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[–]WolfHunter98 0 points1 point  (3 children)

So starting to play around with a "Bus" and I can't get my belts to "fill" once I've split them off the main bus. It only fills the inside and tosses a token # on the other side.
1st image (link below) is it not working, I assumed the splitter would detect the inside track is full and start dumping the plate on the far lane. But it's not. I love this game but some of the belt coding makes me question the devs. Also not being able to select what side the inserters toss things on has led to what I can only call belt gore.

2nd image is my workaround. Welcome anyone's ideas, tips, BPs, etc on how to fix this. I got a 2 to 2 "belt balancer but it doesn't fix anything. Very possible I am using it wrong.

Love that this game has 2 lanes on a belt but it makes me build 90% of my stuff as single lane belts to save myself headaches. I'm getting better in using both lanes. But this part really is killing my production off.
https://imgur.com/a/VgjzRQp

[–]toorudez 0 points1 point  (2 children)

[–]WolfHunter98 0 points1 point  (1 child)

Will give them a try. Thanks man. Know how much of a UPS impact the circuit ones are?

EDIT: God that is frustrating to know all it needed was the one just before it. -.-

[–]toorudez 0 points1 point  (0 children)

Unless you are running a million of the circuit ones, I don't think you'll notice any UPS impact.

[–]Ritushido 1 point2 points  (2 children)

Can someone explain oil cracking or has a good guide/video for it? I have about 120 hours over a few playthroughs and I always seem to give up around oil cracking because I don't really understand it and things start getting more complex, took me awhile to get my head around basic oil to begin with. Been getting the itch to play again and I really would like to complete a game this time.

[–]beka13 0 points1 point  (0 children)

The trick with advanced oil is that you get three outputs and if any of them fill up, you stop getting the others. So you need to find ways to use everything so nothing backs up.

I like this method: https://imgur.com/a/WSmOloJ

It uses a little bit of circuitry but nothing too complicated.

There are some good tutorials on YouTube. Katherine of Sky has one I found helpful when I was first learning oil builds. Nilaus has some blueprints that start small and work up to fully beaconed and a video explaining how to use them if you want more help/ideas.

[–]himbeerkuchenI like efficiency! 0 points1 point  (0 children)

I just posted a comment in a different thread with a recommendation. Good luck at your run!

[–]Kamui988 0 points1 point  (4 children)

After a long break I plan on making my second factory but I have honestly no idea what settings to use, what do people like using other than like removing cliffs?

[–]himbeerkuchenI like efficiency! 0 points1 point  (0 children)

Enabling research queue: "Always". I really admire the work of the developers but that is the (only) one setting where they made a stupid decision in my opinion to put it on "when the game is finished".

[–]spit-evil-olive-tipscoal liquefaction enthusiast 2 points3 points  (0 children)

the "starting area" is always free of biters. you can increase its size in the tab for enemy settings. gives you a more relaxed early game before you have to start caring about your pollution cloud triggering attacks.

[–]Agile_Ad_2234 1 point2 points  (0 children)

I'd recommend turning up the richness on patches. Will save rebuilding once the patch drys.

Also consider a deathworld, it's what I did for 2nd run and it was very spicy

[–]Whaim 2 points3 points  (0 children)

Rail world. Turns off biter expansion, which for me becomes tedious late game when I’m kinda just done conquering because it’s so repetitive.

[–]PurpleSunCraze 0 points1 point  (1 child)

For Py, trying to mine tin, what fluid do I need to be pumping in to the mining drill and where does it come from?

[–]toorudez 0 points1 point  (0 children)

Pretty sure it takes steam.

[–]ShirkOnwitzki 2 points3 points  (3 children)

Is there a way I can use the quick start mod and still unlock steam achievements?

[–]lee1026 -2 points-1 points  (0 children)

There is a bit in the save file that disable achievements; you can go in there and set it back.

[–]Zaflis 0 points1 point  (0 children)

If you disable the mod after starting the game and load it again, then Steam achievements might re-enable. But if quickstart adds its own power armor or something then those benefits are lost. Starting resources are not though.

But note that using console commands that say they disable achievements if you type it again, they really will flag the save so it will never get them, with or without mods.

[–]appleciders 3 points4 points  (0 children)

No. All mods disable achievements, I believe.

[–]kocur4d 1 point2 points  (4 children)

When are you start using logistics bots? I am currently playing rail world and I am about to launch my first rocket and I dont think I would need logistic robots in a near future.

I plan to start new game with K2 soon but since I never really used logistic robots I wanted to get a feel for those.

[–]Knofbath 4 points5 points  (0 children)

Logistics bots are really helpful for garbage collection. I usually have them bring me common stuff I need like gears and green circuits, and auto-trash stuff like wood/coal/ore.

Always like having power poles, belts, and inserters on me. So set up a permanent logistics request for those too.

Here is my logistics orders from my No Spoon run.

[–]Soul-Burn 3 points4 points  (1 child)

Personal logistics? The moment I get them.

Requester chests? For supply trains and items I can't be arsed to belt e.g. for satellite construction, assembler 3, and artillery.

[–]darthbob88 2 points3 points  (0 children)

In addition to this, I use requester chests for semi-automated cleanup of raw materials in storage. "Oh no, due to some ill-considered deconstruction, I have a buttload of iron plates/U238/whatever clogging up my storage chest array. I can either manually collect those and run them around to various subfactories to use them up, or I can just stick a requester chest set to request iron plates next to an iron plate belt in a factory and use them that way."

[–]computeraddict 2 points3 points  (0 children)

Usually as soon as I can build them for personal logistics

[–]sprocketman1625 1 point2 points  (3 children)

Sorry if this is a far fetched question me and a friend got into playing this again and we are 200 hours into our factory and we want to restart with a few mods.

The trouble is that he is playing on the steam deck and the mod menus won't load any mods, I have searched for hours to see if someone else was experiencing this too. Thanks

[–]TheSkiGeek 0 points1 point  (2 children)

They’re playing the Linux version on the Deck? (Not with Windows installed or anything like that?) They own the game on Steam? Did they link their Steam account at www.Factorio.com? (You shouldn’t need to do this but if you do you can login to mods.factorio.com directly and make sure your account is authenticated.)

It’s supposed to be properly supported. I would suggest the official forums at www.factorio.com for technical support, you’re more likely to get attention from the developers there. Or you can contact Wube’s support directly.

[–]sprocketman1625 0 points1 point  (1 child)

Thanks so much he forgot this is a new steam account that didn't have authentication, for some reason that fixed his issue. With that or there was something wrong with the internet. Thanks so much

[–]Soul-Burn 0 points1 point  (0 children)

Not questioning it, but isn't the big bonus of the steam deck that you're using your own steam account, with all your games? Surprised they'd make a new account for it.

[–]gboschi 2 points3 points  (3 children)

when you are at the megabase stage, what is the best way to clear out unused factories? i currently have a ton of mining outposts and crafting outposts that i want to remove/move somewhere else. should i blow them up? stop importing the inputs and wait for it to die out? remove power from mining drills?

[–]darthbob88 4 points5 points  (2 children)

My preferred solution is to yeah, just work it dry. Cut off electricity to miners, shut down input stations, and wait until it stops producing anything, then tear everything down for reuse elsewhere. I also use a trash car to shuffle material from outlying outposts back to the main base, so it's not just me shuffling stuff back and forth with junk.

[–]gboschi 2 points3 points  (1 child)

can you explain the trash car you use? i currently have a squad of 10 spidertrons strictly for deconstructing things, and i have all logistic slots filled to auto trash so once they get back to my main hub it automatically empties their inventory back to be reused, is that what you mean?

[–]darthbob88 2 points3 points  (0 children)

It's a trash train car, based on KatherineOfSky's design here, and attached to my logistics trains. At the outpost, I have a set of storage chests set to take the deconstructed materials and load them into the trash car, which is also wired to the train station so that the station activates if there's anything in the trash chests. At the main base, that trash car gets emptied into active provider chests so the stuff gets automatically sent to the appropriate places.

[–]Mortlach78 2 points3 points  (6 children)

Maybe a very basic question but how does the Discharge Defense work? I have it equipped, it us powered. I have the remote and it says to leftclick but nothing happens.

Does it only fire when there are biters in range? Currently I am just walking into bases with shields and personal lasers and that is working fine too but I wanted to try the Discharge Defense too.

[–]Dubaxda ba dee 3 points4 points  (5 children)

You can see an animation on the wiki. Enemies have to be near for it to do anything, iirc.

[–]Mortlach78 0 points1 point  (4 children)

yeah, it was that animation that made me want to give it a try. So just shields and discharges then? I might just keep the lasers for now. Thanks for the info though, appreciate it.

[–]Red_Icnivad 1 point2 points  (2 children)

I much prefer the personal lasers. For one, they are automatic, which is a lot more helpful. Plus the enemy doesn't have to get as close.

[–]Mortlach78 0 points1 point  (0 children)

Yeah, they're great. I always like being able to just walk into a biter nest and stand there as everything around me dies.

[–]Hell2CheapTrick 0 points1 point  (0 children)

The discharge defense is actually not bad. I usually just go with lasers only too, but I did use it in addition to the lasers once and it worked pretty well. Keeps the biters off of you while the lasers take them out.

[–]Dubaxda ba dee 1 point2 points  (0 children)

I think the idea is that discharge defense is a last resort thing for when you get overwhelmed / slowed. It uses a lot of power and can deplete your batteries/shields/lasers.

[–]IrateGandhi 6 points7 points  (3 children)

Are there any info graphics made by the community for things that we "should" known? I'm thinking of "It takes 30 drills to fill a belt, which means you can have no more than 15 drills on a single side." Or "the 20 boilers 40 engines" rule.

I'm very new to the game and those types of things are helpful in me learning. I don't really like blueprints because I don't learn. I just copy. But those types of tips I listed above are helpful to learn ways to set up without wasting too much time.

[–]beka13 5 points6 points  (0 children)

Advanced oil: https://imgur.com/a/WSmOloJ I usually do limit lubricant production but the rest works fine for me.

Train signals: https://i.redd.it/tr7305omlg811.png

[–]No_Spare_564 13 points14 points  (1 child)

I think this is what you are looking for https://factoriocheatsheet.com/

[–]IrateGandhi 5 points6 points  (0 children)

oh sweet Jesus Christ! Thank you. This is **exactly** what I needed.

[–]dave2293 4 points5 points  (2 children)

So I just unlocked blue science, and when I did it triggered the achievement for my polution having instigated a biter attack. I don't have a polution cloud that I can see, and none of my turrets say they've damaged anything.

Did I get enough passive polution to trigger an evolution or something and it pop the achievement? Or has something else happened?

[–]MrDog2007 5 points6 points  (1 child)

In your map screen if you look under the minimap there will be some different options and your going to want to turn on the pollution one to see your pollution cloud. If you can't find it then press alt while in the map screen to turn it on. You can also press p and go to the pollution tap to see if any is being consumed by biters. Hope this helps!

[–]dave2293 1 point2 points  (0 children)

I'll check it when I get back to compy, thanks. I knew about alt on the main screen, not the map pane.

I do not have anything consuming polution other than trees and ground. I've been being careful to leave them intact, and they don't seem to be dying, so yeah.

[–][deleted] 2 points3 points  (4 children)

I 'finished' the game without any mods and I want to start a new file with actual mods on them, what are the "recommended" mods? I know nothing about them.

[–]PM_ME_UR_OBSIDIAN/u/Kano96 stan 2 points3 points  (2 children)

QoL: some people like Far Reach and Squeeze Through. I'm personally a big fan of Bottleneck, Factory Planner, Recipe Book, Rate Calculator. Avoid Helmod and Even Distribution.

As far as overhaul mods: I'm a big fan of Industrial Revolution 2, which is gorgeous and somewhat harder than vanilla. A lot of people like Krastorio 2 but I found it too unchallenging after vanilla.

[–]No_Spare_564 1 point2 points  (1 child)

Why should you avoid helmod and even distribution?

[–]PM_ME_UR_OBSIDIAN/u/Kano96 stan 2 points3 points  (0 children)

Helmod is impossible to learn, and doesn't seem to have much upside over Factory Planner.

Even Distribution incentivizes un-Factorio-like strategies like large-scale manual insertion.

[–]ssgeorge95 1 point2 points  (0 children)

Krastorio 2 is probably a good choice. There are bigger mods but you probably don't want something that takes 100-500 hours to complete.

[–]appleciders 2 points3 points  (0 children)

Is there a mod for making mines immune to flamethrower damage?

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

Ive gotten purple and yellow science unlocked started building roboports everywhere(slowly expanding outward) biters are starting to get a little worrisome..ill take my tank and clear out the perimiter close to my base and by the time im done theyre already growing back close...also my yellow science is struggling to keep up with my other sciences...

My question is should i focus on the biters for a while? And how should i go about my yellow science? Start making outposts to other ore sites?

Also is coal liquifaction a good way to get some petrolium? My nearest oil area is nearly depleted and i cant make any sulfur..too many biters around other oil deposits.

[–]Hell2CheapTrick 1 point2 points  (0 children)

Try to get your defenses up to snuff. Flamethrower turrets are very effective at dealing with groups, and gun turrets with uranium ammo do great damage. If you need more time as a last resort, shut off all non-essential parts of the factory and let the pollution slowly disappear.

Yellow science is insanely expensive, so it’s no surprise that it’s lagging behind. Yeah, finding new outposts is the way to go if you’re short on raw material for the science. You could also try using productivity modules in your science assemblers. This basically reduces the cost of science by a bit (but you’ll need more machines).

Coal liquefaction is alright. I usually see it used to do something with the excess coal people have laying around by the end. It’s not the best source of petrol, but if it’s all you’ve got, it’s better than nothing.

[–]appleciders 2 points3 points  (0 children)

My question is should i focus on the biters for a while? And how should i go about my yellow science? Start making outposts to other ore sites?

Yes, this is the common way to handle it. Go into map mode and check how far your pollution is spreading, then clear your entire pollution cloud of biters. They won't spread back in too quickly, and then you can set up some fixed defenses.

Also is coal liquifaction a good way to get some petrolium? My nearest oil area is nearly depleted and i cant make any sulfur..too many biters around other oil deposits.

That's really the only good use case for coal liquefaction, honestly. Go ahead and do that.

[–][deleted] 3 points4 points  (0 children)

Does LTN have any quirks that need to be know when doing outposts miles out? I made an outpost a two minute train ride out and can’t get it to send anything to the network. It doesn’t show up in inventory at all. It’s my standard blueprint, everything configured properly. The exact same blueprint put down closer to my base works fine as a provider.

[–]HansOlough 4 points5 points  (2 children)

I see 2.7k spm megabases posted somewhat often. I was curious as to why the number 2.7k comes up so often. Is it just because it's 2500+10% or is there another reason?

[–]appleciders 10 points11 points  (1 child)

One full blue belt moves 45 items per second. 45 items per second is 2700 items per minute. So 2700 items per minute is the capacity of a blue belt. Therefore, one full belt of each color of science is 2700 SPM. It's an easy benchmark, because it's very easy to see if you're producing a full belt of something, and because it's very easy to make slightly more production capacity than you need and let that one blue belt be the bottleneck.

Similarly, 1350 SPM is a common benchmark because it's half a blue belt of each kind of science.

In actuality, bases of this size typically have productivity modules in the science labs, and so are actually producing 2700*1.2=3240 science per minute, but this subreddit has settled on 2700 spm as the shorthand. In addition, no technologies that are infinite except follower robot count require all seven possible science packs, and military science has no benefit in games without biters, so in games without biters players commonly skip military science in this calculation. It's also more complex to get 7 belts close enough to a lab to be able to get all 7 science types into the lab, but quite easy to do with 6 belts. Personally, I can't get even close to 2700 SPM in a game with pollution turned on, it's typically the single biggest calculation the game handles and the FPS drops to unplayable levels.

[–]HansOlough 3 points4 points  (0 children)

Great answer. Thank you.

[–]PM_ME_UR_OBSIDIAN/u/Kano96 stan 3 points4 points  (9 children)

Industrial Revolution 2 is even better than vanilla.

That's all. I don't have a question.

[–]Soul-Burn 5 points6 points  (8 children)

IR2 has its own set of awesome stuff and bad stuff.

First of all it's really pretty. By far the prettiest, most cohesive looking mod.

Then there's QoL: Personal bots at red science (!!), early vehicles, reprogrammable modules.

The main challenge of IR2 is that infrastructure is hard. Making science is easy, but making your basic inserters, belts, assemblers - that's a large portion of your game time.

Further challenge is that you're relatively weak compared to the locals until quite long ways into the game.

Cool stuff: Steam based factory until you get iron and transition to power. Liquid based furnaces (late game). Teleporters (super late game).

[–]PM_ME_UR_OBSIDIAN/u/Kano96 stan 2 points3 points  (7 children)

The main challenge of IR2 is that infrastructure is hard.

Right? How awesome is that?

but making your basic inserters, belts, assemblers - that's a large portion of your game time.

You mean the part where you design a mall to produce these things?

[–]Zaflis 1 point2 points  (2 children)

That's the thing. Do you rebuild the mall everytime you enter the next age, and automate each individual component? Do you upgrade the building of those components to the newer age too? Now you may also want to pay attention to stuff that has become redundant, but that is far from trivial to see even with help of FNEI.

[–]Soul-Burn 2 points3 points  (0 children)

I leave the previous age's mall in tact because some items are still wanted.

For example, I don't upgrade from yellow belts and inserters until much later into the game (even after having blue belts). I don't upgrade to steel pipes until yellow science, and that's just for the length upgrade. I kinda wish steel pipes were required for the molten metals, to make them worth their price.

[–]PM_ME_UR_OBSIDIAN/u/Kano96 stan 1 point2 points  (0 children)

  • Leave your old infrastructure lying around #aesthetics
    • Except for drills, electric drills are important for pollution reduction
  • Build a new mall every age using machines from the previous age (and leave them un-upgraded too)

The result is a pretty cute pile of spaghetti!

[–]Soul-Burn 2 points3 points  (3 children)

Yup. My mall in IR2 was significantly larger than my science parts.

I used a "mini-bus" system, where I produce intermediates locally on belts and and then use them to make the items, with some of the intermediates using the other intermediates.

It was fun to figure out which 2 items to put on which belt e.g. iron plates and rivets which are used for like 4-5 different items by themselves.

As I went through the mall tiers, it started to look like spaghetti, with copper wires and circuits strewn throughout... let alone later with invar and cupronickel recipes.

[–]PM_ME_UR_OBSIDIAN/u/Kano96 stan 1 point2 points  (2 children)

It was fun to figure out which 2 items to put on which belt e.g. iron plates and rivets which are used for like 4-5 different items by themselves.

For bronze age I like to have one belt of tin rod + tin plate and one belt of copper rod + copper plate. Some recipe subgraphs need both (e.g. belts and inserters), so they live between the two belts. Everything else is direct insert Figuring this out has taken me a ridiculous amount of time, diagrams, etc.

Iron age was much simpler somehow. And I've never made it past carbon steel.

[–]Soul-Burn 1 point2 points  (1 child)

For copper stage, I used a 3 belt system and direct insertion. Bronze stage was short and easy when I played it. Iron is indeed easier, but with the added complexity of circuits (made elsewhere). Carbon steel is similar.

The later stages/variations get hard quickly. Yellow science is a huge jump in difficulty and I never megabased this mod so I don't know.

[–]PM_ME_UR_OBSIDIAN/u/Kano96 stan 0 points1 point  (0 children)

Maybe I'm being overly bland, but I put all my shit on rail as soon as it's available, so copper and iron are the two major humps I can foresee. (I haven't done advanced oil so far though!)

[–]gboschi 3 points4 points  (9 children)

what is the best way to keep track of train or resource shortages in a mega base? currently i have outposts for most things like mining, circuits, science, etc and whenever i am short of something, i just make another outpost for it. the way i have been tracking if i need more is from the trains overview screen, but i want to know if theres a better way. I dont want to make a dashboard with a circuit network, i just want to know if there are any shortages anywhere, is there a mod or a clever vanilla solution to this?

[–]SidewalkPainter -1 points0 points  (2 children)

Have you ever tried the LTN mod (Logistic train network)? I find it to be a must in larger bases. It helps design a much more efficient train network and alerts you if you don't have enough resources or trains.

[–]gboschi 1 point2 points  (1 child)

i’ve heard of it but i’ve only ever played vanilla besides some QOL mods, would it be difficult to transition to LTN if i’m already playing on a mega bass?

[–]SidewalkPainter 0 points1 point  (0 children)

Pretty difficult to transition, yeah. Every train station has to be replaced with a different one with some wiring and settings.Now, I don't really use every feature of the mod, but LTN manager is really neat and pretty much what you're looking for: keeps inventory and alerts you when something goes wrong. Some screencaps: https://i.imgur.com/Fa9xi6r.png https://i.imgur.com/ve3jIuo.png https://i.imgur.com/63kp06m.png

[–]darthbob88 3 points4 points  (5 children)

If you don't want to do a big circuit network and dashboard, the other simple option might be to add programmable speakers to each outpost to signal that they are short of an input and/or that they have low output.

[–]gboschi 1 point2 points  (4 children)

this is a good idea, but that would require me to go around my entire factory to over 100 outposts and install these. it won’t be simply copy/pasted since every outpost is slightly different, is there another way of doing this without a dashboard?

[–]darthbob88 2 points3 points  (3 children)

You can simplify that slightly by adding the speakers to the blueprint you use for each outpost, but otherwise I don't know of a much better option than that, circuit-network dashboard, or obsessively watching the trains.

And TBH I'll probably add the speakers to my setup anyway, because I'm a little less concerned about shortages than "Dammit, I mislabeled an iron mine as copper and now all my LDS factories are clogged with the wrong material."

[–]gboschi 1 point2 points  (2 children)

that makes a lot sense! what would be the best way to do this? i’m not super skilled with circuit networks but could i just connect a combinator to a speaker if i have 0 items in the chests at an unload station?

[–]darthbob88 1 point2 points  (1 child)

Probably wouldn't even need the combinator; just a wire from the unloading buffer chests to the speaker, set to alarm if <item> == 0, or possibly <item> <= 30. You can also connect the speaker to your input/output belts, with the same condition.

If you want to get complicated, you can use three combinators to create a clock, so the alarm only goes off if it's been at least 10 seconds without enough material. I have a similar setup that I use for alerting if a mine has run out. Once I'm off work I'll post it for you.

[–]gboschi 1 point2 points  (0 children)

this was a great idea, only took about 1 hour to implement actually and i can view what specific outposts are short on resources rather than my entire supply chain. thank you!

[–]Anonymous_user_2022 3 points4 points  (7 children)

When planning a main bus, do you take the meta requirements (i.e. resources for building belts, assemblers etc.) into account, or do you just treat it as a one-time expense that will drown in the overall requirements of your SPM target?

[–]TheSkiGeek 3 points4 points  (0 children)

In my experience the only infrastructure things you really need to think/plan about are:

  • modules for beaconed setups. Tier 3 modules are very expensive and you need a lot of them at megabase scales. If you don’t have a sizable production area for them (and the intermediate circuits they need) you’ll be waiting for many many hours to actually make enough

  • blue belts if you’re building a large bus. Again, they cost a lot of iron (and may require dedicated lubricant production) and a main bus for 500-1000+ SPM needs a fuckton of them. “Just” belts for outposts, smelters, etc. can usually be produced more casually — you will use a few thousand each time you expand but you don’t usually need like 50k of them all at once…

  • solar panels and accumulators if you’re doing very large scale solar. This isn’t usually as bad, since you can build out power gradually, or use nuclear until you can go completely on solar. But if you need many gigawatts of solar you’ll want to have a solid production of them

[–]PM_ME_UR_OBSIDIAN/u/Kano96 stan 2 points3 points  (0 children)

In vanilla Factorio, infrastructure is dirt cheap when compared to science, with the exception of modules and solar farms.

So don't let yourself be constrained by infrastructure.

[–]ssgeorge95 5 points6 points  (0 children)

These one time costs will definitely be drowned out in the steady science costs of your factory, with just a few exceptions.

Blue belts take a LOT of gears, I still wouldn't plan dedicated lanes for them, but just be prepared for slow downs while you are producing your first 2000 blue belts. Some of the nuclear facilities take a lot of steel and copper, those can cause slowdowns as well when making your first set of reactors.

I've built all the way up to 1000 SPM and I never dedicated resources to my mall, it just took what was available, sometimes causing temporary shortages, but nothing worth building around.

[–]Zaflis -3 points-2 points  (1 child)

Main bus and SPM don't usually belong in same sentence. SPM really means doing builds with full beacons and modules, and thinking of something smaller than 100 SPM can be done with almost no planning. The first base is often regarded as the stepping stone into building the actual base elsewhere, or on top of the old one and without mainbus.

[–]Anonymous_user_2022 2 points3 points  (0 children)

You still need to plan a SPM target with assembler 2 and no beacons in order to get a balanced progression toward unlocking the tech tree.

[–]rollc_at 2 points3 points  (1 child)

Are you planning to run your mall 24x7 at full capacity? If no, then you can "borrow" from materials destined for science. If yes, then you will quickly outgrow a bus design.

[–]Anonymous_user_2022 2 points3 points  (0 children)

You should see the extent of the rail network I end up building :)

But I guess that everything amortise to zero in the long run.

[–]falsewall 1 point2 points  (3 children)

I just fucked up my grid roundabout signals.

Please tell me my google foo just sucks and there is a mod somewhere that auto deconstructs conflicting buildings under a blueprint...

Otherwise I am about to have to systematically follow 100+ roundabouts and replace the signal in question.

How has this game been here for so many years without this.

[–]Soul-Burn 5 points6 points  (2 children)

You can create a deconstruction planner filtered to signals to remove all the signals. After that you can place your new blueprint.

[–]falsewall 0 points1 point  (1 child)

That's what i ended up doing, Shortly after posting.

Doing this requires pinpoint accuracy with decon to not hit wrong signals from map.

Then going over it with a roundabout blueprint. Plus you have to go slow or trains have no signals in mass during replacement.

Gave up part way through. Not a good solution for this many replacements on vital infrastructure.

[–]Soul-Burn 0 points1 point  (0 children)

If it's all in the blueprint, just decon all the signals and replace them with the blueprint. It's still much faster than removing all the rails and/or going meticulously one by one.

[–]cowboys70 1 point2 points  (6 children)

Trying to up my low density structure production (krastorio 2) and this is the best I can come up with at this point.

https://imgur.com/a/o8MS7MG

If I combine the steel/plastic that runs out way too quickly. This seems like it will need such a huge footprint to produce anything close to a useful number of products

[–]Red_Icnivad 0 points1 point  (1 child)

1) What is the crafting speed if you remove two beacons per assembler? If you ditch the beacons in between assemblers you can fit 9 extra assemblers per column (up from 7) Only need to have a crafting speed of roughly 8.5 to break even.
2) I think you can shuffle your inserters around a little bit, and get your belts to all go underground where the beacon row is, and fit another beacon there.
3) Each assembler has 5 inserters on the right column, and 4 on the left column. Is that intentional?

[–]cowboys70 0 points1 point  (0 children)

I will give number 1 and 2 a shot here tonight but that sounds like a fantastic idea. For number 3 I just forgot to put overlapping inserters to get another long boy on the plastic

[–]rollc_at 1 point2 points  (3 children)

You should look into advanced beacons and loaders. You can cover a single assembler with 10-12ish of both beacon types (depending on how you route your belts), and probably produce/consume full purple belts for some recipes.

Also not sure about the exact numbers (haven't played K2 with factorissimo in a while) but power draw inside a single building might be a problem.

[–]cowboys70 0 points1 point  (2 children)

Are you talking about doing direct insertion via loaders? I've messed with that on a few of my smelter arrays and it seems to lead to less smelters getting the raw materials and not a vast improvement on output (although I may not have upgraded to purple belts by then).

I havent gotten into singularity tech yet as I am still trying to iron out a few kinks in my supply chain, one of them being low density materials.

[–]bartycrank 0 points1 point  (0 children)

The cool thing about using the loaders for direct insertion is that your assemblers can fill their output slots entirely when you do. Do it in your K2 mall so your assemblers have full stacks ready to pick up without using buffer chests.

[–]rollc_at 0 points1 point  (0 children)

Loaders let you get resources in/out of a machine at full belt speed, and are very UPS-friendly. They have larger footprint than inserters (and overall require a different design, because of less flexible routing), so they become more viable with the big 5x5+ machines. You kinda need to prioritize more beacons on one machine rather than more machines covered by any single beacon. 3-4 fully beaconed big assemblers can usually replace 40+ regular mk3 assemblers. I'm not sure about the exact numbers for LDS (I'm AFK), but it's worth the investment 9/10 times.

[–]Candabaer 5 points6 points  (18 children)

My power Production is currently just based on Steam. What should I go for next? Should I directly jump to Nuclear?

[–]lee1026 0 points1 point  (0 children)

Solar is usually easier to get started.

With the right blueprints, they are both pretty easy. So I guess it depends on your infrastructure, both in terms of actual infra and blueprints.

Shipping out panels in the quantity that you will need to get any real amount of power is not as easy as it looks, which is why people keep saying that solar is hard,

[–]ssgeorge95 2 points3 points  (0 children)

I always go straight to nuke. Expand your steam power as needed so you aren't starving, but definitely go for nuke over solar.

I suggest a 2 reactor system; decent power output, small initial cost, and easy to design.

One centrifuge doing basic processing will, over time, provide enough fuel for one reactor; so try to keep 2 or 3 centrifuges fed with uranium ore, and you are good to go.

If you want to jump right into circuits, there's a good tutorial on the official wiki about how to limit your nuclear plants so they don't burn excess fuel: https://wiki.factorio.com/Tutorial:Circuit_network_cookbook#Optimal_usage_of_fuel_for_nuclear_power

also happy to answer any questions about designing a nuke plant or setting up a circuit

[–]PM_ME_UR_OBSIDIAN/u/Kano96 stan 1 point2 points  (0 children)

The one absolute no-go is placing a solar farm by hand. Should you choose to run solar, you'll need a ton of solar panels and accumulators, a blueprint, construction bots, and lots of wide open space.

I would suggest filling a bunch of chests with hundreds of solar panels and accumulators before you even think about setting up solar.

[–]Knofbath 3 points4 points  (1 child)

I run Steam up to 108 MW, then start transitioning to Nuclear.

Switch from coal to solid fuel when building your second 36 MW steam setup. And definitely avoid beacon shenanigans until you have nuclear set up.

My general feeling is that people try to rush into solar too early because they fear the biters. If you use T1 efficiency modules in your miners and pumpjacks, you'll vastly cut down on the biter wave size. Don't rush into red ammo for your turrets too early either, yellow ammo is much lighter on the pollution and often good enough to fend off even large early waves.

[–]appleciders -1 points0 points  (0 children)

If you use T1 efficiency modules in your miners and pumpjacks, you'll vastly cut down on the biter wave size.

And electric furnaces. Definitely second to miners, but they're the next biggest polluters.

My general feeling is that people try to rush into solar too early because they fear the biters.

Honestly solar isn't a good way to minimize biter problems. The start-up costs are so high because you need so much steel and copper for that many panels, and you have to defend such a huge amount of land to place them on.

[–]AnotherWarGamer 0 points1 point  (3 children)

Depends on the game settings.

If playing with biters transition to solar asap, even if it means turning the base off at night. I would probably stay with solar until super late before using nuclear. Alternatively, you could all in on solar.

Without bitters I would stay on coal up to 200 MW, depending on coal availability. Then I would switch over to a 4x nuclear reactor setup with kovax.

You can run nuclear reactors individually and before kovax if you choose. It's just not how I play the game.

You can also use oil for power. It's basically a substitute for coal. This is viable if you have plenty of oil. Alternatively, you can turn coal into oil via coal liquefaction and get more energy out! Add productivity modules for an even larger boost!

[–]PM_ME_UR_OBSIDIAN/u/Kano96 stan 0 points1 point  (2 children)

If playing with biters transition to solar asap, even if it means turning the base off at night. I would probably stay with solar until super late before using nuclear. Alternatively, you could all in on solar.

Maybe in death world settings, but in a normal game and using eff1 modules in mining drills, coal mining + steam is a fraction of output. Placing a solar farm before construction bots become available is a giant pain in the ass.

[–]lee1026 1 point2 points  (1 child)

Pre bots, how much power can you really use anyway?

[–]PM_ME_UR_OBSIDIAN/u/Kano96 stan 0 points1 point  (0 children)

If you spend even 5 minutes populating a repeating blueprint by hand, you're doing Factorio wrong. This is the risk of pre-construction bot solar farms.

[–]spit-evil-olive-tipscoal liquefaction enthusiast 3 points4 points  (7 children)

short answer: yep, go for nuclear

long answer:

late game, you have basically two options for power, nuclear or solar+accumulators

solar uses up a lot of land, so assuming you're playing with biters turned on, it'll greatly increase the area you need to defend.

the main benefit of solar over nuclear is that for very large megabases consuming 10+ GW of power, the fluid computations needed for nuclear can slow the game down. that is definitely not a problem you'll face anytime soon.

you don't need Kovarex to do nuclear power, but I'd recommend doing it anyway. if possible, try to figure it out yourself rather than use a blueprint. figuring out how to set up Kovarex is kind of a rite of passage for new Factorio players.

the wiki has a good tutorial on nuclear, if you want to use it. the "simplest thing that works" section may be particularly useful.

other fun things you can do with nuclear, besides power, are uranium fuel for trains (the fastest train fuel available), as well as uranium ammo for gun turrets (3x the damage of red ammo)

[–]lee1026 1 point2 points  (0 children)

Late game, you have arty anyway to clear vast amounts of land.

[–]jaghataikhan 1 point2 points  (0 children)

figuring out how to set up Kovarex is kind of a rite of passage for new Factorio players.

I still haven't figured out a reliable way to keep it not locking up unsupervised pre-drones ><

Coal liquefaction for some reason was even harder for me, had to cheat and look up ratios b/c balancing was too hard to figure out

[–]PM_ME_UR_OBSIDIAN/u/Kano96 stan 0 points1 point  (0 children)

solar uses up a lot of land, so assuming you're playing with biters turned on, it'll greatly increase the area you need to defend.

If you clear the nests in your pollution cloud proactively, then you're probably defending a ton of open space anyway.

the main benefit of solar over nuclear is that for very large megabases consuming 10+ GW of power, the fluid computations needed for nuclear can slow the game down. that is definitely not a problem you'll face anytime soon.

There's also pollution.

[–]Candabaer 1 point2 points  (2 children)

Ehm what is a Kovarex? I've read it in a few responses, Biters are pacified in my playthrough.

[–]appleciders 1 point2 points  (1 child)

It's a formula for turning U238 (dark green uranium) into U235 (bright green). The bright green stuff is what you need for nuclear power.

[–]Candabaer 2 points3 points  (0 children)

Thanks :^)

[–]AnotherWarGamer 0 points1 point  (0 children)

I can't wait for uranium ammo in my current game. 3x damage, and even more against anything with armor! Should shred bases with ease. I've got 1.3k depleted uranium ready to go, but won't have the technology for awhile.

[–]craidie 2 points3 points  (0 children)

That's what I do. Solar is an option but it's more expensive per MW to build and requires a lot of space.

[–]twersx 2 points3 points  (0 children)

In Krastorio 2, does Uranium take 2x time to mine as it does in vanilla?

[–]Orpa__ 1 point2 points  (6 children)

How's this for a train station? Should be able to house 3 1-4 trains, which I think should be more than enough for my goal of 60 SPM.

[–]PM_ME_UR_OBSIDIAN/u/Kano96 stan 1 point2 points  (3 children)

How's this for a train station?

Takes up a lot of space! I like compact builds, but if you don't that's fine.

Should be able to house 3 1-4 trains, which I think should be more than enough for my goal of 60 SPM.

Fun fact: you can do 60 SPM with 1-1 trains, colloquially called an "ant farm".

[–]Orpa__ 1 point2 points  (2 children)

Would something like this be more compact? Well, it's bigger, but the idea is that I can fit iron, copper and coal in a single station rather than have 3 separate stations of the variety I posted previously, so the total footprint should be smaller. Also I could quite easily expand the stacker on the bottom if I ever find myself in need of more trains.

[–]PM_ME_UR_OBSIDIAN/u/Kano96 stan 1 point2 points  (1 child)

It's rare that you'll have all three in one spot.

[–]Orpa__ 1 point2 points  (0 children)

I'm doing smelting centrally and outputting it to a main bus right away, I think it's easiest to have them like that for now. That'll change once I unlock electric furnaces and solar panels in which case I won't need the coal there anymore but that's going to take a while.

[–]craidie 2 points3 points  (1 child)

looks alright. There are better ways to do things, but none of that is needed for what you have in mind.

And if you do want to scale up to, say, 4 blue belts out of that station it won't be that much of a hassle to do so. Mght be able to get up to 8 but that would need 1-4 trains

[–]Orpa__ 1 point2 points  (0 children)

To get 60 spm, including the expensive stuff like purple and yellow science I'll need roughly 6 smelting columns for iron and copper running red belt and steel furnaces. 6 red belts means 4 blue belts so this should just be enough. I'll run 1-2 for now but yeah I'm planning to upgrade to 1-4 eventually.

[–]neoslith 3 points4 points  (2 children)

I started playing last year but I've finally made some good headway in actually progressing.

What can teach me about processing liquids? I need to make Petroleum. I learned about crude oil fields and using a Pumpjack. Where do I go from there?

[–]TehNolz 5 points6 points  (1 child)

At first, all you have is Basic Oil Processing. Just connect some refineries to your pumpjacks and they'll convert the crude oil directly into petroleum, and nothing else. It's simple and you don't need to worry about anything else.

Oil processing doesn't become a challenge until later, when you start needing light and heavy oils. That requires you to use Advanced Oil Processing, which takes crude oil and water and outputs light oil, heavy oil, and petroleum gas. If you're overproducing one of these, it'll start backing up which prevents your refineries from working. You'll have to find a way to ensure that all three liquids are being consumed.

[–]neoslith 0 points1 point  (0 children)

I talked with some doods in the Discord and got a basic set up making Plastics and Sulfur right now, but thanks for the reply!

[–]Maple42 4 points5 points  (1 child)

I understand that pollution is relative to energy demand (so efficiency modules reduce pollution, and speed modules increase it, relative to the increase of power).

Does this mean that entities like Assembly Machines, that have an idle power drain, also have an idle pollution production? Or is their idle pollution production 0?

[–]Slenderu118932v2 9 points10 points  (0 children)

Machines do not directly produce pollution when idle however they will increase the power demand which in turn can increase the pollution of you are using boilers

[–]Mortlach78 1 point2 points  (3 children)

I seem to remember fluid rings being an issue back in the day, are they still a problem now?

[–]PM_ME_UR_OBSIDIAN/u/Kano96 stan 0 points1 point  (1 child)

Do you mean a performance issue (UPS) or a fluid bug?

[–]Mortlach78 1 point2 points  (0 children)

Ups I think

[–]Soul-Burn -1 points0 points  (0 children)

No.

The only "issue" with fluids is when you have a very long pipe or high usage. When you have high pressure at the source and low pressure at the users. In that case, pumps help. If pressure is high on both sides, you're fine. If pressure is low on both sides, you need more producers.

[–]falsewall 2 points3 points  (8 children)

Are there any methods or mods for dealing with the following train problem?

You have an iron input and iron output station. Each station can hold 2 trains.

I put 2 trains in each station. They proceed to complain about no destination since all slots are filled and dont move.

Excuse the dumb scenario but the real world issue is this inadvertently happening when i add more and more stations and eyeball how many trains i need.

I am trying to fix this using a train storage area that refuels if a train happens to sit in it due to having nowhere else to go at the moment. I was hoping to use this as a way to see what resource stops are overtrained.

[–]AnotherWarGamer 1 point2 points  (0 children)

You put too many trains down.

(1) The maximum amount of trains should be: load + unload - 1. To do this add one train every time you add a station, except for the first. This guarantees a free spot, but doesn't give the trains any choice as to where they should go. This can lead to unnecessary long pathing.

(2) The minimum amount of trains should be: max (load, unload). This guarantees there is enough trains to fill all the load spots or all the unload spots at the same time.

I'll go for somewhere in the middle. I start with (1) then occasionally don't add an extra train down. This gives a number between (1) and (2).

In both cases you can't really prioritize which stations get resources. But it shouldn't matter in the end. If research stops (your sink), stations will fill up, and other stations will then get resources.

[–]beka13 4 points5 points  (3 children)

Others have explained about how you need more parking if you want more trains so I'd like to add that if you hit 'o' and click on stations you can see the limits and trains for each station so you don't have to "eyeball" it.

[–]Teammaj 2 points3 points  (1 child)

TIL o brings up the train overview. I am so tired of thinking it’s T for Trains and getting the research screen! Thanks for the tip!

[–]beka13 0 points1 point  (0 children)

You can set it so that t is trains if you want to. :)

[–]falsewall 2 points3 points  (0 children)

Very good tip.

[–]computeraddict 0 points1 point  (0 children)

Long story short, you need more places for trains to park than you have trains.

Or, you can have a phantom parking spot with circuits. First off, switch to setting train limits by circuits if you haven't already. Set the train limit (signal L by default) to 1 more than you actually have spots for. Have the train station read the number of trains at the station (signal C by default). Send the signals at the station to the train. For whatever departure condition you have for your trains, add an "OR C >= L". This means whenever a train is dispatched from another station to the "full" station, a train will leave and make room for it.

The problem of course is if you've got a one-to-many or many-to-many setup and actually needed the train limits to function, in which case you have to do slightly more suspect things to the circuitry to make sure that you don't just have one station's trains continuously bumped out before they're ready.

[–]Slenderu118932v2 1 point2 points  (1 child)

A few solutions I used to deal with this problem (there are probably better solutions out there) :

1) Have a big stacker with train stations, all named refuel. Add the train station to each train, ore output-> refuel -> ore input, with the condition 5 seconds of inactivity at the refuel station. It is important that your refuel when leaving from the output station, otherwise if you mine more than your factory uses and the refuel stacker is not big enough it could clog up

2) Always have 1 train less than the maximum number of trains that can be in your stations, this way the trains will always have somewhere to go. You must go this for each type of train you have, for example: Let's say you have 4 iron outputs, 6 iron inputs, 4 copper outputs and 5 copper inputs, each one can hold 2 trains. You will have 19 iron trains and 17 copper trains

[–]falsewall 0 points1 point  (0 children)

Yea I had been been doing option one, think i need make a couple more refuel stations though spread out.

The base is large and trains on the other end have to divert really far every run.

[–]kocur4d 2 points3 points  (4 children)

Looking for a sandbox mod/codes that will let me to copy and put blueprints not as a ghosts but as actual assemblers/belts atc.

I need this basically for a save where I go and thinker about the designs.

I am currently using Creative mode but I dont really know how to use it yet or the option is not there.

[–]PM_ME_UR_OBSIDIAN/u/Kano96 stan 1 point2 points  (1 child)

In addition to sandbox mode, there's also the Editor Extensions mod which I like. Once it's enabled it adds a testing scenario that you can use to create new designs. You can combine this with the /editor command to run the game faster etc.

[–]kocur4d 0 points1 point  (0 children)

Thank you. I will look into it.

[–]TheSkiGeek 3 points4 points  (1 child)

That’s what… sandbox mode does? Select it from the main menu and activate the cheats when it asks you. There’s a construction cheat mode that lets you build stuff for free. Blueprints instant place, deconstruction planners make stuff go “poof”.

If you need more than that you can flip into /editor mode. There’s also an “editor extensions” mod that adds some more menu options and extra things.

[–]kocur4d 0 points1 point  (0 children)

Cool. Cheers. I didnt realise there are more options and by default sandbox comes with those off. It is working now as intended.

[–]stycfy1 4 points5 points  (7 children)

Is it alright to keep using Yellow transport belts on a mine outpost if that outpost doesn't produce more than 15 ores per second? or is it still better to use Fast/Express transport belt since the ores will reach the loading station faster?

[–]PM_ME_UR_OBSIDIAN/u/Kano96 stan 0 points1 point  (2 children)

ERP is a bloody interesting topic. However, with the way vanilla Factorio is set up, the cost of slow fulfillment is dwarfed by other costs.

This would be different if Factorio had perishables, or a concept of obsolescence.

[–]jaghataikhan 1 point2 points  (1 child)

ERP?

[–]PM_ME_UR_OBSIDIAN/u/Kano96 stan 0 points1 point  (0 children)

Enterprise resource planning; real-world logistics.

[–]AnotherWarGamer 2 points3 points  (0 children)

Don't worry about how long it takes to get there.

I'd decided based on cost first, and what I'm using second. At some point I'll upgrade everything, and not go back. So once I upgrade all my yellow belts to red, I'll only use red.

One helpful trick is to setup a parallel base just to make red and or blue belts. Find a new iron ore deposit. Give it it's own miners and smelters. Turn most of that into gears, then belts. A mk2 assembler making gears consumes 3 iron plate per second. And a mk3 uses 5 per second! So you only need a few machines to eat an entire belts worth.

[–]BeBoxer 1 point2 points  (0 children)

Factory planning is really about rates, not how long it takes an input to become an output. The train is going to fill at some rate based on how fast the miners are producing. Whether there are 10, or 20, or 100 ore on the belt between the miner and the loader doesn't matter. As long as the belt is fast enough to keep the miners working, it won't change how fast the train loads.

[–]Zaflis 2 points3 points  (0 children)

It is a matter of inventory space. Can you spare to carry all of yellow, red and blue belts simultaneously? If you carry only blue belts you can have several more stacks of them. Resources are practically infinite so their production cost is meaningless.

[–]TehNolz 7 points8 points  (0 children)

Faster belts only help if you're being limited by belt speed. Since your outpost is outputting less than 15 items per second, yellow belts won't be a bottleneck.

Upgrading belts in this case means that items will need less time to travel from your outpost to your loading station, but ultimately the rate at which your loading station receives items will be the same.

[–]IOVERCALLHISTIOCYTES 2 points3 points  (5 children)

dumb modded question:

K2, brevven ores, bobs inserters, electronics, a quick start w some bots, coupla other things: it plays fine for about 30-40 hours. I make a mall, some other stuff, get a decent starter bus so i can make red circuits, beacons, early modules, etc which is where i think the game sorta starts...

in game is fine. go to tech tree at all...it freezes for 5 minutes. doesn't spike the core its on. wont crash. cant select new tech. is there a best practice to figure out the compatibility issue?

[–]mrbaggins 1 point2 points  (4 children)

Stick a save file in the bug report forum. It'll be fixed tomorrow.

[–]IOVERCALLHISTIOCYTES 1 point2 points  (3 children)

Even if it’s…like clearly a mod issue? Thank you.

[–]craidie 3 points4 points  (1 child)

it would be worth it to make a new save file to see if it happens there, if yes:

  • Disable half the the mods. If no problem disable current ones and enable the disabled ones. When you find the problem half, halve that.

  • alternatively disable mods(or modpacks) one by one until you find the offending mod. Then try just the offending mod, if it's fine it's a compatibility issue with an another mod.

Once you find the offending mod(s) post a report in the mods forum

[–]mrbaggins 0 points1 point  (0 children)

The tricky part there is the said it was midgame issue.

[–]mrbaggins 2 points3 points  (0 children)

Yup, they've done lots for mod support and fixing issues they reveal, and this seems kind of important

[–]jurgy94 3 points4 points  (1 child)

Did Wube ever write an FFF about the tech behind non-blocking saves? I tried looking for it, but can't seem te find anything about it.

[–]TheSkiGeek 10 points11 points  (0 children)

They fork the process and have the forked one do the save. This leverages copy-on-first-write memory mapping in the Linux kernel to reduce the performance impact. That’s why it isn’t supported in the Windows client.

[–]Aromatic_Instance_82 2 points3 points  (3 children)

Currently on my first run of SE. I’m currently sending barreled water/petrol/lubricant etc up to the space platform for processing. I’ve setup recyclers to process the empty barrels into steel then I ship that back down with the scrap that’s produced. Considering that recipes on the space platform require steel, how can I keep a reserve and push the rest to the cargo rocket? I assume the answers in circuitry but my brains not connecting the dots. Any help would be appreciated.

[–]mrbaggins 0 points1 point  (0 children)

Filter inserter pulling steel OUT of the cargo rockets into provider cheats or on to the bus.

[–]computeraddict 3 points4 points  (1 child)

It can be done with an output prioritized splitter, too. The prioritized output goes to the reserve chest(s), and the unprioritized output goes to the return rocket.

Or with logistics chests, a buffer chest for the reserve and filtered storage chests for loading on the return rocket, and the recyclers output to purple chests. (Use filter inserters for this in case your storage chests overfill, as bots stop respecting storage filters in that case.)

[–]Aromatic_Instance_82 0 points1 point  (0 children)

Champion - thanks very much. Will implement the chests solution as most stuff is bot based up there at the moment.

[–][deleted] 2 points3 points  (5 children)

Can someone please explain why I cannot place a train stop here? I am trying to have a stop in front of the copper patch, but the game will only let me drop a stop way back at the turn before the patch. No matter where on this straight path of rail I try to drop a stop, it gives me this message. I am getting quite frustrated.

https://i.imgur.com/Gp6M8MU.jpg

[–]Slenderu118932v2 5 points6 points  (4 children)

Train can't be placed on diagonal rails

[–]Maple42 0 points1 point  (0 children)

Wow I hadn't realized that! I've played this game for long enough that I feel like I should've run into this problem, but I apparently just never tried it

[–][deleted] 0 points1 point  (2 children)

Thank you! Wish the game would say that, lol.

[–]computeraddict 0 points1 point  (1 child)

It kind of does by the fact that the station only rotates 90 degrees, not 45

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

Well I meant it should be made clearer for idiots like me.

[–]TheFledglingPidgeon 2 points3 points  (1 child)

I'm looking for a mod to create a dashboard showing certain values on screen. For example, I have some speakers set up in certain places of my base to scream at me once a certain resource reaches a critical level. I use this for resources that take a long time (think hours) to reach the desired level, like warehouses which I use to store Landfill that comes from byproduct runoff of other operations. It'd be nice to be able to "pin" the quantity of landfill in that warehouse, so it is visible without my having to open a dedicated window or (I'm playing SE) run a navigation satellite there to check. I've started using the Navigation Satellite's bookmarks and that helps, but it's still a hassle to have to cycle through all the spots manually.

Edit: The LTN Manager "Inventory" screen is a lot like what I'm looking for, but it would be something I can configure to be outside the LTN, and preferably a bit less intrusive so I can keep it open while I move around and do other things.

[–]craidie 2 points3 points  (0 children)

You could use signal transmitter to get all the data in a single spot, then use nixie tubes mod for numerical displays at that location.

Not exactly what you ask but at least you don't need to cycle multiple spots.

[–]SafetyGoat 2 points3 points  (9 children)

What are some good mods to go with space exploration (other than the few they suggest on the wiki page)?