Search found 56 matches
- Sun Nov 23, 2025 12:08 am
- Forum: Gameplay Help
- Topic: Fluctuating power with Fusion
- Replies: 5
- Views: 556
Re: Fluctuating power with Fusion
Makes perfect sense, but it isn't something that I considered. Right now, as I don't visit Gleba often, I set up a assembly machine with a chest filled with fluoro hot barrels in it feeding and another chest removing the empty barrels. The system is mostly full but keeps adding another barrel as it ...
- Sat Nov 22, 2025 1:06 pm
- Forum: Gameplay Help
- Topic: Fluctuating power with Fusion
- Replies: 5
- Views: 556
Re: Fluctuating power with Fusion
Pictures?
Are the hot fluoroketone pipes too full, maybe?
Interesting. Is that a thing? I thought that the fluoroketone gets replaced at the same rate as it is used, so this wouldn't be a factor. I have it set up with a storage tank of cold fluoro and a storage tank of hot fluoro in each loop ...
- Sat Nov 22, 2025 5:35 am
- Forum: Gameplay Help
- Topic: Fluctuating power with Fusion
- Replies: 5
- Views: 556
Fluctuating power with Fusion
I recently updated my entire Gleba base and did a fusion power setup. It has 8 legendary Fusion reactors and 68 legendary fusion generators. It's about 8.5 gigs of power. The base uses about 2 to 3 gigs of power at any given time. It all seemed stable at first. After being back to Nauvis for an hour ...
- Sat Nov 08, 2025 2:45 am
- Forum: Gameplay Help
- Topic: Planet Ship Logistics
- Replies: 1
- Views: 316
Planet Ship Logistics
Up until now, I have 1 large cargo ship for each planet (One for Fulgora, one for Gleba, etc). That ship goes to its home planet and stocks up on inventory which is native to that planet, and then it goes on a route to each other planet to deliver it's goods. I have set up an interrupt to go back to ...
- Wed Dec 11, 2024 6:31 pm
- Forum: Gameplay Help
- Topic: Question about ship delivery
- Replies: 2
- Views: 1636
Question about ship delivery
Hey all,
So here is my situation, I am probably making this more complicated than I need to.
I currently have Science being produced on Fulgora, Vulcanus, Gleba and Aquilo and it is automatically being shipped to Nauvis for research (And Space Science). My landing pad at Nauvis requests each type ...
So here is my situation, I am probably making this more complicated than I need to.
I currently have Science being produced on Fulgora, Vulcanus, Gleba and Aquilo and it is automatically being shipped to Nauvis for research (And Space Science). My landing pad at Nauvis requests each type ...
- Mon Nov 25, 2024 7:20 pm
- Forum: Gameplay Help
- Topic: Two versions of the game
- Replies: 1
- Views: 696
Two versions of the game
Hey all,
I play on a windows PC and play factorio from steam. Since space age, I have been bouncing between 2 saves, 1 the stable version of the game, and 1 the latest experimental version. I don't like having to update between the 2 save games I am using, and I sometimes accidentally overwrite my ...
I play on a windows PC and play factorio from steam. Since space age, I have been bouncing between 2 saves, 1 the stable version of the game, and 1 the latest experimental version. I don't like having to update between the 2 save games I am using, and I sometimes accidentally overwrite my ...
- Mon Jan 20, 2020 3:38 am
- Forum: Gameplay Help
- Topic: Using mass amounts of water with Large Nuclear Build
- Replies: 10
- Views: 5819
Re: Using mass amounts of water with Large Nuclear Build
I guess I should have looked at this other thread first. Definitely some good ideas there...
Rylant
Rylant
- Mon Jan 20, 2020 2:51 am
- Forum: Gameplay Help
- Topic: Using mass amounts of water with Large Nuclear Build
- Replies: 10
- Views: 5819
Using mass amounts of water with Large Nuclear Build
So in my previous games I have used a water fill mod to help with water and large nuclear builds. This most recent build, I have gone modless so that is not an option. I am using about 4 GW of energy, so it is quite a bit of water needed. I am at the point where I am going to move from steam power ...
- Fri Nov 08, 2019 7:49 pm
- Forum: Spread the Word
- Topic: Factorio Gear Pendant?
- Replies: 4
- Views: 5633
Factorio Gear Pendant?
So I have been wondering if Factorio would consider making the gear logo a gold pendant that people could put on a necklace. Truly, it might be my favourite game of all time and I would love to wear that kind of thing. It would be unique and simple. I have looked around, and not seen anything like ...
- Thu Mar 07, 2019 2:46 am
- Forum: Mods
- Topic: [MOD 1.0.0] SunResources
- Replies: 70
- Views: 39483
Re: [MOD 0.17.x] SunResources
I am able to place resources. However, when I try to change one resource to another with the "check copper" tool, for instance, I get an error and the game crashes.
Rylant
Rylant
- Fri Mar 01, 2019 4:47 am
- Forum: Gameplay Help
- Topic: Research Queue Not Working?
- Replies: 3
- Views: 2401
Re: Research Queue Not Working?
I have launched hundreds of satellites. I am not able to use the research queue. I also looked through the options and settings and didn’t see a way to enable it.
- Sat Dec 08, 2018 4:41 am
- Forum: Gameplay Help
- Topic: Pulling from main bus in 0.16
- Replies: 1
- Views: 2301
Pulling from main bus in 0.16
So I normally use the standard bus that you see with 4 lanes, 2 spaces, 4 lanes, 2 spaces, etc. I still pull from my main bus the way I did before 0.16 to keep the bus balanced. Now, I see on YouTube play throughs, that most people pull from the main bus and balance with 4 staggered splitters. I ...
- Sat Aug 04, 2018 11:08 pm
- Forum: General discussion
- Topic: My guide to "There is no spoon" (15.X version)
- Replies: 48
- Views: 87088
Re: My guide to "There is no spoon" (15.X version)
This is such good information. I have just got the 2 achievements left, There is no Spoon and No Time for Chit Chat. I will say, it amazes me, that by looking at both of the pics of seeds here, that you only need 2 yellow belts of iron and copper to complete this, is that right? I haven't done the ...
- Mon Jul 23, 2018 2:25 pm
- Forum: Mods
- Topic: [MOD 0.16.x] Whistle Stop Factories
- Replies: 105
- Views: 57957
Re: [MOD 0.16.x] Whistle Stop Factories
It is definitely a brilliant idea. I love the idea of building your entire world around these small factories and smelters and refineries. However, when I tried it, I found that the amount of throughput just wasn't worth it. I ended up getting out about a yellow belt of iron plates when feeding iron ...
- Thu Jun 14, 2018 5:55 am
- Forum: Gameplay Help
- Topic: Transition to main base/bus area
- Replies: 3
- Views: 2830
Transition to main base/bus area
So I generally use RSO to generate resources. My typical start is to create a small starter base/bus with my initial resources. I get red, yellow and military science up and running and get red belts and steel furnaces and power poles. The initial resources are never enough to get my main base and ...
- Mon Mar 12, 2018 11:56 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 490720
Re: [0.16.x] Bob's Mods: General Discussion
Bob... Please stop changing your inserters. I have had a broken base like 3 times this week because of it! 
Thanks,
Rylant
Thanks,
Rylant
- Mon Mar 12, 2018 8:00 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 490720
Re: [0.16.x] Bob's Mods: General Discussion
I think that Red and Blue belts scale better. I do agree that the increased cost of Yellow belts seems a bit much. I did just start over again and it made the start significantly tougher and longer than normal. Possibly because I started in an area with few trees, which made pollution worse. It took ...
- Tue Mar 06, 2018 7:59 pm
- Forum: Bob's mods
- Topic: Starting new game, question
- Replies: 4
- Views: 3518
Re: Starting new game, question
Bob's mods are fine and not that more complicated as vanilla.
Oil setups are the same, you just have more options like sulfurisation.
The most ores go into smelters like iron and copper, some plates are a mix of 2 other plates - so not that hard.
The Bob's Enemies mod make the biters a bit more ...
Oil setups are the same, you just have more options like sulfurisation.
The most ores go into smelters like iron and copper, some plates are a mix of 2 other plates - so not that hard.
The Bob's Enemies mod make the biters a bit more ...
- Tue Mar 06, 2018 5:59 pm
- Forum: Bob's mods
- Topic: Starting new game, question
- Replies: 4
- Views: 3518
Starting new game, question
So, I have completed the game vanilla and adding a few mods, but nothing that adds complexity. I was thinking about trying a Bob's run. I know that a full on Bob's and Angel's game can be quite complex and overwhelming. I am not sure I am ready for that yet. I have heard that if I just start a Bob's ...
- Tue Feb 27, 2018 1:39 am
- Forum: Gameplay Help
- Topic: Coal Liquefaction vs Oil?
- Replies: 7
- Views: 11804
Re: Coal Liquefaction vs Oil?
There are a couple questions to ask, is water close enough to not be a pain? And also will the coal patch outlast the uranium (math time)? If not, then the oil patch gets bonus points.
I use a waterfill mod (a little cheaty?), so water won't be an issue. And I think that both the coal and the oil ...
I use a waterfill mod (a little cheaty?), so water won't be an issue. And I think that both the coal and the oil ...