Simple Questions and Short Answers
Re: Simple Questions and Short Answers
Yes!! Thanks BlueTemplar That was exactly what I needed.
Re: Simple Questions and Short Answers
How desolated Fulgora is supposed to be? Can anyone remind me?
I've got
Is it because I'm using v1.1 worldgen preset? Do Fulgora look different with vanilla 2.0 worldgen preset?
I've got
1.5 substations sized starting island with some building remains + approx. 3x2 substations sized island with absolutely colossal amount of scrap nearby.
And that's it. Next island in the walkable (but not buildable) oil ocean is far, far away and I can't reach it without Foundation tech (or import of Rare exoskeletons armor).
And that's it. Next island in the walkable (but not buildable) oil ocean is far, far away and I can't reach it without Foundation tech (or import of Rare exoskeletons armor).
Is it because I'm using v1.1 worldgen preset? Do Fulgora look different with vanilla 2.0 worldgen preset?
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Re: Simple Questions and Short Answers
Some screenshots / map string / save would be helpful here...
(for image spoilers, you'll need to use them like this : spoiler="bla")
Also, see :
viewtopic.php?p=632448#p632448
(for image spoilers, you'll need to use them like this : spoiler="bla")
How is Rare exoskeletons armor relevant here ??
Also, see :
viewtopic.php?p=632448#p632448
BobDiggity (mod-scenario-pack)
Re: Simple Questions and Short Answers
I am stupid. I forgot that I can just slam Preview few times and see the difference between 1.1 worldgen pattern and 2.0 worldgen pattern.
Also missed the fact that all oil ocean is walkable (riiiiight?), just to a different degree. Will still have to do some hectic running though.
Also missed the fact that all oil ocean is walkable (riiiiight?), just to a different degree. Will still have to do some hectic running though.
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Re: Simple Questions and Short Answers
You might also have missed that
rail supports can be directly built on the (shallow) oil ocean, without the need for foundations
?BobDiggity (mod-scenario-pack)
Re: Simple Questions and Short Answers
I don't need rails at where I'm going to.
I just need some lightning attractors to make it to the next solid surface - its side which is facing my current base is not climb'able.
OR few (hundreds) of Gleba's repeatable
Still, thank you for advice! Maybe railroad IS the real answer to this logistics challenge, I'll just need to be very careful while building it manually... and drive real quick when it's ready.
I just need some lightning attractors to make it to the next solid surface - its side which is facing my current base is not climb'able.
OR few (hundreds) of Gleba's repeatable
Leg Day
research to survive few ligtning hits along the way.Still, thank you for advice! Maybe railroad IS the real answer to this logistics challenge, I'll just need to be very careful while building it manually... and drive real quick when it's ready.
Re: Simple Questions and Short Answers
Why coal synthesis is part of rocket turret?
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Re: Simple Questions and Short Answers
Because rocket ammo requires coal. And some planets have none.
BobDiggity (mod-scenario-pack)
Re: Simple Questions and Short Answers
Hello
After the big Space update I cant find the red and green wire for the Circuit network?
Have anyone a Idea were I can find it?
After the big Space update I cant find the red and green wire for the Circuit network?
Have anyone a Idea were I can find it?
Re: Simple Questions and Short Answers
They are not items you can craft any more, you can find them in the shortcut part (at the right of the quickbar).
Koub - Please consider English is not my native language.
Re: Simple Questions and Short Answers
Just to make sure that I get these research requirement right, this one is supposed to take just 5000 of each of these science bottles to complete? Or naturally less if production modules are used in science labs?
Re: Simple Questions and Short Answers
Less with Productivity modules.
Even less with Quality Productivity modules (because bigger Productivity bonus).
Even more less if Quality Science Packs are to be used (one Uncommon counts as two Common for this purpose, for example).
Even cheaper with some endgame technologies.
Technology screen lists basic time x pot sets values.
Productivity bonus multiplies effective research progress explicitly.
Quality pots and some other means reduce pots drain.
Do note that in this specific Research Gleba pots are involved.
Gleba pots have their Research value reduced with spoilage progress.
You may or may not actually need significantly more of these, depending on your specific setup.
Even less with Quality Productivity modules (because bigger Productivity bonus).
Even more less if Quality Science Packs are to be used (one Uncommon counts as two Common for this purpose, for example).
Even cheaper with some endgame technologies.
Technology screen lists basic time x pot sets values.
Productivity bonus multiplies effective research progress explicitly.
Quality pots and some other means reduce pots drain.
Do note that in this specific Research Gleba pots are involved.
Gleba pots have their Research value reduced with spoilage progress.
You may or may not actually need significantly more of these, depending on your specific setup.
Re: Simple Questions and Short Answers
Ohh! That's it! I was already about to write a bug report how the actual cost of agricultural science packs for me ends up being closer to 10k. I must have missed if it's mentioned somewhere that the research value of them decreases over time. Thank you
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Re: Simple Questions and Short Answers
Can anybody say whats happen here?
For no apparent reason, I suddenly have an alleged power consumption of many GB, the number jumps to two-digit GW figures, yet I am in the early game and there is nothing to justify this. Not one construction robot is on the way. I really have no idea what's happening here.
For no apparent reason, I suddenly have an alleged power consumption of many GB, the number jumps to two-digit GW figures, yet I am in the early game and there is nothing to justify this. Not one construction robot is on the way. I really have no idea what's happening here.
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Re: Simple Questions and Short Answers
Has nearly 1k roboports, «early game».
Could it be a bunch of laser turrets firing at the same time ?
No wait, I think the graph shows a roboport spike : a bunch of bots all coming to recharge at the same time ?
Could it be a bunch of laser turrets firing at the same time ?
No wait, I think the graph shows a roboport spike : a bunch of bots all coming to recharge at the same time ?
BobDiggity (mod-scenario-pack)
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Re: Simple Questions and Short Answers
(I have no roket, yes early game, handcraft many, only a little mini mall. Fighting the last 10 houres).BlueTemplar wrote: ↑Fri Nov 08, 2024 6:19 pm Has nearly 1k roboports, «early game».
Could it be a bunch of laser turrets firing at the same time ?
No wait, I think the graph shows a roboport spike : a bunch of bots all coming to recharge at the same time ?
nope no laser fire, mostly all are standby
Last edited by FritzHugo3 on Fri Nov 08, 2024 6:28 pm, edited 1 time in total.
Re: Simple Questions and Short Answers
If there are items that have just been connected to the main power grid, their internal energy buffers are empty and they're filling it. This is the huge consumption you see. As soon they're filled, energy consumption returns to common level. In case you disconnect items from the power grid for power saving, their internal energy buffers slowly empty due to the drain of the machines, and if they're reconnected, they're first filling their buffer again.
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Re: Simple Questions and Short Answers
However, it is not entirely comprehensible. Even if all Roboports had run empty at the same time, this would not justify 18GW (the display occasionally jumps). I have already disconnected everything because everything has come to a complete standstill. And the power indicator should also show it, which is not the case. The Roboports don't consume very much according to the display. I think I will have to load an earlier savegame. (Bots are all inside the hangars)
Thank you all for your opinions and have a nice evening.
After 5.500 houres Factorio - I never learned out
Translated with DeepL.com (free version)
Thank you all for your opinions and have a nice evening.
After 5.500 houres Factorio - I never learned out
Translated with DeepL.com (free version)
Re: Simple Questions and Short Answers
Goodness gracious... and I've thought that I'm logibots addict...FritzHugo3 wrote: ↑Fri Nov 08, 2024 6:27 pm(I have no roket, yes early game, handcraft many, only a little mini mall.
That's some Grey Goo level menace you're representing on Nauvis.
Drones got significant IQ buff with 2.0 update. They tend to spread to more roboports for recharge if their target roboport is too crowded.
Which results in significantly increased energy consumption due to bots being smart enough to avoid long queues (thus, more bots are charging up at once).
162MW peak corresponds to just 77 Roboports being fully utilized = ~310 bots having a sip of those sweet, sweet joules at once.
As of GW figures... since only tesla turrets hog more electricity than lasers, estimating maximal potential hourly consumption in GWs is not entirely wrong, eh?
Hourly power satisfaction estimates are very finicky.
This theme viewtopic.php?t=93276 seems to have more specific intel on how the hell it actually works.
(on a completely unrelated matter, why so many radars? Roboports should have built-in area uncover - and by the time you finish fiddling with main base, 1-10 radars should uncover everything around just fine)
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Re: Simple Questions and Short Answers
You have power shutdown, roboport and laser turret have insane buffer size, they try to recharge at max, 895 roboport * 2.1MW => 1.8795 GW + 921 laser turret * 3.86 MW => 3.55506 GW.
I see 5.43456 GW with only roboport and laser turret. Biggest problem is laser turret cause they are primary input by default so they eat all energy (https://mods.factorio.com/mod/ElectricPriority hehe need to update it )