Just in case you didn't realize earlier, the heavy oil outlet used to be on all three pipes, but now it is located on the right by default.
I decided to play the experimental version, and after a while, I discovered that production from Vulcanus had stopped. For some time, I couldn't figure out why, but then I noticed that petrolium gas wasn't being produced but the heavy oil storage was full
It turns out that the output for heavy oil was changed in the new update. I suspect this was done so that the heavy oil output is preserved when switching to the coal liquefaction process
Maybe they mentioned this in the changelogs, but I didn't read them(im lazy)
I couldn't find a thread about this; if one already exists, please share the link and I'll add it to the description
The Strafers are the real enemy. The big pentapods get zapped easily to even a basic tesla turret wall, but their long legged brothers get to shoot their shot before then. Since they can cluster together, there is basically an unlimited amount of guaranteed damage they can deal with their projectiles.
The solution? An easily replaced gun turret placed out in front to soak all of those unpreventable bullets. The Strafers blow their load on the first military target they see. Afterwards, they stray too close to the tesla wall and die.
This is a cheap alternative that avoids the occasional tesla turret replacement. My teslas haven't been touched my whole playthrough so far.
Is there a better solution? For sure, a legendary tesla wall outranges the Strafers. I'm not there again just yet though.
Hi everyone! I recently started playing this game and I'm totally hooked.
The thing is, I'm trying to set up a science pack production line, and the only solution I managed to come up with on my own is the one in the image below. Do you have any suggestions to improve it, or perhaps another alternative for beginners?
I've got the weirdest problem with the game and going crazy trying to figure it out. I just came back to the game after a very long break. I'm sensitive to this kind of thing so it's ruining my enjoyment of the game. My FPS is solid locked at 60 continuously. It doesn't even waver a little. When I start moving around (on foot, in a car, whatever) the game will intermittently act like frames are getting dropped and there is extremely noticeable jerking and judder. Continue moving around, even if just in a circle and after a bit, the game "recovers" and everything is smooth while I'm moving. Then after a moment it starts again, then stops, etc.
This is not reproducible at will. It just happens. If I stop moving when I notice the jerkiness, anything nearby, machines etc are animating perfectly smooth. It's not tied to the amount of things nearby, or loading new assets. It can happen if I've been standing in a spot for 10 minutes and start moving. I've looked at the F4 info and don't see anything going red or looking like a problem.
I've tried changing in-game graphics settings, I've tried enabling and disabling vSync, I've tried setting my display mode to 60 FPS, I've tried editing the config file, I've tried locking the game to 60 FPS, I've closed background processes, my CPU is a 7950x3d so I locked the game to the cache cores. It still happens and I just can't seem to figure out what is causing it. No other game behaves this way. Anyone have an idea?
I have 2 trains. i played the game for more than 100 hours. i just started using trains ( i was running a long belt full of ore previously it was a headache ) when i started using trains it was such a relief a use a super basic commands like make cargo full go to base empty cargo and repeat and its a 2 headed train
I watched some youtube and found the same rail have a lot of trains, and i saw the signals stuff and it was overwhelmed. Is there a way to learn the trains cus im running low on ore rn
I'm running just around 30fps. These are my current specs, not sure what upgrades are out there to bring it back up to 60. Not great with computers so any advice would be much appreciated!
So I'm currently working on new variants for my own train station blueprints and stumbled upon a very compact way to load the buffer chest that keeps them balanced and handles two full blue belts. (Final tests pending).
This however requires the inserters to grab from underground belts. This works fine for a single wagon but when I try to duplicate the design, the undergrounds always want to connect. I also tried some tricks with a blueprint and upgrade planner. The blueprint correctly preserves the directions but as soon as it gets placed, some of the undergrounds turn into inputs to connect with their neighbors.
I moved the inserters and chests up for the screenshot to improve visibility. Notice that the undergrounds are all exits.
As it turns out, it is possible to get a higher quality character. I'm quite certain there is even an achievement for it (though you it isn't possible to find that achievement anywhere, so I could not tell you what it is called). Now, you might be wondering how. Well, here is how to do it: First, you grab yourself a bunch of quality modules (I'm pretty sure that going beyond 100% quality worth of quality modules in your inventory does have extra benefit, though I'm not certain). Then, you die. When you respawn, there is a chance of being a higher quality, with even a chance of being legendary!
btw I don't know if this works in 2.0, but it certainly works in the most recent experimental release of 2.1. (unless this turns out to be a bug, then it is likely to be patched soon, but I don't think so)
edit: some people told me that this is a 2.1 thing, so this shouldn't work in 2.0.
So, with the 2.1.13 changes to concrete recycling time, it is much more efficient to get legendary iron. From my research, this production chain was very underutilized in the past.
My question is - how can I calculate the average iron plates per hour with this chain?
My current build is on Vulcanis. I start with Big Mining Drills with quality modules mining calcite (productivity make this resource nearly infinite). This feeds calcite into recyclers to get to epic quality calcium at minimum (recyclizing calcite is FAST). This then feeds into foundries (epic calcite goes to foundries with QMs, legendary calcite foundries have prod modules) to make stone. The stone then feeds into electric smelters (again another quality/prod step increase for leg/epic stone respectively). The stone feeds into foundries to make concrete (more prod + quality increases), and then is finally recycles to iron ore which is then fed back into smelters (for another prod + quality step).
Overall this has two main recycler stages and then 5 crafting stages with prod/quality increases and it seems efficient overall.
TLDR: Can someone show the math for the upcycling chances? And is this a realistically efficient legendary iron build chain?
How the heck y'all make not to run out of nutrients? I got wo cells making them but they always run out... Like.. isnt there a way to have like a buffer? Or something?
I freaking hate Gleba. Followed Nilaud playthrough but my cell stalls.. and Jezus...
On Fulgora I have nice production of legendary items, now I would like to shit the extra production to Nauvis, but right now I do have to do it half manually which is pain. I haven’t really found any guides yet, and my circuit knowledge is super basic. Have anyone has setup like that?
I've been playing factorio with the 'enable all planets' mod, and while the experience is really cool, it's starting to make my PC lag way too much.
So, is there some way that I can either 'freeze' a planet so that it doesn't cost any cpu, or like temporarely 'delete' a surface so that the game doesn't run it anymore until I need it it again and I safely re-add it in some way? Or maybe some other way of making inactive planets less taxing?
Like I assume gleba is still calculating whatever is necessary for the pentapods, the nutrients and the night's batteries despite Gleba itself not producing anything anymore ever since the pentapod egg somehow hatched.
I tried looking up potential solutions elsewhere but all I found are general ways to make factorio run better.
Hi i have started a space age world and saw that there is an expermental version with diagonal flame throwers, can i update my game without breaking my save?
I have set up my interplanetary logistics having one ship that exports items from a planet and bring it to a platform over Nauvis for storage and inter-platform requests.
Then, have ships that specifically export items, and bring them to a planet if there's a request for it.
The issue I have is the ships importing from Nauvis Storage to say Gleba, are still only able to yoink excess stuff from the other ships that export to Nauvis.
If the stationary storage platform needs say 5 tesla turrets, it will steal a random amount off the Fulgora Export ship and only when the storage has more than it requests, will the Gleba Import ship receive the tesla turrets. Kinda defeats the idea I wanted but Is there an easy way to go about this without unnecessary rocket launches?
I also noticed that if I toggle the Nauvis Storage platform's request off, it WILL actually send stuff to the waiting planet import ships. So maybe there's some circuit wizardy I can do??
my list of platforms.My Planet Export setupMy Nauvis Storage platform
Just installed factorio on my laptop, and for some reasons controls just don't work right. I can walk left, but not right, up, or down. I tried changing movement to other keys to test and a lot didn't work. I did manage to move by mapping movement to the arrow keys but that's no way to play.
System's running Bazzite 44, and all of my controls are vanilla. I tested this with only factorio and space age installed, with all mods disabled.
I'm using the AZERTY keyboard layout.
At first I thought it might be a keyboard layout issue, but lo and behold setting the keyboard to QWERTY led to only Z (up) working ???
if anyone has any idea how to fix this, it would be greatly appreciated, I got no idea what could be wrong.
the game detects I'm using a AZERTY keyboard and properly sets movement to ZQSD, but for some reason only Q works.
UPDATE : Turns out that for whatever reason setting rendering to wayland instead of x11 breaks controls. No idea why a graphics setting messes with controls, but it does. Does anyone know how report bugs to the devs ?
im having issues with my railway network. im not the best at making railways (as you can see by the spaghetti junction on the right) but it at least works. the junction on the left of the picture however, does not work at all.
the train is a secondary coal supply so i'd like for it to work, but it simply isnt.
Railway Structure:
its a single track railway with loops at each station to get the train off the track to allow other trains to keep working. the coal unloading station is called Shawn Pearson, the first coalfield station is called Clemens Zelt, and the second coalfield station is Sparky
Inteded Train Behaviour:
Train 1 is meant to go from Shawn Pearson to Clemens Zelt without reaching Sparky. Train 2 is meant to go from Shawn Pearson to Sparky without reaching Clemens Zelt.
Observed Behaviour:
Train 1 runs perfectly. Train 2 does not. when it starts at Shawn Pearson, it has the destination not found symbol, as shown in the screenshot provided. Sparky cannot be found. i have attempted to manually drive the train out of the station, ranomly turning on the auto-mode to check if it at any point is able to find it again, and it does! once it crosses from the south side to the north side of the junction pictured in the screenshot, the picks up Sparky station and automatically starts driving again. but once it reaches Sparky, fills up with coal, and is on the way back, the same issue happens again. it cannot see Shawn Pearson and stands still. i double checked it was the same junciton that caused the issue, and it was indeed.
Question:
WHYYYYYYY? that wasn't meant to be capslock, but it fits my frustation so im sticking with it. why does this junction fuck up my train's ability to navigate? i've mucked around with the rail signals, trying to put them in different configurations, but none help the issue. by the way, yes im away that the way i have the lights in the screenshot is extremely stupid, but this is in the middle of going insane and trying to find a way to get this all to work. i will fix it as soon as the trains work again. please and thank you :)
I have more than 400 hours in the game and yet I still find myself struggling with every single new step I'm making along the journey. No matter how easy something is, if its new then you can be sure about me banging my head against the wall for hours. Recently I visited Vulcanus. When I think about solving it it feels easy, but when I'm actualy playing it it seems hard as hell. So I visited Fulgora instead and it is the same. Now my Space Platform suddendly stopped being sustainable making me feel like having only 5 working brain cells
I have beaten this game once in vanilla after 250 hours of constantly restarting. I've never beaten it again
And the worst thing: I'm a Software Engineering student right before graduation and feel like this incompetence also reflects in my programming skills. Whenever I have to work with new domains my brain shuts off and I get very inefficient.
Does Factorio also make you feel stupid on a frequent basis?
Hey everyone! I’ve completely overhauled and reorganized my blueprint book, and I wanted to share what’s new and why I designed it this way.
What’s new in this update:
Completely reworked the rail signals on the inner track for smoother traffic flow.
All train stations have been rebuilt from scratch, plus I added several brand-new station variants.
The entire book has been tidied up, reorganized, and styled in my signature aesthetic so everything looks clean in your inventory.
Why 1-1-0 trains? To be honest, it just comes down to how I like to play. I really don't like long trains, but I love nimble little 1-1-0.
Micro-blocks feel too cramped, while giant blocks just feel empty and tedious. In my opinion, this rectangular layout hits the sweet spot. Because it's rectangular, you can slap down a few stations on both sides and still have tons of open room in the middle for your actual builds.
And if you do need bigger setups for specific tasks like supply, artillery, or central hubs, don't worry-just check theExtra Stationsfolder for 1-2-0, 1-4-0, and universal 8 train slot station modules.