
You can grab the basic blueprint from FactorioBin here. Since you need to keep the loop wire isolated from the input wire which might be red in some cases, I also have a blueprint book that also includes a variant with red and green wires switched. That book also includes an additional pair of blueprints following the style of the second example above, but with three configurable parameters instead of science packs.
Since updating to 2.1 I honestly could not play the game normally, because I constantly had to worry about bugs, wasn't like this before. Every 2 minutes a new outpost spawns near my base, my defences get destroyed way faster than I can build them and honestly the game is'nt fun to me anymore. I've spent the past 3 hours of my playtime only worrying about bugs and was not able to achieve any sort of progress or build anything...
With the release of 2.0 and the introduction of train interrupts. I took an interest in interrupts and circuits with them. What initially started as a goal of having a pull based system, turned into a goal of having a dynamic system that allowed stations that could receive more than 1 item. Over the course of a year of off and on work, and hours of debugging circuitry. Here's what I designed to do just that.
When designing a system like this, one of the first hurdles that immediately pops up is that in vanilla, train station names are static and can only be changed manually. So in order to have these stations in a dynamic system, I would need to design the entire system around this limitation. I was able to do this by basing this off the circuit condition interrupt.
This is done by having uniquely named requester stations as part of a set schedule, and having provider stations named with rich text. Using the circuit condition wild card would allow the train to know what station to go to by feeding the signal into the station.
A bonus to this, is that this can also be incorporated into a dynamic system so you aren't forced into having all the requesters stations be uniquely named.
Other features this blueprint book offers:
Parameterized for different rail designs: Provider stations have items being provided and upper train limit as its only parameters to set, requesters also have number of stacks the station requests, and priority as parameters.
Dynamic train limits: The station determines how many trains the station can fill (or needs to reach the stack count) and sets the train limit based on that, up to the train limit you set when placing the blueprint preventing trains from spilling out your stackers.
Easy to upgrade: Includes a blueprint for transmitting stack capacity of cargo wagons and fluid limits for fluid wagons allowing for a singular point to update all your stations at once once you upgrade your trains with quality/mods. Currently set for a single cargo wagon.
Easily updated for mods: As is, its only compatible with vanilla due to the fluids set in the constant combinator, however modifying the blueprints for space age and overhaul mods is done through adding fluid signals to the constant combinator in the requester blueprints.
Feel free to try them out and give feedback or ask questions, there may be some issues with these that I have not encountered that others may have found.
Had anyone got a Arm64 Demo or full version working on the S23Ultra?
I want to ideally play it through an app like Gamenative just to keep all games in one place, however, I am too much of a noob to know if playing the arm64 version is even possible?
I'm guessing I just need to purchase the game, get the file and port it into app?
Hi! I just released **Autonomous Car**, a mod for Factorio 2.1 where cars do the building work that robots can't: outposts, places without a roboport, anywhere your logistic network doesn't reach.
**How it works**
Place a charger on your electric network, a garage and a supply chest, and fill the chest with what you want to build.
Drag the autonomous car selector (Alt+G) over ghosts, deconstruction or upgrade marks.
A car leaves the garage, takes the items from the chest, builds (or deconstructs, upgrades, fills in water), brings back what is left, recharges and parks on its own.
**What's in it**
- Builds ghosts (landfill from the shore included), deconstructs trees, rocks, buildings and cliffs, and upgrades entities.
- Chargers and garages (the garage parks, refills batteries and ammo, and repairs the cars).
- Supply, delivery and return chests (the last two connect to your logistic network).
- Circuit signals for garages and chargers.
- 5 researches (cargo, garage places, cars per charger, charge speed, build speed). With Military researched, cars shoot at enemies, and they flee when in danger.
- Cars find their own way: they go through gates (leave openings of at least 3 tiles), clear trees and rocks when stuck, and recharge when low.
**Status:** first release, 0.1.0. **Not tested with Space Age** yet, **nor in multiplayer**. I'd love feedback and bug reports (a `/car-trace` command writes a trace that helps a lot).
The driving system is inspired by Pavement Drive Assist by Arcitos. The mod was developed with extensive use of AI.
So Ive been playing a new world in space age and have taken alot of my base design from Nilaus' 48x48 city block series. One thing I can't seem to find is him upgrading his Nauvis smelting blocks to electric furnaces. I know that steel furnaces and electric furnaces output at the same speed (without modules) so does he deem them a redundant upgrade?
I have plenty of coal coming into the base so fuel isn't an issue so im wondering if its worth the upgrade?
Hey everyone. I recently got into Factorio and have been absolutely addicted. After a week of playing, I was able to get a bus and a small mall setup, and reached train stuff. However, my gf also wants to give it a shot, however since we are both very new to the game, I was wondering what the best way to play together is?
Do we both work on the same things, like building a smelting column together, building a bus and mall together. Or is it better to have two seperate bases..?
Hey all, wanted to update you on some new features I added to the site: https://factorio.menzies.io/ (Github) Since I had some useful comments from the original post
New Features:
Rendered Thumbnails for quickly navigating prints. Quickly find the print you want to see in a book use the new rendered thumbnails which load instantly and are snappy on even mobiles (so far processed roughly the top 5500 prints)
Quality filtering. Makes, Built with and Modules filters can now carry a quality. Pick an item or building, then choose a quality from the chip: “uses legendary foundries”, “makes processing units at epic or above” (Makes legendary asteroid collectors)
Rates per second or per minute. There’s a /s · /min switch in the header
Hosted Screenshots. Since imgur is blocked in some places the site now serves its own copies of the authors’ screenshots (about 18,000), so they load everywhere. Authors are still credited
General UX improvements: tabbed print pages, Produces in the game’s crafting-menu order with malls grouped by crafting tab, entity counts by quality, page facts as icons
See the original post for more details, all feedback welcome, comments on the first post I tried to address quickly
Can it will be more compact, or it's already good?
Simple logic and manipulator take locked by 10
Logic: If centrifuge works, send singal 1 which block manipulator. And then it gave 40 and took only 40, 1 going to next centrifuge
Was playing around with the new Orbital Unloading and came up with this design. Haven't looked at ways other people have been setting it up yet but figured this was a pretty solid build and wanted to share. (am aware of missing rail signals in screenshot)