Search found 31 matches

by qwr
Tue Aug 19, 2025 3:19 am
Forum: General discussion
Topic: FactorioForum.com + Free Hosting β€” What Will You Build?
Replies: 7
Views: 1789

Re: FactorioForum.com + Free Hosting β€” What Will You Build?

The domain of this very forum is already forums.factorio.com
factorioforum.com is extremely close and will cause confusion. What distinguishes that forum from this one? Of all the factorio sites that could or do exist (e.g. factoriocheatsheet.com, factoriolab) I don't think there is a community ...
by qwr
Tue Aug 19, 2025 3:08 am
Forum: General discussion
Topic: It's the little things; password reset email in plain text
Replies: 4
Views: 927

Re: It's the little things; password reset email in plain text

From the title I thought you meant a new password was sent as "plaintext", meaning unencrypted. That is very bad practice.

https://security.stackexchange.com/ques ... ail-secure
by qwr
Tue Aug 19, 2025 3:01 am
Forum: General discussion
Topic: People who have just one save file...why?
Replies: 34
Views: 2998

Re: People who have just one save file...why?

I'm currently up to save 80, with about 90 hours played this run. I have never gone back to use older saves, except to maybe look at the screenshots of where I was back then. It's a waste of disk space, but disk space is cheap nowadays. For Nauvis and Vulcanus, each save was about 11 MB, but after I ...
by qwr
Sun Aug 17, 2025 7:06 pm
Forum: General discussion
Topic: Do you bother with slower belts after unlocking and producing faster ones?
Replies: 8
Views: 1131

Do you bother with slower belts after unlocking and producing faster ones?

I started blue belt production on Vulcanus but I always feel it's a waste to use express belts for everything. Especially lube for blue belts and tungsten for green belts. But red belts are entirely made of iron which is free on Vulcanus. Lube has to come ultimately from coal which looks like is the ...
by qwr
Wed Aug 06, 2025 3:37 am
Forum: Gameplay Help
Topic: Is early game Vulcanus and level 1 modules too early for beacon setups?
Replies: 3
Views: 447

Re: Is early game Vulcanus and level 1 modules too early for beacon setups?

Interesting. I thought the only use for beacons was cramming many speed 3 modules to make up for prod 3 modules. Meaning the speedup is not significant enough for a few speed 1 modules compared to doing an 8 beacon setup with a pair of speed 3 modules each. Although v2.0 buffed individual beacons ...
by qwr
Wed Aug 06, 2025 3:19 am
Forum: Texture Packs
Topic: Quality Glassware - Science flasks for mods to use
Replies: 1
Views: 5032

Re: Quality Glassware - Science flasks for mods to use

Wow, those are nice. I've never been a fan of all science packs looking the same except for color.
by qwr
Wed Aug 06, 2025 1:40 am
Forum: Gameplay Help
Topic: Is early game Vulcanus and level 1 modules too early for beacon setups?
Replies: 3
Views: 447

Is early game Vulcanus and level 1 modules too early for beacon setups?

I recently killed the small worm and started mining tungsten to create metallurgic science. My research base is at Nauvis but I want to setup one on Vulcanus. I saw a cool setup for creating circuits with 8 beacons per assembler. I only have a tiny scale production of level 1 modules. Is it too ...
by qwr
Sun Jul 27, 2025 2:02 am
Forum: Spread the Word
Topic: How to stop playing Factorio 8 hours straight?
Replies: 5
Views: 3998

Re: How to stop playing Factorio 8 hours straight?

Spend all your time prematurely optimizing, then realize it's way too time consuming and do something else
by qwr
Sun Jul 27, 2025 1:59 am
Forum: Balancing
Topic: Acid neutralizarion is 10x too fast.
Replies: 21
Views: 5780

Re: Acid neutralizarion is 10x too fast.

Actually I would agree with the premise.
https://www.reddit.com/r/factorio/comments/1hc1zbi/how_many_steam_turbines_per_acid_neutralisation/ here it says one chemical plant supports 33.3 steam turbines, each produce 5.8 MW, so 193 MW from a single chemical plant!
The Vulcanus solar panels produce ...
by qwr
Mon Dec 23, 2024 1:22 am
Forum: Ideas and Suggestions
Topic: PLEASE change the planet distances...
Replies: 19
Views: 3237

Re: PLEASE change the planet distances...

I agree the distance is way too low. I setup my very first space ship to get to Vulcanus with one thruster, and I was surprised and disappointed it only took like 2 minutes.
by qwr
Sun Dec 22, 2024 2:24 am
Forum: Ideas and Suggestions
Topic: Spaceship automation: pause thrust after arrival
Replies: 8
Views: 2577

Re: Spaceship automation: pause thrust after arrival

This is unrelated, but on the first time I traveled to a new planet, I left Nauvis and Vulcanus on the automatic list, so immediately after arriving on Vulcanus the spaceship turned around and headed back. There only needs to be one station as you mentioned (not sure if there is a temporary stop ...
by qwr
Thu Dec 19, 2024 5:29 am
Forum: Ideas and Suggestions
Topic: Screenshot hotkey and JPEG output
Replies: 0
Views: 309

Screenshot hotkey and JPEG output

The /screenshot console command is nice. But what many games have is a dedicated screenshot key, perhaps PrtScn, so I don't have to open the console and scroll up to retype the command.

In addition, the output format is only PNG. On my screen, each screenshot comes out to 7 MB. The textures in game ...
by qwr
Mon Dec 09, 2024 4:09 pm
Forum: Gameplay Help
Topic: Electric furnaces worth it without beacons?
Replies: 13
Views: 5292

Re: Electric furnaces worth it without beacons?

I agree with you, especially now full logistics is locked behind space science and artillery is far endgame. That being said, I do want to try my hand at a medium sized electric furnace array before I go to Vulcanus with the powerful foundries.
by qwr
Mon Dec 09, 2024 3:43 am
Forum: General discussion
Topic: Uranium processing flow chart with FactorioLab
Replies: 2
Views: 2962

Re: Uranium processing flow chart with FactorioLab

Nemoricus wrote: Sun Dec 08, 2024 9:03 pm You should include a few more places past the decimal point, since the numbers are so small that one decimal place isn't enough precision.
I don't think it matters since it's not practical to achieve exactly these rates, but here you go anyway

Screenshot from 2024-12-08 22-42-08.png
Screenshot from 2024-12-08 22-42-08.png (96.57 KiB) Viewed 2848 times
by qwr
Mon Dec 09, 2024 3:41 am
Forum: Gameplay Help
Topic: Overview of all circuit networks
Replies: 5
Views: 1057

Re: Overview of all circuit networks


Such an overview would probably be a complete mess. It's not clear what useful info you get from out of it. Do you know how many circuit networks you actually have? I guess way more than you think (either you're using none, in this case you wouldn't ask, or you're using a huge number of).


12 ...
by qwr
Sun Dec 08, 2024 8:29 pm
Forum: Gameplay Help
Topic: Overview of all circuit networks
Replies: 5
Views: 1057

Re: Overview of all circuit networks


There is no such overview and no history. If it comes to the number, it's just a counter that increments as soon as a new network is created and never decremented. Old numbers are never recycled. In my test sandbox, I have numbers > 16000 as far as I remember.


That's a shame. it would be a cool ...
by qwr
Sun Dec 08, 2024 6:40 pm
Forum: General discussion
Topic: Uranium processing flow chart with FactorioLab
Replies: 2
Views: 2962

Uranium processing flow chart with FactorioLab

I realized today FactorioLab can also show a useful flow chart for uranium (re)processing. (To avoid showing every single step like producing sulfuric acid for uranium mining, I set uranium ore and metal as inputs.) In the base game, the only other non-trivial production cycle is oil processing ...
by qwr
Sun Dec 08, 2024 6:12 pm
Forum: Gameplay Help
Topic: Overview of all circuit networks
Replies: 5
Views: 1057

Overview of all circuit networks

Every time I make a new circuit network it gets assigned a new network number, like 12. Is there a way to view all networks I've ever made? Even if I connect a wire and then disconnect it, so the network disappears, it still seems like it's counted somewhere.
by qwr
Mon Dec 02, 2024 9:24 pm
Forum: Gameplay Help
Topic: Electric furnaces worth it without beacons?
Replies: 13
Views: 5292

Re: Electric furnaces worth it without beacons?

I am in between nuclear power and foundries. I just started producing space science. Maybe I will make an electric furnace array for now before I unlock foundries.
by qwr
Mon Dec 02, 2024 3:29 am
Forum: Gameplay Help
Topic: Space Platform 101 Discussion
Replies: 92
Views: 168029

Re: Space Platform 101 Discussion

I just noticed I don't have to be in space to build my space platform, I can build directly in map view... :space-age:
I guess I'm so used to just using the map for viewing and building in-person

also I noticed sending stuff into space takes a whole rocket but sending stuff down is completely free ...

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