Search found 1428 matches
- Fri Sep 26, 2025 8:25 am
- Forum: Gameplay Help
- Topic: Let's talk train design
- Replies: 27
- Views: 1250
Re: Let's talk train design
Have you ever wished that your trains could behave like logistic robots? If so, then that's what this idea is.
I would like to answer this as well. No, I never wished trains could behave like logistic robots.
Logistic robots are inefficient if you just place a roboport for area coverage and let ...
- Thu Sep 25, 2025 8:01 pm
- Forum: This Forum
- Topic: Forum search discards too many common words
- Replies: 8
- Views: 572
Re: Forum search discards too many common words
The 3 letter words seem to be already ignored by the forum software, not even being sent to the mysql search engine. Otherwise it wouldn't be indicated as "ignored". There must be some setting to increase the length within the forum software as well. Or it read from the mysql config, cached the ...
- Thu Sep 25, 2025 10:04 am
- Forum: Gameplay Help
- Topic: Help needed for circuit network, problem with synchronisation
- Replies: 4
- Views: 222
Re: Help needed for circuit network, problem with synchronisation
The combinator performing the division (iron plates / T) never gets any iron plate signal. At its input, there is nothing connected that can ever provide this signal.
I don't understand the contraption as a whole and don't understand if it's important, but this part is definitely not correct.
I don't understand the contraption as a whole and don't understand if it's important, but this part is definitely not correct.
- Thu Sep 25, 2025 9:07 am
- Forum: Gameplay Help
- Topic: Let's talk train design
- Replies: 27
- Views: 1250
Re: Let's talk train design
Yeah, that's the dream. I think you can probably do it with a centralized system, but I am lazy and don't want to build (another) huge combinator brain. Good luck though!
As for the trip planning, I do everything I can to let the game mechanics do that for me. One of my tricks is to attach a ...
- Thu Sep 25, 2025 8:45 am
- Forum: Gameplay Help
- Topic: Let's talk train design
- Replies: 27
- Views: 1250
Re: Let's talk train design
My main problem is the following:
Your build contains a mistake, based on wrong assumption about the wildcard expansion. Use it for unloading, but not for loading.
The idea is to start with an empty train. Completely empty. For an empty train, no green cargo or fluid wildcard can match. So you ...
- Wed Sep 24, 2025 6:00 pm
- Forum: Gameplay Help
- Topic: Let's talk train design
- Replies: 27
- Views: 1250
Re: Let's talk train design
From https://www.factorio.com/blog/post/fff-389:
We have been asked to do something like 'logistic trains' many times. Schedule interrupts provide a more generic system, where logistic trains is just one of the things you can build from it. For example, you can have a system where you let the ...
- Wed Sep 24, 2025 5:18 pm
- Forum: Gameplay Help
- Topic: Let's talk train design
- Replies: 27
- Views: 1250
Re: Let's talk train design
I do appreciate your response, but I'm not interested in "stop asking the wrong question" types of replies. If I'm at the stage of the game where I can even ask this question and enumerate the alternatives and their flaws, I am already aware of how to build the basic "bag of trains".
I didn't ...
- Wed Sep 24, 2025 3:37 pm
- Forum: Gameplay Help
- Topic: Let's talk train design
- Replies: 27
- Views: 1250
Re: Let's talk train design
Here is something that's currently on my mind. We all want to build a logistic train system in vanilla. It sounded so easy in the FFF. Here's the problem: The natural way to do it with interrupts doesn't work with multiple provider stations. I think by now, all the train afficianados know the type ...
- Wed Sep 24, 2025 9:40 am
- Forum: Gameplay Help
- Topic: Question Regarding Blueprints
- Replies: 5
- Views: 225
Re: Question Regarding Blueprints
I don't use extra functions like ALT-B or clicking on the shortcut bar for creating blueprints. Since it's probably very common to use ctrl-c to copy things, notice you create a blueprint if you hold SHIFT while selecting items for copy. So alternate blueprint creation is: activate copy tool with ...
- Tue Sep 23, 2025 5:19 pm
- Forum: Questions, reviews and ratings
- Topic: Calculator Mod in Space AGE ?
- Replies: 9
- Views: 749
Re: Calculator Mod in Space AGE ?
I use Rate Calculator. It's so easy to use and needs no planning or concept as preparation, because you can add and remove machines individually with single clicks and you immediately see the calculated rate, so you can just add/remove until you get the ratios correct. I actually lost the ability to ...
- Tue Sep 23, 2025 1:56 pm
- Forum: Gameplay Help
- Topic: Quality math question
- Replies: 4
- Views: 418
Re: Quality math question
A quality increase chance of 12.8% or p=0.128 means:
p(normal+) = p^0
p(uncommon+) = p^1
p(rare+) = p^2
p(epic+) = p^3
p(legendary)=p^4
or
p(legendary) = 0.128^4 = 0.000268435
To get 1 legendary item average, you need 1/p = 3725.29 crafts
You say 1 craft takes 30 seconds, so you need 3725.29 ...
p(normal+) = p^0
p(uncommon+) = p^1
p(rare+) = p^2
p(epic+) = p^3
p(legendary)=p^4
or
p(legendary) = 0.128^4 = 0.000268435
To get 1 legendary item average, you need 1/p = 3725.29 crafts
You say 1 craft takes 30 seconds, so you need 3725.29 ...
- Fri Sep 19, 2025 1:18 pm
- Forum: Show your Creations
- Topic: Keeping Creations in One Place
- Replies: 1
- Views: 197
Re: Keeping Creations in One Place
I occasionally create stuff meant as long term contribution. Nothing important, just stuff that comes up. I post this in the appropriate place, be it somewhere here in the forum, or in the wiki, or in factoriobin.com, and save a browser bookmark to my Factorio browser bookmark folder to find it ...
- Fri Sep 19, 2025 12:55 pm
- Forum: Technical Help
- Topic: can't delete savefiles
- Replies: 6
- Views: 511
Re: can't delete savefiles
With a reliable internet connection and a reliable PC, Steam doesn't mess up its cloud sync. I'm glad I have this as backup and as option to continue playing on a different machine, and this is one of the reasons I'm playing the Steam version and not the standalone version.
Good to know is the link ...
Good to know is the link ...
- Sun Sep 14, 2025 9:59 am
- Forum: General discussion
- Topic: Mobile Version in the future?
- Replies: 20
- Views: 7214
Re: Android base game
It's probably not entirely impossible to port Factorio to Android, because the hardware abstraction library used is SDL, and SDL is available for Android. However, I guess a touch interface isn't what Factorio was designed for. Given all the interactions with the map, it's like trying to manufacture ...
- Wed Sep 10, 2025 5:58 pm
- Forum: Gameplay Help
- Topic: Creating 'Probes' for train pickup interrupts and potential for conflicting interrupts?
- Replies: 4
- Views: 812
Re: Creating 'Probes' for train pickup interrupts and potential for conflicting interrupts?
Doing it backwards and computing destinations isn't feasible, because it's too complex for no benefit. Too many edge cases. The game engine doesn't properly support this.
Having one universal unloading station with a sorting facility behind is a bottleneck, because it doesn't scale. It can unload ...
Having one universal unloading station with a sorting facility behind is a bottleneck, because it doesn't scale. It can unload ...
- Wed Sep 10, 2025 5:29 pm
- Forum: Gameplay Help
- Topic: How can I use Interrupts to go to Parametrized Pickup Stations?
- Replies: 20
- Views: 9675
Re: How can I use Interrupts to go to Parametrized Pickup Stations?
The issue is , I can't get to think of how to send mixed type trains requester signals
This is where everyone fails, because the Factorio engine doesn't really support this. Especially it doesn't support keeping a depot of empty trains, and if demand arises sending an empty train to a loading ...
- Tue Sep 09, 2025 7:37 am
- Forum: Gameplay Help
- Topic: Creating 'Probes' for train pickup interrupts and potential for conflicting interrupts?
- Replies: 4
- Views: 812
Re: Creating 'Probes' for train pickup interrupts and potential for conflicting interrupts?
It's difficult to give advice for interrupts if we don't know your intended train design. An interrupt driven design usually starts with one static schedule entry for a station the train will always visit as default. At start any train is empty, so the static entry is usually one that will load ...
- Mon Sep 08, 2025 9:47 am
- Forum: Duplicates
- Topic: [2.0.66] Achievements unlock on Steam for modded save
- Replies: 1
- Views: 347
[2.0.66] Achievements unlock on Steam for modded save
I just loaded my modded big save without any mods in 2.0.66 Windows and a bunch of achievements unlocked retroactively on Steam after loading finished.
I guess that's not right - a modded save should be marked as modded forever and never unlock Steam achievements again.
What I did:
Yesterday ...
I guess that's not right - a modded save should be marked as modded forever and never unlock Steam achievements again.
What I did:
Yesterday ...
- Thu Sep 04, 2025 5:19 pm
- Forum: Gameplay Help
- Topic: Gleba "growth? = prevent build
- Replies: 1
- Views: 348
Re: Gleba "growth? = prevent build (I do NOT know if this is a real bug)
As far as I remember, the chunks need to be uncovered if you force place a blueprint and want automatic deconstruction to happen. For any hidden chunk, ghosts that would collide with obstacles aren't placed and no obstacles aren't marked for deconstruction. This will happen for parts of the ...
- Thu Sep 04, 2025 5:01 pm
- Forum: Gameplay Help
- Topic: Heat pipe throughput not enough
- Replies: 6
- Views: 719
Re: Heat pipe throughput not enough
If I upgrade my tileable 2x6 setup to legendary reactors, heat exchangers, pumps and steam turbines with an upgrade plan, no other changes except setting the control so the reactors heat up to 1000°C, I'm not able to get 100% output. But not much less.
A single tile (4.4 GW) toggles between 4.3 and ...
A single tile (4.4 GW) toggles between 4.3 and ...