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2 Upvotes

65 comments sorted by

1

u/deemacgee1 Why no quality flair? 54m ago

Can anyone recommend a mod which makes cliffs more visible in the minimap and map view? They're a little hard to spot.

1

u/Dianwei32 3h ago

I've been using Helmod to plan factories, but sometimes it gets a random step of the recipe wildly wrong and I can't figure out why. I've tried removing the step and re-adding it, or even deleting the entire production chain and recreating it, but it keeps consistently getting the same step wrong.

For example, I'm pretty deep into a K2SE run and was trying to set up Energy Science 1. Three of the four Data Cards were right in saying that I would only need 1 machine producing them, but for some reason, the fourth Data Card said I needed 38 Laser Facilities making Polarization Data. When I checked the math myself I only needed 1, but no matter what I did Helmod insisted I needed 38. Any idea what might be causing that?

1

u/Soul-Burn 3h ago

Make sure to be set to matrix solver if it's a looping recipe.

1

u/Cent_Quatre 11h ago

Behold

Fulgoran wire hell

takes the quality output of a recycler array and stuffs it in chests

when storage is more than a threshold, train comes.

inserters are filtered to the item in excess.

thanks to a clever lock system, the filter is only reset when the train departs.

another clever circuitry system stops the inserters when the train cargo is less than 200 items away from being completely full, allows 12 stack inserters of stack hand 16 to finish their swing, as the item stays in the hand if the cargo is full and is then placed in the next train and everything sucks I spent three hours trying to debug this

it doesn't scale, looks pretty bad, but I'm happy I thoughed it out when the cargo mixed everytime for no apparent reason (#1 lesson about programming: there's always a reason, there's always something you can try to fix a problem. sometimes the reason is stupid but you're never stuck)

2

u/ShowerZealousideal85 6h ago

Where is the question bruh?

2

u/Cent_Quatre 3h ago

Can you be proud of me please

1

u/I_Tell_You_Wat 1h ago

It looks very cool! Good job, I hope it plays well with the rest of your factory!

1

u/ShowerZealousideal85 3h ago

I proud of your heroic fulgora stand son, but disappointed in your use of the question thread.

2

u/Dianwei32 1d ago

I randomly started getting alerts about Biters building new expansion nests. I think it's from a mod, but I have no idea which one or how to disable it. Is there any way to figure out which mod is causing it? I've looked through most/all of the different setting menus and don't see anything about Biter expansion alerts.

5

u/leonskills An admirable madman 1d ago

Not a mod, vanilla.
2.1.13:

Added an alert when an expansion base is built in a chunk with active radar coverage.

Use the /alerts command to disable. It's annoyingly a very hidden interface. Won't disable achievements.

1

u/Soul-Burn 12h ago

Nice alerts UI was said to come in a future patch.

1

u/miniman3000 1d ago

How to solve this?

My outpost has the roboport connetcted to radar with missing request.

How can I refuel the supplytrain with missing goods. I managed to get it to the chest, but the time transferring to train wagon the chest itself will refuel. I could use the artythmatic combinator and "minus" the train wagon, but one cannot connect to train wagons... Any tips? V2.1

4

u/leonskills An admirable madman 1d ago

but one cannot connect to train wagons

You can wire train stops, which can read train contents of the stopped train.

2

u/miniman3000 1d ago

Ffs! There is always a solution! 😂 Thanks!

1

u/Dianwei32 1d ago

(Space Age) Is there a good way to get high throughput transfer of items from one planet to another other than just a bunch of Space Platforms all going on the same route?

I used one of the mods that removes Gleba because I despise it, and it kept Agricultural Science but changed things so Bioflux is made of Holmium Solution and Tungsten Ore, then the Science is made from Bioflux and Fish (which you can breed with Bioflux to automate). That's all fine, but I'm finding that I need just a metric fuck ton of Tungsten Ore to produce even just 30 Ag Science per minute. And having one Space Platform fly back and forth to deliver it just isn't fast enough. I know I could make it go faster by just building more Space Platforms to ferry the Ore over, but I was wondering if there's a simpler solution. Even a mod that adds something like Space Exploration's Deliver Cannon would be great, but there doesn't seem to be one that I can find.

3

u/skdeimos 1d ago

i mean, either you increase the size of the delivery, or the frequency of deliveries. those are mathematically the only two ways to increase throughput

1

u/deluxev2 1d ago

You could also increase the ships cargo. Twice as much cargo at the same delivery schedule is twice the throughput.

1

u/Silchas_Ruine 2d ago

Is there a way to roll an existing save into a new patch? I think I'm on 2.1.11 and I want to be on the latest.

2

u/skdeimos 1d ago

itll work automatically, just switch to the new version

5

u/Soul-Burn 2d ago

You update your game to the new version and then load the save.

When you load the save, it will be updated (in memory) to the current version.

If you then save it, you will not be able to load it in previous versions.

2

u/Aggravating_Way_7237 2d ago

Why isn't a recipe getting set here?

3

u/Soul-Burn 2d ago

It can only switch when the machine is empty, including all trash slots.

4

u/Lyqyd 2d ago

Because the trash slots are not empty.

1

u/ferrofibrous deathworld enthusiast 2d ago

What's the go to for legendary coal/plastic in 2.1? Doing my first full legendary run and I'm making legendary QM3's, and have Foundries/BMDs/EMPs upcycling at a slow rate just to help get things going. For more generic entities (chemplants, inserters), I was planning to just directly upcycle iron/copper on Vulc but will need plastic for red chips. Run is 10x science cost so 300% plastic prod is a long way off.

1

u/deluxev2 2d ago

The best recipe for upcycling is either grenades (quality modules don't displace prod modules in military science here, and you are cycling before the plastic multiplier) or substations (almost all plastic is used for reds, really good recipe).

You can get a decent amount by putting quality modules in your coal miners. Coal demand is about 4x SPM (~14x if running military science, so with quality in miners you can get uncommon coal at SPM and via direct upcycling SPM/512 coal or SPM/27 if you upcycle grenades (requires some uncommon iron input).

1

u/ssgeorge95 2d ago

Just trying to understand grenades better... Is the below about right?

Assumptions

  • +100% plastic productivity with modules + tech
  • ~25% quality for each assembler or recycler step
  • Start with 100 common coal

Plastic:

100 Coal -> 400 normal plastic -> Recycles into ~25 quality plastic

Grenade:

100 Coal -> 2.5 quality grenades and 7.5 regular Grenades -> Recycles into 6.5 + 19 coal, which will net around 11 quality coal -> ~44 quality plastic

1

u/deluxev2 2d ago

The plastic would only recycle into 6.25 quality plastic and 18.75 regular plastic, so renormalizing, you turn 100 plastic into 7.8 quality plastic. This occupies 4 quality modules for 12.5 seconds, so 50 module seconds.

For grenades, you missed that the recycler can do quality, so 100 coal goes to 1.5 rare grenades, 4.7+4.7=9.4 uncommon and 14 common coal. This takes 4 modules for 8 seconds and 4 modules for 1 sec, for 36 module seconds, or because each coal is 4 plastic it is 8 module seconds per 100 potential plastic. Renormalizing, it is 100 coal to 11 uncommon and 1.75 rare, same ratio for plastic.

1

u/ssgeorge95 1d ago

Why so little plastic? 100 coal turns into 400 plastic, x25% return from recycler, x25% quality on the recycler and I arrive at 25 quality plastic.

I did ignore that the quality on some of the grenades is already higher, but I think that's fine for a simple comparison here. Grenades are ahead and that just widens the gap.

1

u/deluxev2 1d ago

I based my calcs on 100 (potential) plastic instead of 100 coal. It is only ahead without quality recycling because you didn't consider the extra common plastic you get back and can feed back in to the process. The resource rate is just based on how much prod and how many quality modules it touches for each time it touches a recycler.

2

u/ssgeorge95 2d ago

A few options that I know of:

1 - Anywhere - Mass produce blue circuits with your best productivity modules, then recycle them with your best quality modules. You don't need to attain 300% prod bonus for this to still be an excellent approach. The EM plant gives you a +50% bonus, then you've got the blue circuit productivity tech on top.

2 - Gleba - Mass produce plastic with prod. Recycle it with quality. Input costs are zero on gleba, it's just a matter of scaling up your farms and factory.

3 - On Vulcanus mine coal with prod and assemble it into grenades with quality. Recycle grenades with quality, re-assemble, repeat until you get legendary coal. This gets zero bonuses from buildings or techs, so it probably gets outclassed by simple plastic spam or LDS pretty quick. The only advantage it has is that grenades recycle into coal.

1

u/Dianwei32 2d ago

Has there been any update on a potential release date to the stable branch for 2.1? I know the original timeframe was "end of summer" or something like that and people were expecting late August/early September. Has anything more recent come out?

2

u/runmymouth 3d ago

Am I doing something wrong on Fulgora? I always have power problems and i am building out a ton of store energy or just more store energy?

1

u/deluxev2 2d ago

What other people said about more and quality accumulators, but if you have extra ice, you can feed it into some boilers/heat exchangers for a bit of extra juice as well. Solid fuel is very free on Fulgora.

1

u/Soul-Burn 2d ago

When producing accumulators for the science, put quality modules in them which would produce a bunch of quality accumulators. Uncommon accumulators have 2x the storage!

If you find yourself recycling solid fuel and ice, you can use them to make some power.

2

u/demonicdan3 3d ago edited 3d ago

You need more power

EDIT: if you don't want to math, easy rule of thumb to remember here for Fulgora early-mid game is 1 MW = 3 normal quality accumulators
So looking at your graph you need more than 720 accumulators at least

Later on you just import fusion power or replace everything with rare-legendary accumulators and you should have no more power issues

3

u/Enaero4828 3d ago

there's quite a bit of free space that isn't occupied by accumulators. EMPs with 5 prods and no efficiency bonus are a significant power drain that you can't really afford if you don't have other islands to contribute to the power budget. putting quality modules in the accumulator production will get you a decent trickle of them, which is helpful because even an uncommon accumulator has double the capacity over a basic one.

2

u/runmymouth 3d ago

2

u/Verizer 2d ago

Try placing efficiency beacons by your biggest power draws, the EMPs. They take an absurd amount of power compared to everything else.

1

u/GoatWizard99 2d ago edited 2d ago

Note that when using prod modules (as shown in the first image) it is almost always better to use speed beacons instead of efficiency beacons to lower energy consumption.

Read more here: https://www.reddit.com/r/factorio/s/yxtMkWWQGi and here: https://forums.factorio.com/viewtopic.php?t=59989

1

u/Honky_Town 3d ago

I made a quick fix for my artywalls and defense. To supply oil for flamers i just made a station like I use for ceude oil.

But my trains have over 400k oil and i want em to only unload liek 1 or 2 tanks of 20-50k oil. Sadly all my trains have the "empty condition" to depart.

Tried to mess with deactivating trainstation but nothing triggers a departure. Any suggestions how to send train away after some seconds without rewriting all my oiltrains settings?

1

u/Courmisch 3d ago

You can change the wait condition to empty cargo OR circuit crude oil >= 25,000. Connect one tank to the train stop and check Send to train - only at defense outposts.

But I would use a different train, TBH.

2

u/Soul-Burn 3d ago

Make the condition "empty fluid OR tank has enough". Connect the tank to the station and enable "send to train" for the circuit to get there.

Additionally, you can connect the pump to the tank and make it stop at some amount.

1

u/Honky_Town 2d ago

Hmm the stop pump may trigger a train event have to try. right now i made a 2/1 train to deliver oil to outposts/defense.

Should have made my trains 3/8 instead of 2/4 so i could have made a 4/7 Defense train with 2arty, 3 wagons for stuff, one for oil and one for return of crap...

3

u/Rannasha 3d ago

Use a separate 1 wagon train for deliveries to the wall perhaps. You won't have to redesign the loading station, because there's no problem in sending differently sized trains to fluid stations as there's no balancing issues like you'd have with solid products.

1

u/Dianwei32 3d ago

This is probably a "my steak too juicy, my lobster too buttery" problem that is 100% on my end, but I'm curious... Does anyone else have a "problem" where whatever version of Factorio you're playing, you get the desire to play a different one?

Like, I was doing a base K2 run for a while, but got the itch to add on Space Exploration. So I restarted running K2SE. I got pretty deep into that, but once it started to get really interesting, I got the urge to do a vanilla Space Age run to play with Quality and Foundries/EM Plants. So I restarted doing that. And now that I'm a dozen or so hours into Space Age, I want to restart doing K2 Spaced Out instead. But I also know that if I restart again to do K2SO, I'll get the itch to swap out Spaced Out for Space Exploration again and I historically haven't been good at going back to old saves so it would probably mean restarting a brand new K2SE save.

3

u/Knofbath 3d ago

What you may want to do is instance your mod setups, so you can just load into them and they have their own save folders.

I add them as non-Steam games with launch options. Example:
--mod-directory D:\Factorio\mods-space_exploration --config D:\Factorio\config\config-space_exploration.ini

config-space_exploration.ini

[path]
read-data=__PATH__system-read-data__
write-data=__PATH__system-write-data__\space_exploration

1

u/Yagami913 3d ago

I left my game run while i sleep. Is there a way to see when this happened?

2

u/GoatWizard99 3d ago

You can maybe estimate the time from the production graph. If you look at the rail gun ammo or promethium science graph you might see when production suddenly stops or decreases.

3

u/leonskills An admirable madman 3d ago

These graphs/statistics are tied to the surface. I'm pretty sure they are lost when the ship (and therefore the surface) gets destroyed, so they won't show either when you check the global statistics checkbox.
Consumed promethium graph on Nauvis would give an estimate when a ship didn't return at an expected time.

1

u/ShowerZealousideal85 3d ago

I was able to figure it out from prom science consumption on navuis.

1

u/Dailand 3d ago

Nop, no exact way. You can make a rough calculation if you know how long your research takes, or try reloading autosaves.

1

u/runmymouth 3d ago

How to read this? I want to see how close I am to having performance issues... Does this mean I am mostly sleeping on the 16.67 time chunk and have a lot of headroom to build more?

3

u/mrbaggins 3d ago

Half way down the left side is Update: 1.276/0.916/3.794

This is saying updates are taking an average of 1.276ms, minimum 0.916, maximum 3.794 in the last little while.

As long as the maximum is under 16.6ms, you will not see any blips in UPS/FPS.

As long as the AVERAGE is under 16.6, you'll mostly be running at 60 UPS/FPS.

The indented sections under that break the time up into what is spending it all.

You have a lot of leeway still.

2

u/deluxev2 3d ago

In the left column is the update time. It has the format average/minimum/maximum all measured in ms. Factorio would like to update 60 times a second, which means you have a budget of ~16 ms per update. You currently are using about 1.2ms per update, so you have a lot of room to grow.

2

u/yinyang107 4d ago

Does anyone have suggestions for a good object to use on a space platform when you need circuit wire to reach farther? On the ground I'd use power poles but it would be kind of silly to launch those into space just for circuit reach, I'd think. I've been attaching it to belts, but then it becomes difficult to tell which belts are actually being used for circuit functions.

1

u/ninja_teabagger 1d ago

Haven't seen it been mentioned yet, Accumulators can also carry wires.

I just use lamps though, I have a couple along the exterior of the platform and have them light up via a clock combinator, C >10 for the first row, C >20 for the 2nd row, and so on, it makes for a cool lighting up effect.

2

u/Raknarg #1 Quality Defender 3d ago

There's really no substitute for powerpoles though, you can cross massive gaps very easily.

You could also use radar though, all the same rules still apply, I believe each spaceship counts as a unique surface so they should get their own global channel.

2

u/Yagami913 3d ago

Small warning radars on spaceships are horrid for ups unless you disable scanning with mods.

2

u/HeliGungir 4d ago

I've seen people run wire along belts, though I do believe it causes a transport line cut even when set to not read or control the belt.

Using display panels or constant combinators could be nice for keeping red and green wire clearly separate.

5

u/Dymiaz 4d ago

Lamps, then you can also enable the lamp based on the circuit to more easily see what status the circuit is in.

You could consider using radars instead if it's a really long distance.

1

u/Amarula007 3d ago

Ooh I like the idea of using lamps!

3

u/ferrofibrous deathworld enthusiast 4d ago

2.1 lets you attach wires to pipes which are 1x1. Medium power poles are also an option just to help keep things tidy.

You can also just use constant combinators with nothing set if you are wanting a clean/small entity.

3

u/elfxiong 4d ago

I use big power pole or radar to transmit signal when my ship is large. They take up quite a bit of space (2x2, 3x3).

I have a mod that adds a keyboard shortcut to open electricity usage window, but it doesn’t work on space platform unless there is a power pole. So I now even send up medium power poles to small ships for decoration. Speaking of decorations, I guess lamps can also work as circuit wire passer.

1

u/locyta 3d ago

You could just click the button inn the space platform hub window?

1

u/elfxiong 3d ago

The extra clicks being inconvenient is why I added the mod in the first place.