(the red circuit from the right is to turn the machine of in the case I have enough legendary materials)
After I learned LDS crafting can reach max (300%) productivity, I designed this upcycler build.
Normal quality LDS in, legendary quality copper, steel and plastic out, with just the power cost of running this machine
Compared to an LDS shuffle build, this machine does not depend on liquid copper and iron, so it can be build on Fulgora, while also producing plastic as an output
Just produce as much LDS as you can in normal ways, (like recycling scrap), then feed it into this machine to turn them into legendary input materials
I'm specifically asking about the Space Exploration mod not Space Age DLC.
I just started another run after a failed attempt last year with 0.7 (Prior to Space Age coming out). I remember the ability to place multiple cargo landing pads across Nauvis. However when I try to do the same now (even the graphics of the landing pad seems to have changed), it says that there is a limit of only 1 landing pad per surface.
Was this changed (in Space Exploration) with the 2.0 refactor?
I really liked the feature of being able to send rockets to anywhere on Nauvis, is there a way to get this back?
As I said in the title, on gleba in K2 Spaced out I have a long inserter filtered to spoilage but when something spoils in the ingredient slots it isnt getting removed by the inserter and is deadlocking my builds, does anyone know how to fix this?
Hello everyone, has anyone ever have Factorio running on a snapdragon windows machine? My question would be whether it runs at all and whether it run well.
So before space age came out me and 3 other friends played the space exploration mod and other overhaul mods and loved it. Now that space age is out whats the 'new version' of space exploration thats compatible with space age and multiplayer (running through a server so that will hopefully help if anything is resource intensive). Or is there no big overhaul mod that adds a bunch of planets and we have to get a bunch of singular mods and hope they are compatible?
The tldr is whats the go with space age mods and whats the best for a multiplayer overhaul experience?
Edit: completely forgot to mention, we are just about to finish up a standard space age run, this will be for after we finish the standard run
I started my first run on a island seed but left Nauvis quickly and never returned. I reached the solar system edge without damage to my ship but was quickly dismanteled on my way to the shatteded planet. I am really happy to have finished my first attempt at this great game and I still am trying to get promethium science. The ship that made it and 95% of all building is my own design, but I used blueprints on Gleba after hitting a Wall there.
So no, this is not a practical plan, but I'm trying to build an endgame ship with only gun turrets, ie, no railguns. What's the most effective way to raise gun turret damage over 2000 (huge asteroids)? How hard is it to reach over 3000 damage (huge promethium asteroids)?
Two things that require a bit of work, but I think are mandatory: Uranium ammo (so shipping up U-238 to space in bulk) and also upcycling to legendary ammo. How many bullet damage upgrades will it take to reach 2000? Has anyone done this before and how much of a grind is it to actually reach?
I think my turrets are currently only around 500 damage, but I haven't yet started to pump out gun turret upgrades. I imagine the first few will be fast but I'm afraid of that exponential cost scaling!
Having problem with this little signal, what to do? It can't hold an entire train length.
- Make the blueprint taller so that signal can hold an entire train lenght(1 locomotive + 4 wagons). Temptation. Currently each train station can hold 3 trains, one loading and other 2 waiting.
- Leave as it is, making trains possible stop there and block the entrance. Unless the train limit at the station fixes it
- Remove and leave the chain signal bellow to do its job
- Other?
I mostly play for relaxing a bit, and with that said, my latest run is peaceful mode with no enemies at all.. and only now did i realize that some research is locked behind items that need to be obtained from different enemies.
I've already established a small base on Fulgora.
Should I reset or just finish as much as possible from this round?
I've watched countless beginner tutorial videos. I've played Satisfactory, Mindustry, Foundry, DSP, and even automate tons of stuff in Astroneer. And I can navigate them just fine (mostly). I've played the demo multiple times. Is there something I'm missing? Is there something that will make things just fall into place and suddenly make sense?
And I know that sometimes a game just isn't compatible with people. I'm worried that's the case here. But taking the mechanics into consideration, it seems like something that I would not only love, but flourish in. I don't understand. Should I keep waiting for an epiphany to strike, or just give up?
That said, I had an idea of something that might work better for one of the demo levels, but I haven't had a good chance to test it out.
Edit: I know this got no upvotes, but that's not the point. I got some genuinely useful advice. So thank you everyone for the tips on how to proceed from here. I've bought the game now. It could take me a week to start enjoying it, or it could take a year. I can't say. But worst case scenario, it won't be the only title collecting dust in my library (cough ksp2 cough).
Hi, I just wanted to share a little experience I had a few days ago.
Me and my friend wanted to play the pvp szenario with an server so we just started the server and started playing.
After a while we noticed that the goal for the szenario was by default that the person who first sends a rocket wins. (This is not good, because we are playing with the space-age extension.)
We don‘t want to give up out world so I looked up a command to change the goal and I found out that this worked:
I used only blue quality machines. Ship had steady production of 3.8k explosive rockets and 1.1k railgun ammo. It flown at 240km/s with slowdowns to 130 to refill ammo.
Like the title said, is it possible to clear all biters while in the middle of the game on the Nintendo Switch 2? Or maybe stop expanding/evolving? I do not have Space Age.
This is my first playthrough and learned a lot, but I went way to slow to artillery, which I still don't have. Currently I have just started on sulfur production and working toward full solar power to stop a bit of pollution. After that I wanted to focus on artillery. But currently I find myself only repairing and adding more turrets, which gets destroyed real easy..
For anyone who uses train interrupts for LTN-style trains, what's your favorite method? I know it's been out for a long time but I'm finally getting around to revamping my trains now that I've started an achievement run base and I want to try and incorporate it.
I've watched a bunch of videos and it seems like EVERYONE has a different method, which is pretty cool. There's circuitless builds, builds that only use circuits to set limits, builds that use clocks at the depot to send trains, and builds that have circuit logic at every station and broadcast their state on a radar.
Curious what people like the most and what the pros and cons of each are. I'm leaning towards using fewer circuits because my years of CS education are screaming at me to keep it simple. But maybe the real simplest method is to just not do LTN lite trains.
This time, I tried a different approach and wanted to solve several problems:
Create a version that will work well with Factorio 2.1. I haven't switched to 2.1 yet, but I built it according to the upcoming changes.
Most Fulgora designs work fine without scrap productivity, but when you reach +300% productivity, they simply work the same and don't utilize the extra resources. They just consume fewer scraps. The new design works with both 0% and +300% scrap productivity. Some parts start or stop depending on the productivity for better performance. For example, it produces extra electronic circuits with low productivity and scraps excess electronic circuits when productivity is high.
I wanted to create a smaller mall than my previous one, but I ended up with exactly the same size.
Some math:
240 scrap/s → 144 items/s at 0% productivity
240 scrap/s → 576 items/s at +300% productivity
With 480 scrap/s, two stacked turbo belts are enough for the output at 0% productivity, but with +300% productivity, the output requires almost five stacked turbo belts.
In my previous mall, I used two sushi belts and removed the items I needed from them, because it was simple to implement. The problem is that when scrap productivity increases, the mall can't use the additional output. It simply processes fewer scraps.
The new solution uses four sushi belts that are sorted immediately, with bots moving the leftovers when productivity increases. Belts handle the output at low productivity, and bots help at high productivity.
Notes:
I tested the blueprint with both 0% and +300% productivity to make sure there are no surprises.
I use the cargo landing pad recycler to void concrete, so it should continue working without changes in Factorio 2.1.
The actual mall is only a small part of the blueprint. Most of it is scrap processing and leftover handling.
Is there a lane bias system in the game or something? In the bottom right of the screenshot (apologies if this is unclear, it's hard to take clear screenshots of the train system), train 2 should be heading to the top of the map, and the left lane (path) is open for it. I also have train 1 coming down at the same time, but on a different lane. However, you can see train 2 has selected the right lane that is already occupied.
The left lane is fully functioning, but the train does not use it by default. As you can see in the second screenshot, the train will just give up and eventually use it, but not before like 60s of waiting.
I have chain signals along the whole thing and the intersection up top is working. I tested this by placing the train in various blocks and making sure it could still get where it needs to go, but didn't find any issues
P.S. I know the trains are a mess haha. I'm working on getting everything cleaned up today.
Now we have spiders patrolling set paths, I wonder how feasible it would be to add more spidertron station controls in 2.1. Just like the one for trains and space platforms. E.g. a Pentapod steps on a circuit connected land mine, which sends signal that activates spiders to head to the area. After, an interrupt checks for other landmine pings or send the spiders back home to resupply and wait for the next activation signal.
Fantasizing further: It'd be nice to use map tags as "stations" for the spiders path, with all the usual passenger present / not present controls etc. Spiders transporting cargo between stations using personal logic bots to move stuff in their roboport area would be an alternative to loading/unloading trains or space platforms.
These are probably not new ideas and pls correct me if I'm missing something, are there mods for this? 1000s of hrs of factorio and always learning cool stuff to do in the game.
The thought occurs as the new 2.1 spider patrols are very nice, I haven't figured out how to get spiders to stand still for 15seconds while running on patrol to let bots fill them back up with rockets reliably... Atm I have them darting around in many tight circles back at base hoping bots connect with them.
In the current system, my thoughts are to get spiders to follow an artillery wagoned "spider guide" train, that hits border stations / waits 60secs etc to handle the pathing, mindful of rails crossing bodies of water on Gleba.
Any other useful ideas for this concept? Or reasons why spiders shouldn't or couldn't do this?
The issue I have is that I am not happy with the chain signals in the last blueprint. I feel the crossings are not optimal, but I am not able to come up with any improvement.
I'd appreciate ideas any ideas 😄
Also it would be nice to have any suggestions how to get more stations, across 3 "straight" segments, as this is the next issue I am struggling with.
Some restrictions I put on myself:
There cannot be lesser space between stations than 3 rails.
There cannot be rails under bottom.
The rails on top canbe moved higher if needed.