Simple Questions and Short Answers

Don't know how to use a machine? Looking for efficient setups? Stuck in a mission?
User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 3032
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

Re: Simple Questions and Short Answers

Post by BlueTemplar »

s0lenoid wrote: Wed Oct 23, 2024 10:43 am Can I still use normal copper wire for a power switch or does it only work with coloured wire?
Yes, has anything even changed here ?

Coloured wires also work with power switches, but serve a different function.
BobDiggity (mod-scenario-pack)
mmmPI
Smart Inserter
Smart Inserter
Posts: 3619
Joined: Mon Jun 20, 2016 6:10 pm
Contact:

Re: Simple Questions and Short Answers

Post by mmmPI »

Kalanndok wrote: Wed Oct 23, 2024 11:51 am When setting the recipie of an Assembler by circuit network...

How does the assembler decide which recipie on the signal to craft?
For example:
I'm have a signal of 100 red circuits, 5 copper wires, 5 green circuits while having copper plates, iron plates and plastic provided manually and then subtracting the contents of the outputchest from the signal. I also feed the output back into the assembler.
Somehow the system does exactly what I want...meaning it crafts what is currently missing in the production chain but I just can't figure out what determines which recipie goes into the assembler,
If you send 5 different signal for "set recipe" the game will pick the first one in an order that is similar to the one you see in the GUI, first tab, first row, first column for the first signal, then second column, third column.... until a full row, then second row, like a grid.

It is somewhat the order in which you unlock things or from the "rawest" to "more advanced", so it can happens that it works very well with autocrafter, but it's not going to always be the case !
Kalanndok
Long Handed Inserter
Long Handed Inserter
Posts: 90
Joined: Sat Dec 12, 2015 9:07 am
Contact:

Re: Simple Questions and Short Answers

Post by Kalanndok »

Thanks...but it seems to take the amount into account as well because negative signals never get set to the assembler.
EustaceCS
Fast Inserter
Fast Inserter
Posts: 242
Joined: Tue Dec 15, 2020 5:41 am
Contact:

Re: Simple Questions and Short Answers

Post by EustaceCS »

Can't use Uncommon Quality Firearm Magazine to make any Piercing Rounds Magazine. Both manual and Inserter attempt to stick it into fails.
Intended?
Attachments
Screenshot From 2024-10-23 18-53-44.png
Screenshot From 2024-10-23 18-53-44.png (1.72 MiB) Viewed 779 times
aka13
Filter Inserter
Filter Inserter
Posts: 793
Joined: Sun Sep 29, 2013 1:18 pm
Contact:

Re: Simple Questions and Short Answers

Post by aka13 »

Yes, sadly intended. You need to set specific recipe quality, and only that ingredient quality will be accepted. Everything else needs to be removed manually from the previous crafting step.
Pony/Furfag avatar? Opinion discarded.
User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 3032
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

Re: Simple Questions and Short Answers

Post by BlueTemplar »

Or automatically, for instance using filter inserters. (Which are now all inserters.)
BobDiggity (mod-scenario-pack)
EustaceCS
Fast Inserter
Fast Inserter
Posts: 242
Joined: Tue Dec 15, 2020 5:41 am
Contact:

Re: Simple Questions and Short Answers

Post by EustaceCS »

No junk (read: insufficient quality outcome) reprocessing into ammo then :| Well... maybe that's for good.
Research labs don't have same quirk, do these?
User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 3032
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

Re: Simple Questions and Short Answers

Post by BlueTemplar »

There's a Recycler available later in the game.
BobDiggity (mod-scenario-pack)
EustaceCS
Fast Inserter
Fast Inserter
Posts: 242
Joined: Tue Dec 15, 2020 5:41 am
Contact:

Re: Simple Questions and Short Answers

Post by EustaceCS »

I know.
My hope was that instead of making a per-assembly-line tribute to Flying Spaghetti Monster I could throw everything below acceptable quality to the side then reprocess it into ammo.
Wiki might need a fix in this regard: "When using quality ingredients as an input, the base quality is the lowest input quality ignoring liquids (as fluids cannot have quality). Crafting an Electronic circuit from Uncommon Iron plates and Epic Copper cable will give a base quality of Uncommon." is confusing people.
Who added that, anyway...
Bal921
Manual Inserter
Manual Inserter
Posts: 1
Joined: Wed Oct 23, 2024 9:57 pm
Contact:

Re: Simple Questions and Short Answers

Post by Bal921 »

Hi all, I'm currently redesigning my train system to use the new rails on a vanilla Factorio savegame I started before 2.0 came out. It seems that the signal spots I can use on two seemingly identical piece of track differs as shown in the screenshot below. Can anyone enlighten me if that is the intended behavior?

Image

I can place signals on the spots circled in purple, but I cannot place them on the rail next to them on the same spot.
mmmPI
Smart Inserter
Smart Inserter
Posts: 3619
Joined: Mon Jun 20, 2016 6:10 pm
Contact:

Re: Simple Questions and Short Answers

Post by mmmPI »

Kalanndok wrote: Wed Oct 23, 2024 1:33 pm Thanks...but it seems to take the amount into account as well because negative signals never get set to the assembler.
Yes that is correct, negative signal are ignored, this is a bit similar to how the filter of inserters are choosen if you send more than 4 signals, or negative signals. Only the "first" "positive" four will count.
nethus
Inserter
Inserter
Posts: 21
Joined: Fri Nov 17, 2023 11:11 pm
Contact:

Re: Simple Questions and Short Answers

Post by nethus »

Bal921 wrote: Wed Oct 23, 2024 10:26 pm Hi all, I'm currently redesigning my train system to use the new rails on a vanilla Factorio savegame I started before 2.0 came out. It seems that the signal spots I can use on two seemingly identical piece of track differs as shown in the screenshot below. Can anyone enlighten me if that is the intended behavior?

Image

I can place signals on the spots circled in purple, but I cannot place them on the rail next to them on the same spot.
Hi Bal921
I noticed this as well while recreating my rail blueprints. On the left side of your screenshot, it's the curve of the right track that prevents you to place signals on the positions you encircled. If you remove the right track you'll be able to put them there. Or if you add a similar track on the right (of the left part of your image), the same positions on the now middle track will become invalid as well.
So at least it's consistent. Not sure if intended though...
Tertius
Filter Inserter
Filter Inserter
Posts: 921
Joined: Fri Mar 19, 2021 5:58 pm
Contact:

Re: Simple Questions and Short Answers

Post by Tertius »

It's only the last curve in a series of curves that allows an additional signal. If you visualize bidirectional signal positions, you see the opposite signal position isn't possible because of the horizontal track.
I guess signal positions are only allowed, if there are valid opposite signal positions on both sides of the track. Even if the track is a unidirectional one.
10-24-2024, 14-19-52.png
10-24-2024, 14-19-52.png (1.19 MiB) Viewed 620 times
dredra
Manual Inserter
Manual Inserter
Posts: 1
Joined: Thu Oct 24, 2024 5:27 pm
Contact:

Re: Simple Questions and Short Answers

Post by dredra »

Lo all,

I played factorio a long time ago.. just bought the space age.
Do i need to start all over ?
as a new single player doesnt give me a planet but just the normal world as i would get in factorio.
Is this the way ?
User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 3032
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

Re: Simple Questions and Short Answers

Post by BlueTemplar »

this is the way

(rocketship is earlier now, late blue science)
BobDiggity (mod-scenario-pack)
User avatar
Datacontrol
Manual Inserter
Manual Inserter
Posts: 2
Joined: Fri Oct 25, 2024 5:58 pm
Contact:

Re: Simple Questions and Short Answers

Post by Datacontrol »

Does the setting "starting area size" (under the "enemy"-tab in the map generator when start a new game) only affect nauvis, or the other planets too (especially Gleba)?

[edit]
okey, it does. I'm so stupid. :roll: In the settings you can preview the other planets too. I didn't even noticed. I would have preferred it to be possible to set it separately. In my case more range (600%) on Nauvis and less on Gleba (75 or 50%).
User avatar
Usul
Fast Inserter
Fast Inserter
Posts: 195
Joined: Mon Oct 31, 2016 5:05 pm
Contact:

Re: Simple Questions and Short Answers

Post by Usul »

How does one color train wagons?
10-27-2024, 02-44-57.png
10-27-2024, 02-44-57.png (776.61 KiB) Viewed 425 times
Wisey
Inserter
Inserter
Posts: 25
Joined: Fri Nov 04, 2016 9:28 pm
Contact:

Re: Simple Questions and Short Answers

Post by Wisey »

How do I get get uncommon (and higher) biter eggs? I have an uncommon captive biter spawner and fed it with uncommon bioflux, but it still produces only normal biter eggs.
mmmPI
Smart Inserter
Smart Inserter
Posts: 3619
Joined: Mon Jun 20, 2016 6:10 pm
Contact:

Re: Simple Questions and Short Answers

Post by mmmPI »

Wisey wrote: Sun Oct 27, 2024 1:43 am How do I get get uncommon (and higher) biter eggs? I have an uncommon captive biter spawner and fed it with uncommon bioflux, but it still produces only normal biter eggs.
you can recycle eggs in a recycler with quality modules, or you can use them for something, like productivity module 3, and then recycle the productivity module 3 ( both steps with quality module).
mmmPI
Smart Inserter
Smart Inserter
Posts: 3619
Joined: Mon Jun 20, 2016 6:10 pm
Contact:

Re: Simple Questions and Short Answers

Post by mmmPI »

Usul wrote: Sun Oct 27, 2024 12:45 am How does one color train wagons?
Using mod i think : https://mods.factorio.com/mod/Automatic_Train_Painter
Post Reply

Return to “Gameplay Help”