Solar panels/accus are "free" ups-wise, so usually you should optimize for inserter/machinecount.DaiBi wrote: Tue May 06, 2025 10:50 am I'm in the middle of building a megabase, i have a question about efficiency modules. Is there a reason to minimize energy consumption of my machines on planets like Vulcan or Fulgora which have passive energy generation and no pollution/spores?
I guess the only limiting factor is the ups. So with minimal energy consumption setup i need more machines and more inserters, but less accumulators and solar panels. With full speed modules setup i need less machines (about 50%) and less inserters (but they will work faster, so ups wise it will be the same?) and much more (30 times) more accumulators and solar panels.
Simple Questions and Short Answers
Re: Simple Questions and Short Answers
Pony/Furfag avatar? Opinion discarded.
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Re: Simple Questions and Short Answers
My first time there I didnt realize that the steam coming out was 500C so i was just using regular steam engines. I used 2 eff1s in most my machines in my first iteration of vulcanis because i got tired of expanding power over and over, but yeah calcite is so plentiful and acid is infinite, so speed and prod all the way.DaiBi wrote: Tue May 06, 2025 10:50 am I'm in the middle of building a megabase, i have a question about efficiency modules. Is there a reason to minimize energy consumption of my machines on planets like Vulcan or Fulgora which have passive energy generation and no pollution/spores?
I guess the only limiting factor is the ups. So with minimal energy consumption setup i need more machines and more inserters, but less accumulators and solar panels. With full speed modules setup i need less machines (about 50%) and less inserters (but they will work faster, so ups wise it will be the same?) and much more (30 times) more accumulators and solar panels.
I hear some people will beacon their silos with efficiency sometimes. I've got probably 200 on vulcanis and all of them running at once is well into GW, but i made a 9gw (22.5GW with legendary everything) fusion reactor design and its very set-and-forget for all my power on every planet so far.
Re: Simple Questions and Short Answers
You can reach 400% productivity on rocket parts, and then it's capped, so there would be no more benefit to produtivity modules.AlexRAwesome wrote: Tue May 06, 2025 12:27 pm I hear some people will beacon their silos with efficiency sometimes.
The same thing happens with speed, at some point you can increase the "crafting speed" of the silo, it won't make the rockets leaves faster because it's already as fast as the animation can display 2 rockets leaving the silo one after the other.
In such case, if you still have some module slots left available around the silo, it makes sense to put efficency.
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Re: Simple Questions and Short Answers
Is there a reason to keep researching Railgun damage buffs? They one-shot everything anyway, so it just seems like more overkill. (Shooting speed is another matter of course.)
Re: Simple Questions and Short Answers
Maybe If you wanna one shot the big demolisher.jdrexler75 wrote: Sun May 18, 2025 11:31 am Is there a reason to keep researching Railgun damage buffs? They one-shot everything anyway, so it just seems like more overkill. (Shooting speed is another matter of course.)
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Re: Simple Questions and Short Answers
Right, I never considered that since there are better options, but a railgun one shotting the big one would be funny!
Re: Simple Questions and Short Answers
It is ! you can do that even without damage research if you shoot so that the projectile will pierce several segments. ( easier with the portable onejdrexler75 wrote: Sun May 18, 2025 2:35 pm Right, I never considered that since there are better options, but a railgun one shotting the big one would be funny!

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Re: Simple Questions and Short Answers
How to Move Slider from screenshot?
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Re: Simple Questions and Short Answers
Shift + scroll, I think.
There are 10 types of people: those who get this joke and those who don't.
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Blueprint city block question
I have a hard time setting the right parameter in the blueprint setup to find the exact position an existent city block has in the factorio world grid.
When I copy any existing given city block, I want to attach to the existing one, I must set the proper parameter to align this with the global grid system.
I dont see how.
How to align both?
When I copy any existing given city block, I want to attach to the existing one, I must set the proper parameter to align this with the global grid system.
I dont see how.
How to align both?
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Re: Blueprint city block question
Have a look here at the "Easier blueprint grid adjustment" section:brunzenstein wrote: Wed Jun 18, 2025 6:13 pm I have a hard time setting the right parameter in the blueprint setup to find the exact position an existent city block has in the factorio world grid.
When I copy any existing given city block, I want to attach to the existing one, I must set the proper parameter to align this with the global grid system.
I dont see how.
How to align both?
https://www.factorio.com/blog/post/fff-404
Instead of guessing numbers, you can use Shift-arrow keys or Control-arrow keys to make these adjustments visually.
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Re: Blueprint city block question
Thank you indeed - I really struggled for many hours....Kyralessa wrote: Wed Jun 18, 2025 8:10 pmHave a look here at the "Easier blueprint grid adjustment" section:brunzenstein wrote: Wed Jun 18, 2025 6:13 pm I have a hard time setting the right parameter in the blueprint setup to find the exact position an existent city block has in the factorio world grid.
When I copy any existing given city block, I want to attach to the existing one, I must set the proper parameter to align this with the global grid system.
I dont see how.
How to align both?
https://www.factorio.com/blog/post/fff-404
Instead of guessing numbers, you can use Shift-arrow keys or Control-arrow keys to make these adjustments visually.
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getting trash out of the network
I have filled up many boxes, e.g. the network with scrap when playing around in creative mod, editor and editor extensions
- how to empty the boxes all all together?
- how to empty the boxes all all together?
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Re: getting trash out of the network
you can delete them in the editor with the decon planner, they would just disappear and their content.brunzenstein wrote: Sun Jun 22, 2025 7:57 am I have filled up many boxes, e.g. the network with scrap when playing around in creative mod, editor and editor extensions
- how to empty the boxes all all together?
In a real game, if you care about what's inside the box,you can do the same, or you can replace them with purple chest, and swarms of bots will try to move the content away
otherwise, i think running into them with a tank should work pretty fast and not leave time for any robots to try and repair them, but cars or rockets or even machine gun can do

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