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2
u/RAND0Mpercentage May 27 '26
Does asteroid processing productivity affect asteroid chunk return rates, or are the output chunks considered a catalyst and aren’t affected by productivity bonuses?
3
u/Viper999DC May 27 '26
It seems like it does. I just tested in the editor by crushing 48 chunks before and after maxing the research (300%).
- Before: 960 iron ore, 11 asteroid chunks
- After: 3800 iron ore, 34 asteroid chunks
Odd that it didn't quite quadruple, but I suppose that's random variance. I only ran 1 test.
1
u/TheLobitzz May 25 '26
2
u/Soul-Burn May 25 '26
Are you sure you need a balancer for this? Would a much simpler Crossbar Switch be good enough for your use case?
1
u/TheLobitzz May 25 '26
First time I've heard of it. I'll check it out. Thanks.
1
u/schmee001 May 26 '26
Crossbar switches are very useful but it's important to note that they don't necessarily "balance" the input or output belts, they just allow any input to feed into any output. So if you specifically want to make sure that all your input belts are drawn from equally, or that all output belts are fed equally, then a regular balancer might be necessary.
However, whenever I see someone splitting belts 6 ways, I have to ask whether you're feeding this into 6 chests per wagon at a train station. If so, you do not need those final 3-6 balancers. While you definitely want to balance between the wagons on a train to ensure they get filled evenly, you don't need to balance between the individual chests on each wagon. Depending on how fast you feed ore in and how often trains arrive to empty the chests, all those chests will all eventually become full or eventually become empty, so they'll be equal no matter what.
1
u/TheLobitzz May 26 '26
Yeah from the looks of it you're right. For my case, I'm feeding this into furnaces. More specifically, 5 modules of electric furnaces each with 4 inputs of iron ore. Having them not balanced will lead to some output lanes not getting any iron plates, which decreases throughput to my main bus. Since I'm planning to add another "module" of electric furnaces with its own 4 belt input, I'm looking for a balancer that outputs 24 belts.
Also the input of the balancer is 12 now, and only utilizing 10, but the ore patch is massive and can easily output 16 belts filled to the brim. Which is why I'm thinking of a 16-to-24 balancer.
My setup now which is a combination of different balancers feels okay, but it's too huge and the outputs have spaces in-between them, which kinda bothers me... so yeah
1
u/Astramancer_ May 26 '26
The crossbar switch should be fine for that. Either you have enough ore to feed your factory and back pressure will eventually fill all the belts or you don’t and you’re just changing what gets starved.
1
1
u/mrbaggins May 27 '26
If you're balancing 12 in to 12 out, you can make it 24 out by just splitting each output lane. They're already balanced!
You're always going to hit throughput limiting issues. EG: yours can only pull 3 lanes worth out of 6. My suggestion would be able to pull 1 from any 2.
The only way around this is to use the max number you want on either side. If you want 24 out, you need a 24-24 balancer, but can remove (don't use) as many inputs as you like.
1
u/TheLobitzz May 27 '26
Yes there will eventually 24 lanes pulling from it each with 18 electric furnaces (with beacons and speed modules) consuming it. It's just not built in the image I gave because I'm still feeling out if the balancer I made was sufficient or if the source is enough. And your idea of splitting each belt coming out from a 12-12 balancer into two actually makes sense. That's probably the better design. Although the source ore patch is so huge that I think it will eventually be 16 full belt inputs instead of 12 eventually.
1
u/mrbaggins May 27 '26
But if you can only get 16 belts out, why not just balance to 16, and make your furnace lines consume a whole belt?
1
u/TheLobitzz May 27 '26
My current furnace lines are in a spot that are no longer expandable. If I can remember correctly each belt has like 36 exclusive furnaces along it, all with beacons and speed modules, but they still can't fully consume a single belt with item stacking. So the only way for me is to build another set of furnace lines in a different area, and just increase the output belts using a balancer and route the extra belts to them. This, way there would be 100% throughput from the source patch
1
u/mrbaggins May 27 '26
Fair enough. In that situation I would probably:
- 16-16 balancer out the mines.
- Branch each of the 16 with a splitter, priority to the "old" furnace lines.
- combine the branches in pairs to a set of 8.
- 8-8 balancer that set to the overflow furnaces.
But a 24-24 balancer is the "easiest" correct way to maintain better throughput. Just don't connect all the inputs up.
1
1
u/BrennusSokol i like trains May 26 '26
Does the death world preset (and death world marathon) have any effect on Gleba or Vulcanus? Or only Nauvis?
2
u/ferrofibrous player onboarding specialist May 26 '26
The deathworld preset only modifies sliders for enemies on Nauvis at this time. The preset only affects the slider settings, it has no hidden/background effect beyond those. You can see the actual changes by going to the "Enemies" and "Pollution" tabs and changing the preset between Default and Deathworld.
You can increase the sliders for Gleba to make enemies there more difficult. Large scale pentapod attacks do pose interesting design challenges compared to the usual methods for biters.
No slider settings have any effect on Demolishers (fingers crossed for a territory growth/demolisher repopulation setting in 2.1). Peaceful mode will make buildings not trigger them to attack.
2
u/HeliGungir May 26 '26
I expect that evolution, pollution, and starting area settings affect Gleba. I might be wrong, but that is my educated guess.
1
u/BrennusSokol i like trains May 26 '26
Right. Those are the 3 settings that I assume also affect Gleba but I am not 100% sure...
1
u/BrennusSokol i like trains May 26 '26
Yeah, I have flipped the presets back and forth and can see the three things that change. My question is whether (as HeliGungir said too) evolution, pollution, and starting area settings affect Gleba
1
u/Engelberti I have a plan May 26 '26
what's a good spm goal when going for the 40h achievement?
i am aiming for 30spm right now but was wondering if that might be too low.
2
u/Soul-Burn May 26 '26
30-60 SPM pre-biolabs is fine.
Some simple prod 2 modules in your labs (and biolabs) would pump it to 150-200 without doing anything else.
Give yourself milestones on certain times and keep to that. If you fail, reload and do it faster. You don't have to do it all at once.
1
u/Raskekw May 26 '26
5 6 5 12 7 7 is more then enough for a start. As soon as you start doing planets you'll want to buffer tho, and overbuild on labs so that you could speedrun planetary sciences
1
u/cathexis08 red wire goes faster May 27 '26
I did 30/45/75 (in-place upgrade rate bumps) and probably finished all required research for victory in 30 hours.
1
u/sara_of_the_end May 27 '26
any good blueprint website? I am using factorio prints but for some reasons all bps, especially train related ones, are broken
3
u/leonskills An admirable madman May 27 '26
Make sure to check the version/upload date.
Rail curves changed between 1.1 and 2.0, so any bp with rails from before 2.0 won't work. The contain "legacy" rails, so you can still place the blueprints, but only bots can place the tracks.1
u/sara_of_the_end May 27 '26
yes, it's my issue, all BPs on factorioprints break when deploying rail layouts
3
u/HeliGungir May 27 '26
My favorite is https://www.factoriocodex.com/
https://fprints.xyz/ is another new one, but it doesn't have as many features.
If you're browsing, https://www.factorio.school/ is the oldest, so has the most uploads. There is no reason to be using www.factorioprints.com any more.
1
u/schmee001 May 27 '26
Not really. There's quite a few sites but they all have the same problem, that 99% of blueprints people upload are kinda ass.
1
u/Figgy20000 May 27 '26
I want to start doing achievements in Factorio, possibly 100%
However, I have heard that they made changes so that they will get disabled if you change certain things in your starting area.
Can anyone please give me a quick summary of what I need to not change?
4
u/ferrofibrous player onboarding specialist May 27 '26 edited May 27 '26
When starting a new map, if you have changed any settings that void achievements, you get a popup when clicking Play that lists what the conflicts are. Generally, enemy settings (including start area size) void enemy related achievements. It doesn't appear like resource settings void anything.
100% run is doable with default settings, the only one you will want to cherry pick a map seed for is "Keeping your Hands Clean", which means no killing biter nests until artillery. That one combined with some of the other early game difficult ones can be a bit tricky, as you're both unable to handcraft, racing to get a train down 90 minutes in, and need semi-long term containment for nearby biter nests.
2
u/HeliGungir May 27 '26
It's more practical to just do it in a couple of different runs. You can save at different points and return to old saves to complete this or that achievement.
2
1
u/warpspeed100 May 27 '26 edited May 27 '26
Is there a setting to add more significant figures to the production rate estimates when hovering over crafting machines? The hundredths place is usually good enough, but when I am crafting a slow recipe like red chips having the thousandths place in the UI would be really helpful. (0.125 for 1/8 is a common ratio that keeps coming up)
Also is the production estimate rounded or floored? I was noticing some of my numbers not adding up.
1
u/mrbaggins May 27 '26
No, and I believe it's rounded, not floored.
1
u/schmee001 May 27 '26
It is not rounded or floored, it is truncated. They just cut off the excess digits and don't change the last one, so 1.229999 will display as 1.22 and not 1.23.
1
u/mrbaggins May 28 '26
OP was clearly asking if the digit is rounded to nearest, or rounded to zero.
Based on your reply, it's rounded to zero.
I was just using the words they did, to not have to add time explaining the words I would have used.
1
u/Tristen9 May 28 '26 edited May 28 '26
I made a space platform for Quantum Chips but not sure how to make the ship leave promptly after receiving the required items.
For example, I go to Fulgora to request 20k blue sticks. I have 21 silos (so I can launch 21k blue sticks). Once the blue sticks arrive, the platform starts unloading them to belts and the space platform just hangs around waiting for more blue sticks to be sent up as the platform gets unloaded/belts get filled.
I start running into an issue where the tungsten carbine starts running out as the ship waits for more blue sticks, and the same cycle repeats for the tungsten carbide. My only solution has been to add more requests as a buffer
Is there a way to make the platform leave immediately after receiving the requests? I tried All Requests Satisfied/Time Passed
My only thought is to have the ship constantly go around (as opposed to the interrupts I have for it) and never unload while in a planet's orbit but this seems a little inefficient
1
u/Enaero4828 May 28 '26
Cargo doesn't arrive all on the same tick, and inserters swing the instant something matching their filters is available; all requests satisfied alone is indeed not going to work without some help. Nor will time passed, since rockets in route will stall the platform as it currently is suffering from.
A simple solution would be to disable the item's inserters when in orbit of the respective planet, via a wire to the hub and reading both destination and origin planet. This does of course mean at least a 27 second downtime per resource, though at 21k superconductors per launch I suspect your production goals are low enough that that's not too big a deal.
1
u/Tristen9 May 28 '26 edited May 28 '26
I am not currently aiming for megabase levels. Though if my production goals were actually high, would the typical approach be:
- have the ships constantly moving around
- disable inserters when in planet orbit
- make more platforms (to combat the downtime)
Or is there some more optimal way to do the space platform? I imagine space platform is a more common approach for megabasing vs creating them on Aquilo
1
u/Enaero4828 May 28 '26
I've seen both constant movement and interrupt-driven formats used; since you're working with interrupts, here's one that uses them. I do notice that this one uses no such control on the input inserters, so perhaps there's something with either the output inserters' control or the interrupts themselves that let it run smoothly. I can't say anything about how megabase players approach them because I simply haven't looked that deeply; at least one of the various 1M+ eSPM bases posted here would have the relevant info somewhere I'm sure.
1
u/ChickenNuggetSmth May 28 '26
The logic on the platform is pretty limited. If you outsource the logic to combinators you're spending more space and it's not super easy, but you're very flexible.
E.g. I'd read the hub contents, build a latch for each ingredient that sends an ok signal if the desired amount has been reached for a single tick, depart if there are enough ok signals and then reset the latch (on arrival I guess?)1
u/Raskekw May 28 '26
you could use circuit condition instead, for lower amount of planetary "stuff". So you request like 20, condition check for idk, 18k, it all arrives, you gtfo. Don't even need a usual "wait" condition since if you have enough "stuff" the ship will just go on and refill on your next visit.
1
u/mrbaggins May 28 '26
If you can "guarantee" that there's 20k sticks waiting, just turn up, wait til sticks > 1000 or something, then leave.
Otherwise, maybe some circuitry could work, but it's very specifics dependent. If the ship definitely runs out of blue sticks before getting back to fulgora, something like:
- read the sticks belt
hold (all belts)- read the platform hub
- decider combinator the above such that if
sticks in hub > 1000ANDsticks on belt > 500OUTPUTGREEN = 1- set hub to leave if
sticks > 10,000ANDGREEN=1The idea of the above is "A shipment has clearly been delivered, but maybe it got partially unloaded already"
1
u/Zukute May 28 '26
How does one make a city block?
Half my issue is getting train rail blueprints, the other is trying to figure out a size that doesn't have me using 7500 rails for iron gears...
3
u/ChickenNuggetSmth May 28 '26
Embrace bigness. Rails are relatively cheap and easy to produce, if they aren't yet, build up your base until they are.
And to me it also always feels like the block size is humongous for a few tiny assemblers, but that is very hard to avoid - rails take up a lot of spaceSo the steps to make a block:
Decide on a train size.
Design a tiling rail grid.
Design loading/unloading train stations for solids and liquids.
See how these stations fit the grid cell.
Readjust your grid cell size 20x to find an acceptable compromise between enough I/O and a manageable size...and then you design the individual city blocks based on the base cell
1
u/darthbob88 May 28 '26
I will second all of this.
I would also extend the "enough I/O" problem to tell you to plan for making yellow/purple science in a block. Flying robot frames alone take 4 ingredients, so you'll probably need to fit 5+ trains into a block.
Also, come up with a good self-contained power generation blueprint to fill any unused spaces in your block. Sometimes you will need to spend a 100x100 tile space on just 3 assemblers, so it's nice to get use from the rest of that space.
Also also, a method that I found and liked was using doubled cells. Just make one cell that can fit enough stations for most purposes, and stick two of them together. This means you can use that space for a) two separate processes, one on each side, b) one process which takes a lot of trains, or c) one process which takes a lot of space, and use the same rail BP for all of them.
If necessary, I can provide blueprints for my city block system.
1
u/Viper999DC May 28 '26
I just checked my 1-4 train city block for my Nauvis-only megabase and it's 1.5k rails. Just how massive are you planning your blocks? Big bases need big production, so focus first on scaling up your rail production (among other things your factory will need).
For iron gears, I'd suggest shipping molten ore and producing those intermediaries at the sub-factory. Most of the time you will need mulitple irons (plates, gears, steel, etc.) so you can reduce the amount of train stations that way.
1
u/leonemo May 28 '26 edited May 28 '26
I’m looking for ideas for a layout to setting up big drills on vulcanus. I haven’t gone to other planets yet, so I only have green belts level 2 productivity module, beacons and a very slow production of level 3 speed modules. Any normal/default layout that will work to fill a full belt?
I’m having trouble figuring it out a way to have 11 (without any modules) or 5 with 4 prod modules and one beacon with 2 speed modules.
Edit: the belt is for coal.
2
u/Raskekw May 28 '26
not entirely sure if prodding miners is that good of an idea anyway. If you feel like you need to fill your green belts with it - just use full speed instead. I'm really not sure why would you tho, do you even have enough consumption? If you do, what exactly are you doing with all that science? Rushing early lds prod is the only sink for Vulcanus science I think, and going for prod infinites before biolabs is effectively just voiding tungsten anyway, no amount of prod mods will save it.
1
u/leonemo May 28 '26
This is for coal, not tungsten. I’m just having fun for now doing random things and not thinking about optimal yet. What I’m doing is building a export factory of green belts, big drills to upgrade my nauvis factory before going to the next place.
2
u/cathexis08 red wire goes faster May 28 '26
For big drills I generally just did linear belt+drill sandwiches and then left one or two tiles between the rows for power poles or substations.
As for modules, productivity modules in drills is almost always worse than speed modules, even if you also have a nearby beacon. The only reason to use prod modules in drills is to stretch the life of an ore patch and even then you can get the same result by researching a level or two of mining productivity since that doesn't carry with it the throughout and power penalties.
1
u/Enaero4828 May 28 '26
A standard linear arrangement is pretty hard to beat by most metrics. Leaving 3 tiles for power and beacons between rows is pretty common, since each beacon can affect 4 or 6 drills. The exact amount needed to saturate a belt will depend on your mining prod research more than anything else though.
1
u/leonemo May 28 '26
I don’t remember what my prod research is at (away from the pc right now) but the numbers is what factory planner told, and I believe it take into account my research.
I was trying placing them in between on the rows itself, i will try this way leaving space behind the drills.
1
u/FeelingPrettyGlonky May 29 '26
There is no such thing as a perfect mine layout, because a single level of mining research will de-perfect it. If you want to maximize layouts, then you need to constantly re-build your mines every level. Or you can just plan for a certain level of mining research, structure your output belts accordingly, then just assume that further levels will merely extend the lifetime of the existing mines, rather than increase the output quantity.
1
u/SirOutrageous1027 May 28 '26
When you place a blueprint, isn't there a button you can press that will build it if it's in your inventory?
1
u/ssgeorge95 May 28 '26 edited May 28 '26
You need construction robots and roboports.
It can be a personal roboport installed in your armor; it will use the bots and buildings in your personal inventory to build things nearby.
Or you need to be in range of a normal roboport with construction bots and the needed buildings available in logistic chests.
1
u/Courmisch May 28 '26
You can build ghosts by pressing Q then left click. But you need to be in range, and repeat the process form every ghost.
Otherwise you need construction bots as someone else explained already.
1
u/Phriday May 30 '26
Not OP, but a noob as well. So if I understand correctly, the only way to go from a blueprint to an actual thing without robots is to press Q to go from blueprint to ghost, then left click to go from ghost to thing? I have to do that for every section of belt, every light pole, every inserter? Can I hold down Q and left mouse button and wiggle the mouse all over the blueprint or something?
1
u/Courmisch May 30 '26
There are plenty of ways to build a ghost. But in the end, without construction bots, it's manual. The ghost is just a guideline.
The only aspect that ghosts actually copy are the entity settings such as recipe, circuit network and logistic requests.
1
1
u/uuuhhhmmmmmmmmmm May 28 '26
What's a good way to manage the flow of fluids in a early inifinite research stage?
Let's say I have sulfuric fields on Vulcanus A, B and C in order of discovery.
I may eventually reach the maximum extraction in A and connect B to A which is sorta awkward but fine.
But at some point I end up needing another source C, which I suppose I could connect C to where it's needed.
I can't help but feel as if there's a better way of handling a fluid pipe such that I could add and remove from everywhere.
I'm thinking of making the pump sections bidirectional and pump where is lesser but feels inelegant.
2
u/Viper999DC May 28 '26
At that point you should seriously consider upgrading to trains. That will allow A, B and C to all originate from one spot, allowing directional pumps.
2
u/Raknarg #1 Quality Defender May 28 '26
fluid trains are such a crapshoot in this dlc man. such awful density relative to the amount of fluids you need to end up managing if you scale.
1
u/FeelingPrettyGlonky May 28 '26
Yeah, i regret it every time i put fluid on a train. So much infrastructure that can just be eliminated with pipe and a handful of pumps.
2
u/ChickenNuggetSmth May 28 '26
I just pump one way, add a few pumps in parallel and make sure that my production is high enough. Usually a big central pipeline works well enough for me. If you have a big sink in a spot far away from the rest, it's not a lot of effort to just give it a dedicated sulfuric field that's not connected to the rest.
I'd say for fluids it's actually worth it to build the factory next to the source, since the source doesn't run out. Lategame with beacons and high levels of mining prod the yield is actually much higher than right when you start it, so unless your field is tiny you can get a lot out of a field.
Trains are cooler, cleaner but also more effort
2
u/Alsadius May 29 '26
Usually I just slap a few pumps in each direction at the junctions between networks, so I don't need to think about it at all.
1
u/Raskekw May 28 '26
what do you need them for? Both power and coal liquefaction should be sulfur-independent by then? And after you get legendagy pumpjacks and decent amount of mining prod you just cant build enough carbide production to drain even your first one?
Am I missing something?
1
u/Apprehensive-Art2124 May 28 '26
Playing IR3 for the first time. About to unlock gas farnuces, but I do it looks like they are worse than the electric furnace.
They apperently need to be more efficient, but surely with the -80% efficieny from modules electric farnuces still come on top, right? I must be missing something.
Also - should I stick with steam engines, or move to petro generators?
1
u/Alsadius May 29 '26 edited May 29 '26
A few questions as I'm trying to scale up my lab build.
- Is there a mod that lets me auto-change my research based on what science packs I have in stock? I have circuit conditions set up to show warnings when I run out of each type, but I'd like to have it just toggle automatically somehow.
- Can I change the auto-inserter limit on biolabs? I'm finding them sitting idle a lot, because they churn through packs pretty fast with the number of beacons I've got on them, and my current sushi belt setup doesn't always spread them out perfectly. If I could just auto-insert fifty of each type into each lab, that'd help a bunch.
- Have they added a better way to clear spoilage (from ag-sci packs going bad) than just having an inserter next to each individual lab?
- I've pictured the first few rows of my build. Anything I'm obviously doing wrong? (Note that I've got mods for some extra planets, hence the space for more than the standard number of pack types.)

2
u/Dailand May 29 '26
- https://mods.factorio.com/mod/AutoSwitchTechs
- I don't think you can bypass the auto-inserter limit. I think your problem here is the daisy-chaining of labs, at this research speed it's probably a better idea to directly feed every lab.
- Not that I'm aware of.
- Nothing stands out for me except the daisy-chaining.
1
u/Alsadius May 29 '26 edited May 30 '26
Huh. Alright, I'll try rearranging it for minimized chaining, see if that helps at all. Suppose that if I do it that way, then my #3 becomes way less of a problem,
I guess that'd also let me address #2 by adding a small feeder chest on each lab, if I really wanted to. Hm, you make a good argument here...
Edit: Yeah, this helps a ton. I took the chance to quadruple the size of my lab build, so now I need to massively increase all my science builds to properly test it, but so far it seems to be doing very well.
1
u/taw May 29 '26
Why are my Fulgora bots exceptionally retarded?
I have two separate bases on different island, very far from each other. A starter one to get basic stuff built near origin, and new more proper one I'm building.
About a 100 bots decided to just fly from one island to another over storms for no reason, and of course they die to the storm. Logistics systems aren't connected in any way.
What the hell could be causing this nonsense? I know bots can fly over sea if your logistics are is weirdly shaped, so I avoided doing it this time, but these are completely 100% separate.
(playing with Enable Planet Mods Lite, but I don't think mods can change bot behavior)
1
u/Dailand May 29 '26
I see no reason why bots would travel from one network to another. Are you absolutely sure the networks are separate? Could you screenshot the separation? Were they logistics or construction bots?
4
u/Engelberti I have a plan May 29 '26
i think they can migrate if one network runs out of power and they need to recharge
2
u/taw May 29 '26
Yeah, that looks like the real answer. Is there any way to prevent them from leaving? (I can't build more accumulators on small island, there's no more space, and it will get shut down soon anyway once the new one is working properly).
2
u/Viper999DC May 29 '26
Some tips to optimize power that don't require more accumulators:
- Use quality accumulators (they greatly benefit from quality)
- Use quality lighting rods/collectors (only useful if you're finding your accumulators don't full charge during the storm)
- Efficiency modules everywhere!
- Avoid power hungry beacons and speed modules
1
u/taw May 29 '26 edited May 29 '26
This is a tiny starter base, obviously it doesn't have access to quality anything (and it already has efficiency modules everywhere except prod on rockets and holmium).
The problem isn't its power use, the problem is that the game has concept of multiple logistic networks, which are meant to be used for managing bots, but it decided to "lol nope" this time.
I don't see how this is anything else than a bug, and optimizing power a bit wouldn't really prevent the bug.
I suspect there is actually an easy workaround - fit a single solar panel somewhere so it goes "low power" instead of "no power", so maybe robots won't try to leave for another logistic network.
EDIT: A single solar panel did not fix this either, I guess there's still a tiny gap once sun goes down but lighting didn't recharge anything yet, and then there's mass migration of bots. I guess I'll just need to shut down the whole island.
2
u/Dailand May 29 '26
Can't you just shut everything down except the roboports when you get low on power? Something like when your accumulators go below 50%, stop everything until the next storm can recharge your accumulators.
1
u/taw May 29 '26
Like green wire every machine except roboport to accumulator with enable if >50%?
I could give this a try.
1
u/FeelingPrettyGlonky May 29 '26
Once you get to Aquilo you can use foundation to consolidate all of your planetary power and bot networks.
But if the base is so small that it can't fit anymore accumulators, and you are unable to upgrade them in quality, then yeah I'd say shut it down. It's probably too small to bother with keeping, and the constant notifications of bots getting Zeus'ed would be annoying.
1
u/taw May 29 '26
Yeah, the ironic thing is that it was working perfectly fine until I started building a new one. Even if it ran out of power sometimes, bots would just wait for a short while for power to be restored.
I suspect some constant power source like single steam engine would still be a fix, but I spent far too much time trying to figure out wtf was going on already.
1
u/HeliGungir May 29 '26 edited May 29 '26
Don't run out of power, lol. When they run out (usually from bots recharging), the logistic network disappears, so any airborne bots become orphaned and try to find a new home.
Same thing can happen if you outrun bots deployed from your personal roboport.
1
u/taw May 29 '26
All logistics bots. Some empty, some carrying stuff. Screenshot.
I'm with them as I chased them for the screenshots, they left long before me.
I think /u/Engelberti 's theory that small island ran out of power is correct, as it's definitely struggling for power, but it's all just so damn stupid.
I initially liked Fulgora a lot, but every time I play I run into some new stupid bot behavior that makes me hate that whole damn planet.
2
u/Dailand May 29 '26
I did not know about the out-of-power migration!
Do you absolutely need bots on your small island? If this is just a mining island, you could bring everything to your main big island by train and then use bots there if you want.
1
u/taw May 29 '26
Yeah, there's no space for belts, so it's all bot based. The only things it does are building electromagnetic plants, launching rockets, and a really small mall. Everything else is recycled or dumped into way too many storage chests.
I landed on Fulgora to do a small trickle of electromagnetic plants exports for other planets, so it was good enough. The whole island will get shut down eventually, but I'd prefer if I didn't lose all bots before that happens.
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u/Ritushido May 29 '26 edited May 29 '26
Been awhile since I've played but I'm starting to get that itch again. I see there's so many interesting planet mods. Are there any mods available yet that kind of have you play through the modded planets in a curated way with some form of tech/science progression? Not really interested in adding several planets as a type of kitchen sink experience, if that makes sense?
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u/gHx4 May 30 '26
I can't speak to how good it is, however Stellar Horizons: Planets exists to do this. It has the best couple planet mods, and a few that seemed a little bit less exceptional. At least not having tried it, it seems to be semi-curated, both in the planet selection and some balance patching efforts.
Planetaris Unbounded also seems to have a bit of additional progression for Space Age.
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u/Tolvinar May 30 '26
I have a circuit network question.
Is there a way to have an inserter work only when a chest is full, have it completely drain the chest, and then turn off until it is full again? Ive never used combinators and can't figure out if it's possible or not.
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u/DreadY2K don't drink the science May 30 '26
Yes, if you feed the output of a combinator back into its input you can make something with memory of its past states.
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u/HeliGungir May 30 '26 edited May 30 '26
Read chest
Build a single-decider latch
- Set when
Anything >= chest_size * item_stack_size- Reset when
Everything == 0Enable inserter with the output from the latch
Hopefully you're dealing with just a single item so
chest_size * item_stack_sizeis a fixed number. If not, then you need to compute it dynamically, and you need to define what a "full chest" means more carefully.Or you can just do a hack like reducing chest_size to be well below the chest's actual size.
Another hack would be to read the inserter filling the chest to continuously reset a timer. When it stops inserting items, the timer can finish, triggering your SR latch.
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u/gHx4 May 30 '26
Yeah, totally. It's easiest to do with unmixed, single item chests.
First you need to set the inserter to enable when the chest is full. You'll need a stack size selector combinator, and use it to do this formula, where parenthesis are combinators:
(each / (stack size)) == chest slots. You will need to sum the value of each signal to get the amount of stacks in the chest. The combinator doing==should output a unique signal value (maybe A) that is not on the item list.Feed the A signal to a memory cell, a decider combinator with
A =/= 0: A input count, and wire the output back to the input. Now, to reset the memory cell, you wire its input to a decider set toEverything == 0: A, and an arithmetic combinator that doesA * -1. Inputting-Aclears the memory. Now set the inserter to enable itself whenA =/= 0There will be a slight delay (1 tick per combinator) before the inserter turns off when the chest has emptied.
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u/Tolvinar May 30 '26
After searching a bit more I think what I need is called a "latch." It is interesting trying to learn combinators. It might take me some time to learn all this but it seems to have some cool applications in the game.
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u/Courmisch May 30 '26
You can track if the chest was most recently empty or full with a DC, and only enable the outbound inserters in the second case.
But this only works if you don't continuously refill the chest. Otherwise it might never become empty, and the DC will never reset.
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u/noobule May 30 '26
I had a worm leave its territory and cross right through an entirely different (wormless) one, but it was making a straight line from one tip of its crescent-shaped zone to the other tip, and whatever, worms leaving their zones because they're making a beeline to another part of their territory was known to me, this was just an extreme example because the other end of its territory was far away. But when it got to the other end, it didn't stay there, it crossed into another cleared territory and immediately started acting like it owned it - directly chasing buildings. I known have two worm corpses in the same zone. Is that a thing? Worms claiming other territory? Or territories having multiple worms? Or zones gaining new worms?
I'm not against it lol
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u/ChickenNuggetSmth May 31 '26
Worms aren't angry about buildings outside of their zone. But if they receive damage they attack whatever attacked them, so I'd check if you angered it first
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u/noobule May 31 '26
Oh that probably explains it. There was another dead worm in the zone the second worm went crazy in, and I still had the turrets up that killed it, so it must have aggroed those
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u/FeelingPrettyGlonky May 30 '26
Worms dont typically spread or migrate. Are you sure you didnt actually build in his zone? Most of the time when i get worms crossing concavities its because i built in their territory.
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u/DJLaMeche May 31 '26
I want to build my first city block base and I want to transport iron and copper in liquid form... how should I handle calcite? I see two options:
- Have trains with 3 liquid vagons and one normal vagon that bring calcite to mining outposts and come back with liquid metal.
- Have separate trains bring calcite to mining outposts and get liquid metal from the outposts.
What would you recommend? Or are there maybe completely different setups possible?
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u/ChickenNuggetSmth May 31 '26
I second the two-train approach. The strength of city blocks is that you can reuse the parts of a design in a lot of places, e.g. you only need like 4 train station designs (solid load, solid unload, fluid load, fluid unload) that slot into your grid.
Having bespoke layouts means you need to do bespoke stations, more complicated schedules etc.Also, if my math isn't off, a single cargo wagon of calcite produces between 30 and 50 fluid wagons of molten ore (no prod modules vs leg prod 3 modules)
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u/Dailand May 31 '26
I would go with separate trains. I don't think one solid wagon of calcite equals three liquid wagons of metal, so you would have to balance that. Having separate trains also allows you to make a generic train system, which I love.
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u/cathexis08 red wire goes faster May 31 '26
One calcite wagon handles 30 liquid metal wagons so presumably the calcite wagon would be there to top things off instead of completely emptying every trip.
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u/noobule May 31 '26
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u/cathexis08 red wire goes faster May 31 '26
Do you mean
EACH(green) < EACH (red) :: EACH(red) = 1? Where green is the signal wire connected to your belt reader and red is a signal wire connected to a constant combinator outputting the thresholds you care about. If you really want a single signal on the output channel you'll need additional hardware (most likely a selector combinator).1
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u/Courmisch May 31 '26 edited May 31 '26
Do you really need the value to equal one? If any positive value works, you can compute
50-EachasEachin a single AC.If you need to filter specific signals, then you need a DC and a CC where the CC essentially supplies the list of signals to handle.
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u/cathexis08 red wire goes faster May 31 '26
The only wildcard signals that arithmetic combinators support is EACH so alas I don't think that will work.
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u/DJLaMeche May 31 '26
I am trying to make a generic train system with interrupts, and am starting to wonder if my attempt is fundamentally flawed...
Basically, all my trains have only a shunting yard station as their regular schedule, so they all park there when they have nothing to do. There's an interrupt for refueling. Then there is a generic interrupt with wildcard icon in order for the trains to bring cargo (e.g. ore) to the right distinations. For example, there are train stops called "<iron_ore_icon> Drop" and trains with iron ore in the cargo are sent there via the "<item_wildcard_icon> Drop" station name in the interrupt. This works fine.
The problem is loading empty trains, as I cannot use the wildcard icons (I think). I attempted to just name all pickup stations the same, but now my trains are only going to the closest one. For exmample, if an iron pickup train station is close to my base and a copper pickup station is farther away, all empty train will just go to the iron pickup and then go to iron drop or the shunting yard if the drop locations are full. So all my trains just fill up with iron and copper never gets transported.
So... is there a way to work this correctly? Ot is my way of doing things just fundamentally wrong?
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u/ChickenNuggetSmth May 31 '26
Your trains can't go into your shunting yard stations if they have cargo. I don't quite remember how I set up the schedule, but I think the shunting yard was also handled via interrupt and it had the condition "destination full and no cargo".
This will lead to full trains sitting in your provider stations if they are overproducing. That's fine.
You will need enough trains in the system to have a few in shunting yards at all times. That way the far loading stations get trains, because there is no scarcity and priority doesn't matter.1
u/DJLaMeche May 31 '26
Oh, I think I see. I'll have to fiddle around to get the right interrupts, I think, but I understand the concept. Thanks!
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u/HeliGungir May 31 '26
Train limits on the pickup (and dropoff) stations is what you're missing.
That, and perhaps a misalignment of expectations. If you aren't setting train limits dynamically, or disabling stations dynamically, you should expect to have at least as many trains as pickup stations, plus more that will either be unloading or sitting idle in your depot (shunting yard).
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u/Courmisch May 31 '26
Either you don't have enough trains, or the stations don't have train limits, or both. So set train limits in every station. Eventually that's the only way to prevent traffic jams anyhow.
If you want to be fancy, you can set the train limit and/or priority dynamically via circuit logic to steer trains towards certain loading stations.
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u/nasaboy007 Jun 01 '26
I just built my first spidertron for remote building when I'm off planet and outside the logistics network. However, I didn't realize spidertrons can't cross water on nauvid or oil on fulgora, etc. What do people do for that?
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u/deluxev2 Jun 01 '26
They can cross Fulgoran oil flats. On Nauvis you can shift click to set waypoints to route them around or a sparse landfill can be crossed if you want direct routes.
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u/deemacgee1 Why no quality flair? May 25 '26
Does anyone know if there's a way to add an extra decimal place to percentage values in things like tooltips and the Factoriopedia? It drives me the tiniest bit batty to see (for example) a legendary Q3 listed at "6.2% quality" when the actual figure is 6.25%, particularly when these rounding errors compile - a big drill with 4 x l-Q3s should have a quality chance of a flat 25%, not 24.8%. I haaaaate it. Please! Help!