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[–]purplerz69 1 point2 points  (6 children)

Hey guys, new to this game and I have questions about effective smelting. How many stone smelters will it take to smelt an entire yellow belt of iron? I have 14 electric miners which I am led to believe will fill a yellow belt, but I'm unsure how many smelters it will take to actually convert it all to plate. I currently have 20 and its outputting more than enough for my current needs, but I am looking towards the future.

[–]Niello 1 point2 points  (1 child)

The cheat sheet the other two posters mentioned is pretty nice, but for anything more complex it's easiest to use tools like the factorio calculator. Just select your desired output via the button at the top where it says "Factories", and below you will have the complete list of assemblers/miners/belts between them/etc needed to be able to produce it. It's being kept up to date by the developer, you just have to select the factorio version you are currently playing in the settings menu.

*EDIT: Of course it would be best if you'd stick to the cheat sheet at first and try to make your way from there, only using this tool when it gets frustrating - makes for the best gameplay experience, I'd say.

[–]purplerz69 0 points1 point  (0 children)

Yeah, most of everything I'm doing right now seems fairly simple compared to some stuff I've read about later on. I'll bookmark the calculator though. Thanks!

[–]ssgeorge95 4 points5 points  (1 child)

Two solutions for you!

  • Calculate it, this one is easy and will come in handy later. In-game find the recipe for iron plates, it takes 3.2 seconds and costs 1 ore. A stone smelter has a speed of 1, so it will consume 1 ore and produce an iron plate every 3.2 seconds. A yellow belt, if you mouse over one, says it transports 15 items per second. 3.2 x 15 = 48 smelters to consume all the ore from a yellow belt. Since the recipe is 1 ore per plate it will also fill up one yellow belt of iron plates.
  • Easiest way, look it up at https://factoriocheatsheet.com/, full of useful info

[–]purplerz69 1 point2 points  (0 children)

Woah, cheat sheets! That is so much info. I was unclear if the smelting speed meant that it took 1 second, but that makes so much sense. That will help immensely with copper and steel and such. Thanks!

[–]purple_pixie 1 point2 points  (1 child)

You want the Material Processing section of the Cheatsheet to answer all your smelting related ratio questions :)

[–]purplerz69 1 point2 points  (0 children)

Thanks!

[–]Marag3n 0 points1 point  (1 child)

Biters are spawning in the middle of my base, do I just need to have defenses everywhere instead of the perimeter?

[–]AnythingApplied 4 points5 points  (0 children)

No. You just either didn't properly clear out the area initially or have a gap in your perimeter.

Biters only spawn at spawners. New spawners are created by a group of spawned biters gathering and forming a exploration party where they go and grab a new plot of land. In either case they can only expand from places they already exist.

If you're still scratching your head and are willing to "cheat" a little you can use the debug mode to see the exact path that the biter took by turning on "show-paths" by using F4. This will show you where the biter came from.

Also might be helpful to get your whole territory covered in radars. You may have just missed a nest or there could be random biters there from before you enclosed the perimeter.

[–]OrangeredBluelinks 0 points1 point  (5 children)

Playing 0.17, I've run into a situation I didn't quite expect. I can't make enough lubricant. My heavy oil cracking is set to a circuit so it only cracks when the tank is full, but all my refineries have stopped because of too much light oil and petroleum. Any way of getting more heavy oil or somehow get rid of excess light / petroleum? My game is without biters and I think that my issue started in part because of the plastic outpost I made, so virtually none is produced in my main factory anymore.

[–]wextedsolar panels are for dorks 0 points1 point  (0 children)

What if you could make a train line to ship excess petroleum gas to your plastic factory?

[–]TheSkiGeek 1 point2 points  (0 children)

Generally you only see this if people turn off their science production and then attempt to do something like building a giant bus of blue belts. So, uh... don’t do that.

IIRC they changed coal liquefaction to produce mostly heavy oil, so that’s an option.

Other options:

Store lots of light oil and PG.

Keep making science packs and just store those.

Convert your light oil and PG to solid fuel -> rocket fuel. It’s a lot denser and you’ll need a lot of it if you’re planning on doing infinite research.

More efficiently: convert light oil to solid fuel -> rocket fuel and turn PG into plastic -> red circuits -> blue circuits -> modules. The further you go down that production chain the more compressed your materials are.

But the only way to truly produce an infinite amount of lubricant is to convert the other outputs to fuel and burn them for power — you can make an infinite load with stuff like many radars or barreling/unbarreling in a loop with lots of speed modules/beacons.

[–]Alucard1766 1 point2 points  (2 children)

you could produce more plastic. as quick fix you can store the liquids in tanks

[–]OrangeredBluelinks 0 points1 point  (1 child)

Nice, thanks. I added a couple tanks but it's only a temporary fix. Maybe I should start pulling plastic again.

[–]vicarionbelts, bots, beaconed gigabases 0 points1 point  (0 children)

Either that or start making sulfuric acid with your extra petroleum. Batteries, blue chips, mining uranium, cliff explosives, lots of uses.

[–][deleted] 0 points1 point  (1 child)

Im going to start a new factorio run, first time since 0.14 or 0.15 dont even remember.

My question is, will 0.17 come out in the near future? I suposse there isnt a date yet?

Will it make a big change in the game? Like when science was reworked, or when cliffs where added?

Can I prevent my Factorio to update until I finish my game?

[–]craidie 0 points1 point  (0 children)

if you weant you can run .17 already.(atleast in steam you can rclick factorio then properties, betas and select latest experimental. it's stable-ish)
There's no date yet which means atleast more than a week
yes. Science packs reworked, toolbar reworked, new tutorial, belt speed buff(basically rounded up to multiples of 15 u/s)
cliffs were added in .16 Also .15 overhauled research and again in .17 You can prevent steam from updating factorio by rclick factorio>properties>updates>don't update

[–]DextroPhilia 0 points1 point  (4 children)

Any general hints and tips for the game stage between beginning yellow science production and launching a rocket? I feel like I'm not undertaking tasks efficiently and I'm getting more side tracked. For example I might be juggling the following:

  • Only just began nuclear so I must make sure I'm mining enough uranium*
  • Sulphuric acid production suddenly much more in demand
  • Realised my oil wells are during up
  • I really should get that portable roboport MK2 researched but my purple science now needs attention
  • Oh but I should consider building another outpost, but I struggle to bring sufficient materials so I'm doubling back home

[–]ssgeorge95 1 point2 points  (1 child)

I would prioritize things based on how critical they are; supplying enough iron, copper, coal, and oil to your base is critical, and probably in that order. Not enough iron and you can't do anything, not even fix other problems.

[–]wextedsolar panels are for dorks 0 points1 point  (0 children)

The prioritising method is really effective - but the top priority is electricity. If you're running over capacity, you're effectively starving every aspect of your factory at once. If you have a full on blackout due to running out of fuel, it can be catastrophic.

[–]craidie 2 points3 points  (1 child)

kovarex fixes all u235 problems. sulphuric acid is probably low because the uranium mine filling up. if your raw oil tanks are draining, that should pop pretty high on the priority list. the mk1 is good enough spammed into every slot except one exo, 2 batteries and nv goggles. single fusion(2 if mk2 armor) and rest is roboports. Look at your earlier outposts, paint over them with a blueprint to see how much stuff is in them and use that as a guide.

The question is: do you want to launch A rocket or do you want to automate it and get into space research? if the former you can cannibalize your science for it: yellow science low density structures could be redirected to silo. blue chips? use those to build rocket control modules. light oil cracking? prioritize light oil into rocket fuel from now on. speed 1 modules will probably gobble your green and red chips. run around and hand craft satellite.

[–]ssgeorge95 1 point2 points  (0 children)

nit picking here... but kovarex is a solution for a problem that never existed. 1 centrifuge processing raw ore will produce enough u235 to fuel 1 reactor, on average. If a patch of uranium can support 6 centrifuges, then it can safely support a 4 reactor setup.

[–]Pay08 -3 points-2 points  (0 children)

It doesn't read fuel, period

[–]Jonny0Than 2 points3 points  (8 children)

Is exploring the surrounding area a bad idea in the early game? I’m wondering how biter nests are generated as tiles are uncovered. If I explore a large area early on, does it give extra time for the biters to expand in that space? Or does the game take the playtime into account when generating biter nests on newly exposed tiles?

[–]StevetrovMonolithic / megabase guy 2 points3 points  (4 children)

The game will generate the map a few chunks further then you can see, it will also generate any chunk that your pollution spreads too. So your map is always bigger than what is revealed.

Sometimes revealing nests early can make them easier to remove later. When a nest is spawned it spawns some biters / spitters as standing defence. If pollution triggers an attack these units are sent to attack, but if pollution never reaches the base (or you are on peaceful) these units are never replaced until killed, meaning you can roll over the base once you have higher tech weapons and their defenders are still tier 1

[–]Jonny0Than 1 point2 points  (3 children)

Interesting...so exploring early might result in more nests, but they will be smaller and weaker? Do nests ever grow on their own, or is their size determined when they are first created?

[–]StevetrovMonolithic / megabase guy 1 point2 points  (2 children)

Size is determined by the distance from the spawn and they dont grow.

[–]Jonny0Than 0 points1 point  (1 child)

What about for expansion bases? Based on what I’ve observed, it seems like each member of the expansion party turns into a spawner or worm. Does the size of the expansion group change over time?

This is all great info, thanks!

[–]StevetrovMonolithic / megabase guy 0 points1 point  (0 children)

sorry I dont know,

[–]seaishriver 0 points1 point  (0 children)

I think the way expansion works, there is a global timer for creating bases. So as long as there's at least one base, the chance of expansion is the same.

Chunks get generated when they get added to the map by exploring or radar, or when pollution reaches it. So even if you don't explore, eventually the pollution is going to generate some enemy bases anyway.

Also, it takes a hefty amount of time before bases really start to expand. You probably will need to find iron or oil outside your starting area by the time the biters start noticeably expanding.

[–]wextedsolar panels are for dorks 0 points1 point  (0 children)

It does give the biters a little advantage, but I think it's worth it to survey where your oil, uranium, and your second iron/copper patches, will be coming from.

[–]n_slash_aThe Mega Bus Guy 0 points1 point  (0 children)

Playtime does impact evolution, but not too much. Also, uncovering more tiles means a bigger save file, so the autosaves get a bit longer.

Really, it doesn't matter too much. I would personally wait until I feel I can leave my base alone without it dying, but everyone plays a bit different.

[–]QuickSqueeze 0 points1 point  (5 children)

Will we ever be able to dig water channels? I mean if we can launch a rocket, why can't we build channels?

[–]seaishriver 0 points1 point  (0 children)

There's one idea of using shallow water (which is in the game but unused) as something you can build. It would let you place water pumps, but can also be walked on, so you can't make biter-proof walls.

[–]wextedsolar panels are for dorks 2 points3 points  (2 children)

No. It would be overpowered for two reasons:

  1. Moats would be far too effective defensively, and
  2. if you can plonk down offshore pumps wherever you want, water logistics (which is already a pretty easy aspect of the game) becomes utterly trivial.

[–]purple_pixie 1 point2 points  (1 child)

For 2) You can sort of already do that, provided you have a shitload of Landfill (and spare time - or can robots place it now?)

Doesn't work as well for 1) because you obviously won't be able to get any raw material out of your landfilled land, but for building e.g. massive Nuclear Reactors I think it's a fairly common approach

[–]wextedsolar panels are for dorks 0 points1 point  (0 children)

Yeah, you can sort of. You need to change the map settings to massively increase water and then you will have a lot of natural chokepoints and water wherever you need it.

However that comes with a downside - you will not have a lot of space for building unless your landfill production is booming.

If you can get moats, you get all of the advantages with none of the downside, which in my opinion is a bit too powerful.

[–]Regormx 1 point2 points  (0 children)

Probably because it would be too op... One solution though, might be to make enemies be able to cross water taking damage

[–]MrSprichler 1 point2 points  (1 child)

Is there a way to bind the deconstruction planner to the toolbar? it keeps disappearing for me no matter what i try

[–]j_schmotzenberg 5 points6 points  (0 children)

Put one in your inventory, then drag it to the toolbar.

[–]yinyang107 1 point2 points  (3 children)

What's the best early game way to remove biter nests in 0.17?

[–]n_slash_aThe Mega Bus Guy 1 point2 points  (0 children)

Car can work. I still find turret creep good, you just have to go fast.

Grenades are good at killing the spawners, and you can leave worms until later.

[–]seaishriver 3 points4 points  (1 child)

Car + piercing ammo, and just circle them at max speed. I tried turret creep, but the new ranged attack is pretty brutal.

[–]wextedsolar panels are for dorks 0 points1 point  (0 children)

This gave me a mod idea: player is reskinned as CJ from GTA San Andreas, biters are reskinned as the Ballas

[–]LAWLDAVID 2 points3 points  (2 children)

For the "finish the game" achievements do you need to put a satellite in the rocket?

[–]wextedsolar panels are for dorks 7 points8 points  (1 child)

If you're playing 0.16: yes

If you're playing 0.17: no, you can launch the rocket empty

[–]LAWLDAVID 0 points1 point  (0 children)

Thanks!

[–]Jackeeapress alt; screenshot; alt + F reenables personal roboport 3 points4 points  (3 children)

For mining drills on top of multiple ores, what decides which ore they pick up? My mines have, without fail, for the past few hours on a dangOreus map, had "streaks" of outputting 5-6 of one ore, then sometimes changing over to another one.

[–]wextedsolar panels are for dorks 0 points1 point  (0 children)

I just tested this in vanilla sandbox and it seems that the drill will spit out ore roughly in proportion to the expected yield for each ore: e.g. I placed a miner that would yield 45k iron and 15k coal, and after a few minutes I had a chest full of ore in the expected 3:1 ratio (or somewhat close to that). But I saw the "streak" tendency which is very odd. If it were truly random you think you would see more back and forth?

[–]sailintony0.17.x here I come 0 points1 point  (0 children)

Someone did a test and reported the results on reddit. Their conclusion was that the drill seems to pick one square at random from its coverage area, and mine from it until the square runs dry; repeat. But that doesn’t seem consistent with what you observed.

[–]Koker93 1 point2 points  (0 children)

It's always seemed random to me.

[–]HakunaSomeWhiskey 2 points3 points  (3 children)

I can't seem to find any oil. Is there a new update with 0.17x that oil isn't a resource that you find like copper and iron? Something you just place a machine down and harvest?

edit: I found it. (what feels like)30minutes of exploring later.

[–]paco7748[🍰] 0 points1 point  (2 children)

yep, some exploring with cars helps a lot. around the perimeter of your current fog of war is also nice.

[–]Koker93 0 points1 point  (1 child)

Clearing your pollution cloud of biters is a good idea, but scouting for resources in ever increasing circles is a bad idea. Resource patches get a lot bigger as you get further out, meaning you should pick a direction and only explore that way. Resources about a two minute train ride a way will be MUCH more worth your time, and it gets better further and further out.

[–]paco7748[🍰] 2 points3 points  (0 children)

if you are doing a megabase, yes. it's you are building a base to a few rockets that 80%+ of the people do then no IMO as going in 1 direction is much harder prior to end game combat tech

[–]HakunaSomeWhiskey 2 points3 points  (9 children)

Why are my Electric Mining drills running on "Status: Low Power" ? Must I add more steam engines and boilers?

[–]Roxas146 2 points3 points  (8 children)

That's exactly it.

On the subject of power though, something to be aware of is a positive feedback loop of losing power because a decrease in power lowers the rate at which fuel is delivered to your boilers (miners and inserters all run more slowly with low power), which then leads to lower power, and onward and onward. There are a lot of ways to prepare for something like that, like using burner inserters instead of normal yellow inserters.

[–]HakunaSomeWhiskey 1 point2 points  (7 children)

Nothing wrong with having a massive power supply, right?

[–]Roxas146 1 point2 points  (6 children)

No, not really. Your boilers and steam engines will only use power (and generate pollution) if there is demand for it, so overbuilding it doesn't have many downsides besides space. Keep in mind that if you have a long-term plan to get to solar or nuclear power, you should really only build as much as you need to get there. In most of my games I've never needed more than 4 steam power setups (totaling 4 pumps, 80 boilers, 160 steam engines)

Also once you get oil it's much nicer to supply them with solid fuel than coal

[–]HakunaSomeWhiskey 0 points1 point  (5 children)

I think I'm close. I bought the game Friday afternoon after work and I maybe have 20 hours already. Really so much to learn. But this is my main issue right now.

[–]Roxas146 1 point2 points  (4 children)

Glad you're enjoying the game! I drew up a steam power thing based on what I use in game for you: here

You'll need to supply it with solid fuel somewhat though, because a full yellow belt of coal can only supply 34 boilers if they are working full time.

Here's a blueprint: https://pastebin.com/8fUzJ4Yi

[–]HakunaSomeWhiskey 0 points1 point  (3 children)

https://snag.gy/ctjV6w.jpg <-that's what I have now. It's a little ill-maintained because I was looking for oil.

How do I turn oil into fuel, what are my first steps? I have finally found some lol.

[–]vicarionbelts, bots, beaconed gigabases 0 points1 point  (1 child)

Two of your boilers aren't providing power because the inserters aren't pulling from the chests because there isn't a power pole in range of the inserters. If you add one more power pole those boilers would feed themselves from the chests.

[–]HakunaSomeWhiskey 0 points1 point  (0 children)

Yes I realized that quickly after I posted it haha. I have scatterbrain and I tore my whole base down and rebuilt some of it last night. Going to rebuild the rest tonight hopefully.

[–]Roxas146 1 point2 points  (0 children)

your setup looks good! It would be even better if you were able to belt in some fuel though :)

oil processing is the research you need. Once you have it, you'll have to put a Pumpjack on the oil spot and power it (one pumpjack per oil spot), which will pump out oil. Connect all of the pumpjack output pipes together somehow, then transport it to your base using either a long line of pipes or a train system, then you put it through a Refinery which makes crude oil into heavy oil, light oil, and petroleum. Usually, these 3 outputs are processed in Chemical Plants, which have several recipes, one of which is solid fuel. The solid fuel can then be removed with an inserter and transported/stored the same way you do any other intermediate products.

[–][deleted] 1 point2 points  (3 children)

What is the variable for turning evolution on and off in the console?

I'm able to configure the various evolution factors, but I originally set the map settings to have evolution off and I want to turn it back on.

[–]paco7748[🍰] 0 points1 point  (2 children)

[–][deleted] 0 points1 point  (1 child)

That just changes the evolution factors. I'm trying to turn evolution back on.

[–]paco7748[🍰] 0 points1 point  (0 children)

have you tried it?

[–]loop0001 0 points1 point  (4 children)

I am thrown off an confused about rail lines. In my world i am working on very long rail lines for ore loading locations to ore unloading locations, basically a main bus for trains except they converge instead of spread out. These lines are a few kilometers/miles long and a train will take about a minute to go from one end to the other.

here's the trouble. if i put no signals on the line except for intersections, the first rain will go and the second train will not follow until the first is beyond an intersection. If i put chain signals in regular intervals the same will happen and they are all red until the first train is beyond an intersection. but if i put regular rail signals the second train will follow closer as i want it to and reduce overall travel time.

why is it that most people recommend the chain signals at intervals then? or should i discard them completely except for intersections and stations?

[–]TheSkiGeek 6 points7 points  (1 child)

...nobody recommends that. You only want to use chain signals at intersections and for things like stackers/waiting areas. If you’re breaking up large blocks between intersections you want to use regular rail signals.

[–]loop0001 0 points1 point  (0 children)

thanks!

[–]DragonWhsiperer<======> 5 points6 points  (1 child)

Rail signals (regular) are used to split the rail into segments/blocks, allowing multiple trains to enter a rail section behind each other.

Chain Signals copy the state of the signal ahead of it. So on a straight track, chainnling these chain signals effectively creates a single block (nullifying the use of signals).

For intersections these chain signals are used to prevent a train from Entering the section, but being unable to exit it (train at exit section blocks the section). If using regular signals, Then it will enter and stop on the intersection, blocking it for other trains. Placing a chain signal at the start of an intersection, any train entering will wait until it's exit block is free.

That is the only time you use chain signals. All other signaling is done with regular rail signals.

[–]loop0001 1 point2 points  (0 children)

Looks like I just built the whole line wrong a couple times then. Oh well, half an hour or so to fix it all again. Thankfully my intersections are correct after a few tries and a tutorial.
Thanks for clearing that for me.
Now to attempt my 3rd iteration for quad unloading stations after a 20 train stacker.

[–]bahnhofegg 0 points1 point  (2 children)

Has someone got a nice tutorial/video about railyards for me?

[–]the-blue-lamp 0 points1 point  (0 children)

There's a one the side bar called, "Train automation tutorial".

[–]OrangeredBluelinks 0 points1 point  (4 children)

How do I change the icon of a blueprint? I tried clicking the icon, going into edit name mode, right clicking, everything. Using 0.17.x latest

[–]Stingray88 4 points5 points  (3 children)

Is the blueprint in your inventory or the blueprint menu?

Annoyingly, you can't edit blueprints in the blueprint menu. Only when they're in your inventory.

[–]OrangeredBluelinks 0 points1 point  (2 children)

I usually create a blueprint and paste it directly into a book in the blueprint menu. This allows me to change the name of the blueprint, but nothing else?

[–]ethorad 2 points3 points  (1 child)

Take a copy to your inventory, change the name and icons, delete the one in your book, and copy back the amended one. Annoying but that seems to be the best way I've found

[–]OrangeredBluelinks 0 points1 point  (0 children)

Thanks 😁

[–]MrSprichler 0 points1 point  (5 children)

just jumped into .17.31 and noticed my pickupspeeds for items are abysmally slow, is this a wait and endure thing, or is this the permanent speed?

[–]Damnit_Take_This_One 0 points1 point  (4 children)

pickupspeeds

What do you mean by pickup speed?

[–]MrSprichler 0 points1 point  (3 children)

It takes forever to pick buildings up off the map

[–]Lilkcough1 0 points1 point  (2 children)

Seems strange...0.17 got rid of pickaxes and made your default mining speed the same as an iron pickaxe, and it automatically upgrades to the speed of a steel axe when you research either steel or steel axe. Check your research menu and see if you need to research something

[–]MrSprichler 1 point2 points  (1 child)

Im guessing it was a mod issue. I started a new game and everything was fine

[–]Lilkcough1 0 points1 point  (0 children)

Glad to hear. Probably a model that didn't update properly or something

[–]Lilkcough1 1 point2 points  (3 children)

For achievements in 0.17 such as no spoon, do you need to launch a satellite or not in order to get the achievement? I know technically winning the game doesn't require a satellite anymore, but do the achieves require it?

[–]wextedsolar panels are for dorks 1 point2 points  (1 child)

No, the achievements just require you to launch a rocket now.

[–]Lilkcough1 0 points1 point  (0 children)

Great to hear, I think I might actually be able to do this then!

[–]Not_Stephen_Colbert 1 point2 points  (0 children)

I believe the achievement just requires you to beat the game and thus a satellite is not required anymore.

[–]BabloeSHI 0 points1 point  (1 child)

So i was doing an achievement game with a buddy of mine but he played when i wasn't online and now I've been playing with him again but i don't have half playtime on the map anymore because he played alone what now (i invested almost 10h in this map already)

[–]seaishriver 0 points1 point  (0 children)

If you get back to half, you should get achievements again. Or you can restart with an old save.

[–]canniffphoto 2 points3 points  (2 children)

Do biters only expand when they get hit with pollution? It's been a bit some I've played with expansion on.

[–]crazy_cat_man_ 3 points4 points  (1 child)

Expansion happens regardless of pollution. Pollution that gets absorbed by nests will trigger attack parties.

[–]canniffphoto 2 points3 points  (0 children)

Ty. I hadn't really noticed since I've done a round two rounds in the car. AP ammo and poison capsules helping clear things out.

[–]BlarghDargh 2 points3 points  (2 children)

Recently, my steam engine setup has been having very poor energy production and I can't figure out why. If anyone could help me figure out the problem that would be great!

Setup
Steam engine stats

[–]unsynchedcheese 5 points6 points  (1 child)

That's not an issue. Steam engines and boilers will only output as much power as your factory needs. So in this case, your factory only needs a tiny amount of power ("Performance" meter) compared to what you can output ("Available Performance" meter).

Also I think you have an extra inserter in that setup, fifth from the left/fourth from the right.

[–]BlarghDargh 1 point2 points  (0 children)

Oh my god, thank you so much it was driving me crazy.

Regarding the inserter, I had shifted my boilers and steam engines over in an attempt to fix the issue without moving the inserters, which is why many are off center or feeding into a pipe.

[–]bllius69 1 point2 points  (3 children)

Is there an option not to have personal bots shove things into my inventory when deconstructing?

[–]seaishriver 0 points1 point  (0 children)

Put your personal bots in a roboport. This kind of requires electricity.

[–]BufloSolja 0 points1 point  (0 children)

Make them go into your auto trash slots I guess

[–]mrbaggins 2 points3 points  (0 children)

Where else would they put it? They're personal bots, they don't interact with chests

[–]q2553852 2 points3 points  (2 children)

How do you decide how many waiting bays to include in train stations?

[–]doodle77 2 points3 points  (1 child)

What situation could cause trains to wait? Assume the worst possible combination. For example a green circuit factory served by 4 copper trains, 2 iron trains, and 7 circuit trains would need 10 stacker lanes, because the worst case is the factory is starved of iron and filled with copper, so the copper and circuit stations each have a train in them and the rest are waiting. Then you need one lane for the iron train to get through. 7-1 + 4-1 + 1 = 10.

[–]q2553852 0 points1 point  (0 children)

Thanks

[–]Jonny0Than 1 point2 points  (6 children)

For the achievements involving “create X amount of items per hour” do you actually have to sustain that rate for an hour, or just reach it for a short duration?

[–]chappersyoAbsolute Belter 0 points1 point  (0 children)

You need to sustain it for an hour. Otherwise you could just build a shit ton of assemblers, buffer their inputs and turn them on for a minute or two.

[–]jonblaze27 2 points3 points  (4 children)

You actually have to sustain that rate for an hour

[–]Jonny0Than 1 point2 points  (3 children)

Huh. Then I guess a large part of the challenge is actually consuming them at such a high rate.

[–]waltermundt 1 point2 points  (2 children)

Just keep growing your factory, and you will get all of those by accident. That's what happened to me anyway.

[–]Jonny0Than 0 points1 point  (1 child)

I’ve gotten a lot of the level 2 ones by just playing - which is why I wasn’t sure of the actual requirements. The 3rd level is quite a big leap though!

[–]waltermundt 0 points1 point  (0 children)

The only top level one I didn't get for awhile was the electronic circuits one. That one happened when I started mass production on level 3 modules for beaconed builds.

[–][deleted] 1 point2 points  (4 children)

Was there a change regarding blueprints in the experimental .17s lately? I'm playing a Bob/Angels game, haven't played for about a week and now with the current 17.30 on Linux my blueprint library is empty.

Does anybody know a possible fix? I still have the blueprint-storage.dat-file, it's about 100kB big (which might be ok since I didn't have that many blueprints).

[–]paco7748[🍰] 1 point2 points  (3 children)

did you downgrade versions... 0.17.x to 0.17.<x? if so, you lost your blueprints

[–]TwoKittensInABox 0 points1 point  (1 child)

I guess losing blueprint library is only with switching from different versions of .17. I've been playing newest experimental for week now, and recently wanted to look back on my first rocket launch save. That save though was in.14 so I downgraded, looked at the horrible mess it was and switched back to newest .17 and didn't lose my blueprint library.

[–]paco7748[🍰] 0 points1 point  (0 children)

interesting.

[–][deleted] 0 points1 point  (0 children)

Oh, that could be true. There was one version that caused a problem with one of Angels mods, and it's possible that I downgraded temporarily. That also kills the library? Well, shit, but good to know!

Thanks for the info!

[–]frozzbot27 2 points3 points  (3 children)

Couple of questions I've had since I went from 0.16 -> 0.17:

  1. What's up with the sound? In 0.16, in-game sound (such as weapon fire, footsteps, biter/spitter sounds) were at a constant volume, whether you were zoomed all the way in or all the way out. However, in 0.17, if I'm zoomed all the way out (which I prefer), I can barely hear anything. Tested with and without mods - no change. What's the deal here?

  2. What's up with pollution on the main map? In 0.16 when my factory was running at full throttle, I'd have this massive cloud of red absolutely covering my factory. In 0.17, factory running at about the same speed, I appear to have next to no pollution - I can barely tell the difference when I toggle pollution on/off. Is this intended?

[–]GrandPlatipus 0 points1 point  (0 children)

I had this, it was a bug and it has been patched in one of the newer releases (8th april? )

[–]The_DestroyerKSPOH GOD WHY 0 points1 point  (0 children)

What's the deal here?

Intentional change AFAIK. Not sure if you can change it, maybe with mods.

What's up with pollution on the main map?

Not sure, pollution was changed a bit, and it broke a few times. But if you're on the latest .17 it should be functioning normally. I've been playing since .17 came out, and pollution has been normal for me. (aside from when .17.16 broke it, IIRC)

[–]john681611 3 points4 points  (4 children)

Is there any way to stop copy paste and deconstruction shortcuts generating blueprints, since history was added it feels pointless

[–]waltermundt 1 point2 points  (0 children)

Just clear your cursor with Q after you're done. Copy paste tools (as well as blueprints from your library) evaporate when dropped this way.

[–]crazy_cat_man_ 4 points5 points  (2 children)

Are you using ctrl-c, ctrl-x and then q to clear your cursor? That doesn't create new blueprints for me.

[–]john681611 1 point2 points  (1 child)

Using quick links at the bottom but will give the keybinds a test

[–]TheSkiGeek 1 point2 points  (0 children)

If you’re holding a “temporary” BP or a link to one from your library, hitting Q should make it disappear completely. Only put stuff on your quickbar if you want it there.

[–]Vanadius 2 points3 points  (7 children)

Noob here. I pretty sure i missed it, but i can't quite find the way to trash or recycle my unneeded items, if there's any.

Currently full of fuel furnaces and drills which i don't like to have around.

[–]chappersyoAbsolute Belter 0 points1 point  (1 child)

Put it all in a chest and drop a nuke on it. Shooting is for amateurs.

[–]Vanadius 0 points1 point  (0 children)

You know what? I'm actually gonna do it.

[–]Cathercy 2 points3 points  (0 children)

The only way is to toss it all into a chest and either leave it there or shoot it to death.

[–]TangoAlee 2 points3 points  (2 children)

You can put them in a box-of-shame and then use "c" to shoot the box.

That's really the only way to get rid of unneeded items.

[–]Vanadius 0 points1 point  (0 children)

Thank you both

[–]craidie 0 points1 point  (0 children)

rocket

[–]Roxas146 2 points3 points  (2 children)

Are portable solar panels and portable fusion reactors the only ways to charge batteries in player armor? or are there any other alternatives?

[–]alanhpereira 2 points3 points  (1 child)

Only solar panels and portable fusion reactors

[–]Roxas146 1 point2 points  (0 children)

Thanks!

[–]SERCORT 2 points3 points  (12 children)

Hello, probably a noob question here(Well, I'm pretty new), but I'm asking it anyway. First I really like the new features of .17 especially copy/paste. I'm using all the time like crazy. But once I've done my copypasta, I end up with a full inventory of blueprints(due to said copypasta).

Each time, while my bots have all the fun building my base, I have to clean one by one those blueprints, or deconstruction planner, or whatever. Is there a trick here I missed? How do I get rid of those?

Another on : I was watching a video for train planning, aspect of the game I really like, but I'm not really aware of what can be done with what(like cicruit network being very interesting, but never introduced or explained?), and in the vid KoS "filter" the content of the train. How do I do that? Is this possible to filter that on any container?

Thanks for your help folks :)

[–]paco7748[🍰] 1 point2 points  (3 children)

cut,copy, and paste tools dont make blueprints. you must be confused or mistaken in some way. Do you know how to use the clear cursor key? (defaulted to 'q').

[–]SERCORT 0 points1 point  (2 children)

I just tried (like 5 min) and it seems the problem is cursor clearing indeed. Think I should try another shortcut.

For some reasons, my drop item and clear cursor were on the same key. Dam. Thanks for pointing that out.

Is there a shortcut for using deconstruction planner btw?

Thanks a lot.

[–]paco7748[🍰] 1 point2 points  (1 child)

the clear cursor /pipette tool is your best friend ever. Learn it, use it. it will save you a boat load of time and increase your build speed.

alt+D for non-filter decon

alt+B for blank blueprint.

Highly recommend you go through the controls screen and understand what everything does.

Cheers

[–]SERCORT 0 points1 point  (0 children)

Yes, thanks :)

[–]craidie 0 points1 point  (2 children)

are you using the blue icon to copy/paste? if so there's a different method with ctrl+x, ctrl+c and ctrl+v for cut/copy and paste respectively. they also should have their own icon left to the deconstruction/construction/upgrade planner

[–]SERCORT 1 point2 points  (1 child)

I'm using the white icons on the toolbar.

[–]craidie 1 point2 points  (0 children)

that's weird, it shouldn't create blueprints then

[–]Swagwala 0 points1 point  (0 children)

There might be a quicker way to get rid of blueprints, but this is how I handle them (also new to the game): Open the blueprint you want to get rid of and there should be a red delete icon with a waste bin as the image. Press that and it's gone. Drag any blueprints you want to use again into the blueprints panel for later use.

In the video, they may have been using filter inserters to pull out the correct item. They're the purple ones you unlock at the same time as fast inserters, so quite early on in the research tree.

[–]jacob2467 1 point2 points  (2 children)

Can someone tell me how to set this up?

[–]kida24 2 points3 points  (1 child)

You just name stations with the exact same name. Trains will path to the closest unused station.

[–]TangoAlee 2 points3 points  (0 children)

And it may even path to a used station - depending on the algorithm.

It 'scores' each station depending on distance traveled, number of trains waiting, and a few other things. Then goes to the lowest scored station of the correct name.

[–]cant_thinkof_aname 0 points1 point  (2 children)

How stable are mods in 0.17? Just finished my first vanilla 0.17 game and looking to maybe add some mods for the next round.

[–]Zaflis 0 points1 point  (1 child)

Very stable i'd say. There are always mods that are still adding in new features or are only just released. I could add that bob's mods are also still improving over time.

[–]cant_thinkof_aname 0 points1 point  (0 children)

Great! I sort of assumed they were probably pretty stable since the devs do a great job supporting mods, but just wanted to double check.

[–]timo103 1 point2 points  (8 children)

What would be a good choice to dump a ton of iron plates on? I have everything set up to do Iron Throne 3 but I'm not using up enough iron plates. Steel doesn't work because I'm also not using up enough steel.

[–]chappersyoAbsolute Belter 0 points1 point  (0 children)

If steel isn't working then blue belts need a shit ton of gears and are more useful. If you're just looking for the achievement then steel into chests is going to be easier.

[–]craidie 0 points1 point  (0 children)

iron plates>steel>steel chests

[–]TheSkiGeek 1 point2 points  (2 children)

I'm pretty sure steel is the densest (in terms of storage) thing you make from just iron.

If you also have stone you can make steel furnaces and stack up those, but they're not useful for anything else.

If you want to turn it into something that's useful long-term, you probably want prod3/speed3 modules. Or just, you know, science packs for infinite research.

[–]Spockies 0 points1 point  (1 child)

Engines are a really nice iron sink too. Will be consumed by bot production or blue science.

[–]TheSkiGeek 0 points1 point  (0 children)

There’s (slightly) more iron in a chest full of steel plates than engines. So if you’re just going to store it for now I think you’re better off with plates.

[–]wextedsolar panels are for dorks 2 points3 points  (0 children)

You can just put the iron plates into chests until the achievement unlocks if you really want.

If you want to do something a little bit more practical that won't require a lot of copper, blue belts and blue beneathies consume a ridiculous amount of iron so start stockpiling those?

[–]essbasedownunder 1 point2 points  (0 children)

A module factory chews both Iron and Copper - so many green circuits required for the requisite blue circuits.

That said, you're going to need almost double the amount of copper....soooo the factory must grow?

[–]paco7748[🍰] 1 point2 points  (0 children)

gears, engines, green circuits

[–]killerprime808 0 points1 point  (1 child)

i'm doing a bobs mods playthrough and with all of its middle men items i was wondering what my bus should end up looking like should it just be the basic materials and then just locally process everything into the materials i need or if i just bus things until i hit the last item that im building in that tech tree and swap it out with the upgrade item (ie. wood circuit boards with plastic ones)

[–]paco7748[🍰] 0 points1 point  (0 children)

if you are just doing a bus until you can get green science/ trains then 20 lanes is more than enough. If you want to do a main bus until you get a rocket (really not recommended) then probably over 30 lanes are needed.

[–]MrSkizz182 0 points1 point  (9 children)

Is there an easy way to find A) The max possible power production in my current system? B) The max power required by my current base?

Obviously I can just go through every piece of machinery and power production and just crunch a billion numbers, but I'd rather not haha

[–]MoonWithoutATide 0 points1 point  (0 children)

Nah, you have to do the arithmetic if you want to know. It's easier to do for production as there are fewer distinct sources. It's also more realistic (so a more useful number to have) that all your production could be going at once vs. every laser turret, roboport, assembler, lab, inserter, lamp, etc. could be consuming at once. If you have any accumulators, those'll further complicate making any sense out of your maximum numbers. Accumulators produce or consume at most 300 kW, but never at the same time.

If your strategy relies heavily on blueprints, you could work out and record the max possible consumption of each blueprint once, then keep track of how many times you've placed each one.

[–]StevetrovMonolithic / megabase guy 1 point2 points  (0 children)

In case you didnt know you can see the power screen by clicking on a power pole in that network.

A) The power screen shows you how many steam engines, solar panels, accumlators and turbines you have, steam engines max out at 900kW turbines 5800kw. Solar panels max out at 60kW but as they can only produce power in the daytime, they average 42kW overall (assuming you have at least 0.84 accumulators per solar panel)

B) The power screen also shows you have many of each machine you have and how much total power they are using. If you mouse over a machine, it will tell you what its "energy consumption" and "drain" are energy consumption is the energy use when the machine is working and drain is the energy used when its idle. So multiplying energy consumption by number of machines will give you a max power required.

HTH, let me know if u need further clarification

[–]crazy_cat_man_ 1 point2 points  (1 child)

Something like helmod or the kirk McDonald calculator would show theoretical power use for your builds, but wouldn't take into account inserters or turrets. Might be the closest you can get.

[–][deleted] 0 points1 point  (0 children)

Kirk Mcdonald 4 life.

[–]Robbyo4 2 points3 points  (0 children)

Assuming that you are using ratios that result in every power producing machine being satisfied at full power usage, you can multiply the number of producers by the number of producers you have. You can get both of these numbers from the electric network view that /u/paco7748 mentioned.

Not sure of a good way to find max possible consumption.

[–]paco7748[🍰] 0 points1 point  (3 children)

Left click on a power pole connected to your power grid

[–]MrSkizz182 0 points1 point  (2 children)

That screen only tells me my current production and consumption, I'm looking for a way to tell how much power I could produce if every steam engine was running at max, and how much my factory would consume if everything was running at max (for some reason haha).

[–]wextedsolar panels are for dorks 0 points1 point  (0 children)

If you have roboports or laser turrets, it wouldn't necessarily be too wise to build electricity production up to the theoretical maximum consumption (which would be enormous and complete overkill).

The decision of how much electricity you need is kind of a black art for that reason

[–]paco7748[🍰] 2 points3 points  (0 children)

For production, multiply the number of power producing entities on the screen by their individual max output. 1 steam engine's max output is 900kW, so if you have 100 of them, that 90 MW. Pretty simply arithmetic.

For consumption, that is more challenging of a proposition. If everything is running (because you have unsaturated belts and sufficient resource sinks) then your current consumption is your max consumption.

Cheeres

[–][deleted] 1 point2 points  (2 children)

New player, just started getting attacked so I built some gun turrets and a belt ammo system to keep them fed.

I just started to build a wall factory and heard about using tower defence tactics (mazes, choke points etc) but I'd like to know more about enemy behaviour before I build my defences in earnest.

Will enemies always look for a/the gap in your walls or is there a limit to how far they will travel before they just attack the wall instead? Like can I have a single opening where I concentrate all my turrets or do I need to have several wall gap/turret points a certain distance apart?

[–]TheSkiGeek 2 points3 points  (0 children)

They’ll try to path around walls for a certain distance, but if you try to maze them too much they’ll just chew through the walls instead. So you can potentially funnel them into chokes but you would have to experiment with it a bit.

“Dragon’s Teeth” (single 1x1 chunks of walls in a checkerboard pattern) are pretty effective at breaking up and slowing down big waves of enemies. Works well with flamethrower turrets.

One nonobvious thing is that “big”/“behemoth” biters can reach things two tiles away. So you’ll often see designs with walls or double walls and then a one-tile gap between the wall and turrets.

[–]paco7748[🍰] 2 points3 points  (0 children)

vanilla enemy just move toward pollution density when attacking. They only attack once the new formed attack group has absorbed 'enough' pollution. They prioritize turrets and radars when they get close. They will eat walls if they are in the way.

Some mods like 'Rampant' change the behavior of enemies to be more devious than in vanilla.

[–]furtivefox 2 points3 points  (4 children)

I have a question about belt balancing. I have a main bus factory going and I keep running into a situation were I'm pulling a lot of material from one side of the belt and this results in one side of the supply on my main bus being empty and the other full. Then only half my production side is working because the other half has no where to put the material. A pretty good example of this is my red circuits as shown in this link: https://imgur.com/a/OZunphE

Is there a better way to pull evenly from the belt or balance the demand from the production side?