Search found 368 matches

by computeraddict
Fri Jul 11, 2025 11:08 pm
Forum: Ideas and Suggestions
Topic: Power generator circuit connections
Replies: 4
Views: 356

Re: Power generator circuit connections

Spychotic wrote: Fri Jul 11, 2025 7:58 pm because it depends on the accumulators being partially charged
That is an indication that you are using more than you are producing, yes. You have not communicated how this would be insufficient.
Spychotic wrote: Fri Jul 11, 2025 7:58 pm It also lags the actual power consumption.
Yes? What's the problem with that?
by computeraddict
Thu Jul 10, 2025 4:41 am
Forum: Gameplay Help
Topic: Hub smashed by cargo pod
Replies: 4
Views: 356

Re: Hub smashed by cargo pod


From memory, the landing spot of that fish pod roughly matched where the pods would have normally landed into the "hole" of the hub, but looked a little to the left. I could have cut and restored power to the hub repeatedly (due to the refactoring) when it happened.


Cargo landing pads don't ...
by computeraddict
Mon Jul 07, 2025 12:00 am
Forum: Balancing
Topic: Uranium and ammo shipping too expensive
Replies: 19
Views: 2560

Re: Uranium and ammo shipping too expensive


My point with the example, as clarified in the next paragraph, is that the ammo weight and extra difficulty of sending up ammo is just that. Extra. It's redundant and pointless difficulty for something that is already discouraged to the appropriate level just by the fact that it requires off ...
by computeraddict
Sun Jul 06, 2025 7:19 pm
Forum: Balancing
Topic: Uranium and ammo shipping too expensive
Replies: 19
Views: 2560

Re: Uranium and ammo shipping too expensive


For example, the only reason that I didn't use uranium shells to kill my first few demolishers was because I made the mistake of bringing explosive ones instead of the super-high-penetration normal ones when I first made the trip, and I didn't want to bother sending my platform back to get them ...
by computeraddict
Sun Jul 06, 2025 5:13 pm
Forum: Show your Creations
Topic: Cursed hub bot throughput trick
Replies: 4
Views: 1060

Re: Cursed hub bot throughput trick

solublefish wrote: Sat Jul 05, 2025 8:37 pm Excellent. Question, though. I don't know how to grow tanks' inventory arbitrarily. Of course adding utility belts makes a pretty large inventory but the gear grid is finite.
A legendary tank full of legendary toolbelts has an inventory capacity of ~1055 slots
by computeraddict
Sun Jul 06, 2025 4:22 pm
Forum: Balancing
Topic: Uranium and ammo shipping too expensive
Replies: 19
Views: 2560

Re: Uranium and ammo shipping too expensive


In other words, it doesn't add anything to the game or make the game better in any way. It just makes the game more annoying, or in other words less fun.


Without the restrictions on uranium export it would be the best power source on any surface with water (or you could even just drop ice from ...
by computeraddict
Wed Jul 02, 2025 2:50 am
Forum: Outdated/Not implemented
Topic: Allow us put more landing pads. With high distance from each
Replies: 15
Views: 2532

Re: Allow us put more landing pads. With high distance from each

Ingvar wrote: Sat Jan 18, 2025 10:18 pm It would also be a lot more realistic. What is the logical idea behind only having one pad? Most other stuff in Factorio has a pretty natural reason for it, but not this.
Gameplay. Just look at how (some) people build Space Exploration bases.
by computeraddict
Wed Jul 02, 2025 12:08 am
Forum: Gameplay Help
Topic: Need help with the new trains system
Replies: 13
Views: 721

Re: Need help with the new trains system

Assuming one train network, you can also leverage the radar circuit to coordinate and communicate how many stations are requesting/supplying.
by computeraddict
Tue Jul 01, 2025 3:10 pm
Forum: Gameplay Help
Topic: Need help with the new trains system
Replies: 13
Views: 721

Re: Need help with the new trains system



Use circuits to set its train limit to 0 when full instead of disabling it.

That has identical behavior as disabling and will not skip the station in schedule.


I was intending to point out that doing so will get the same limiting logic as he was using before, just with same-named stations ...
by computeraddict
Tue Jul 01, 2025 2:09 pm
Forum: Gameplay Help
Topic: Need help with the new trains system
Replies: 13
Views: 721

Re: Need help with the new trains system


I have each input platform enable/disable itself based on the local stock level.



But then how can I ensure a balance between all the stops that take green circuits?


Use circuits to set its train limit to 0 when full instead of disabling it.


Less importantly, the individual platform ...
by computeraddict
Sat Jun 28, 2025 3:35 pm
Forum: Ideas and Suggestions
Topic: Power generator circuit connections
Replies: 4
Views: 356

Re: Power generator circuit connections


There's no way to do this - well, there might be but it's far too complicated if there is - using the accumulator readouts.


It can be accomplished with a single decider. (A < T1) or (S > 0 and A < T2) -> 1 S, with the output fed back into the input. T1 is your low power threshold and T2 is your ...
by computeraddict
Sat Jun 28, 2025 12:45 am
Forum: Ideas and Suggestions
Topic: Improved interaction with the cargo landing pad
Replies: 3
Views: 311

Re: Improved interaction with the cargo landing pad

If by "manipulators" you mean inserters, you can. It's the only way to automate delivery of white science when you first unlock it.
by computeraddict
Thu Jun 26, 2025 2:08 pm
Forum: Gameplay Help
Topic: No Fulgoran vault ruin
Replies: 17
Views: 975

Re: No Fulgoran vault ruin

mmmPI wrote: Thu Jun 26, 2025 11:20 am You can use your spaceship to drop a car on Fulgora, it takes much less time to wander around btw 8-)
A tank with a fission reactor and some shields lets you drive around without worrying about lightning, too.
by computeraddict
Sun Jun 22, 2025 6:25 pm
Forum: Ideas and Suggestions
Topic: Unfulfilled conditions in yellow
Replies: 3
Views: 459

Re: Unfulfilled conditions in yellow

Maybe not yellow/green, but definitely needs something
by computeraddict
Fri Jun 20, 2025 7:37 pm
Forum: Gameplay Help
Topic: Can't research Promethium...... Why not???
Replies: 10
Views: 783

Re: Can't research Promethium...... Why not???

Removing mods doesn't always undo the changes they've made to the tech tree iirc
by computeraddict
Thu Jun 19, 2025 4:59 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.55] Prometheum science pack description inconsistent
Replies: 2
Views: 996

Re: [2.0.55] Prometheum science pack description inconsistent

boskid wrote: Thu Jun 19, 2025 12:17 pm Ok, i added a most generic description to match other science packs.
Is this the easiest bug fix of all time
by computeraddict
Mon Jun 16, 2025 7:31 pm
Forum: Ideas and Suggestions
Topic: Spoiled items should be inserted directly into trash slots
Replies: 2
Views: 285

Re: Spoiled items should be inserted directly into trash slots

Anything can be marked as a spoilage product. For example, iron ore and copper ore are spoilage products of bacteria. This would completely kill space sushi.
by computeraddict
Sun Jun 15, 2025 10:53 pm
Forum: Gameplay Help
Topic: machine logistic
Replies: 2
Views: 319

Re: machine logistic

Connect a wire to the machine, set the machine to "set recipe". It will try to craft the item you send as a signal.

And that's where simple ends.

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