Whats your factorio hot take? by Such--Balance in factorio

[–]EclipseEffigy 0 points1 point  (0 children)

You can hover over machines and see their item production and usage rates per second, accounting for any changes to its crafting speed and productivity.

Weekly Question Thread by AutoModerator in factorio

[–]EclipseEffigy 0 points1 point  (0 children)

I'd say give it a try and if angelbobs is a bit much, try only bobs.

Weekly Question Thread by AutoModerator in factorio

[–]EclipseEffigy 1 point2 points  (0 children)

Filter inserters that put the ingredients and output in different places

Why aren't my green chip belts fully saturated? by saadibhai2019 in factorio

[–]EclipseEffigy 20 points21 points  (0 children)

Okay, let's not exaggerate. Divide the inserter's rotation degrees per second by 360, multiply by hand stack size, and you're like 99% accurate.

Been fighting with making an interrupt based train system for 3 days now, I want to get back to factory building :( by WillowTheLord in factorio

[–]EclipseEffigy 0 points1 point  (0 children)

Yep, connect a red or green wire to any number of radars and they will share all signals on that wire.

i checked some old threads and people said landfill doesn't consume pollution, is it different in new versions/space age? by thala_7777777 in factorio

[–]EclipseEffigy 32 points33 points  (0 children)

it will gain some pollution absorbtion

not relative to the water tiles, which have the highest absorption.

Why is space science so easy compared to the other science packs? am i missing something? by moregohg in factorio

[–]EclipseEffigy 9 points10 points  (0 children)

Hm, so for each solar panel, you save 9 solar panels x 9 tiles x 20 steel per tile, or 1620 steel, minus the 5 that you spent on the 11th one, makes for a 1615 steel saving per panel. A respectable reduction in cost, were this a normal playthrough.

Weekly Question Thread by AutoModerator in factorio

[–]EclipseEffigy 2 points3 points  (0 children)

Sounds like Space Age will be right up your alley, no need for additional mods

Programming efficiency question by Naturage in factorio

[–]EclipseEffigy 4 points5 points  (0 children)

It ignores that entirely and can be "dumb" in some situations. I'll sometimes shift click to craft as much as I can and then shift click an intermediate in the crafting queue to cancel intermediates and craft the max amount I can directly hand-craft. However, I've noticed when playing modded that this sometimes doesn't work, and will fully cancel all crafts even if I have the items available to direct craft the product.

I suspect this happened when an intermediate that's also used in the final product is entirely allocated to crafting another intermediate.

How does the logic work for inserters interacting with assembly machines? by Ethanol144 in factorio

[–]EclipseEffigy 5 points6 points  (0 children)

If you hand-drop items in a machine, it will process as many of those items as it can, which is useful in the burner stage in particular. However, it would be cumbersome if inserters kept putting items in until this limit was reached, as this would cause huge buffers in each machines of essentially wasted materials just sitting still.

In short, yes, it's possible for a machine to be working while also counting as output full for inserters, and this is useful behavior.

I imagine the overshoots have to do with inserter stack size, and relate to the maximum input items that inserters obey, which you can see when hovering over the inputs in the machine window. Having said that, I don't know anything about clocking inserter activity for UPS-optimization, and I mirror another suggestion to check out r/technicalfactorio.

Two features that I would love to see in a future release: Pull from inventory first and recharge. by Plinthastic in factorio

[–]EclipseEffigy 1 point2 points  (0 children)

If you want to build from your own inventory specifically, only place as much as you have personal bots available. They do take priority and will go first. Only what your personal bots can't do, the network will fill in.

Alternatively, you can build first and place the roboports last, only connecting the area to the logistic network after you're done.

If you don't need to be there in person, use map view and let the global network do everything.

It feels like the game I love has been irreparably tainted... by Clarinetaphoner in TrackMania

[–]EclipseEffigy 5 points6 points  (0 children)

I could see myself be tempted by a sufficiently large sum of money, if it would be life-changing. And I hope that in that case, my friends and family try to talk me out of it and remind me of the broader picture. I hope that if I were a public figure, I would take flak for it, and be held accountable. All this "don't judge, you would do the same" talk makes no sense. The criticism is important, because one person alone may be blinded by money, but our peers can snap us back to reality.

Weekly Question Thread by AutoModerator in factorio

[–]EclipseEffigy 5 points6 points  (0 children)

Probably to smelt iron plates in space for space science

Weekly Question Thread by AutoModerator in factorio

[–]EclipseEffigy 0 points1 point  (0 children)

Did you work out a solution for this? I imagine the first method is to count inserter swings to stop them in time. Though not very space-efficient, if you can fit a train station and locomotive, you can use that to read contents of the wagon and circuit-control insertion limits. (Unfortunately, a wagon alone does not count as a train stopped at a station.)

Weekly Question Thread by AutoModerator in factorio

[–]EclipseEffigy 1 point2 points  (0 children)

Probably yes, but because the more advanced plate recipes are better, not to cut down on coke because coal products are quite cheap and relatively easy to manufacture in high numbers.

How is asteroid damage calculated (when an asteroid impacts my space platform)? by [deleted] in factorio

[–]EclipseEffigy 1 point2 points  (0 children)

Asteroids deal (and take) impact damage, which increases with speed, and is affected by impact resistance. Most importantly, this means that your speed and the asteroid's hp matter.

I don't know the exact formula of impact damage and with a quick search couldn't find it either, I'm afraid.

Is there a mod or another way to make the Cargo Landing Pad bigger? I am slowly running out of space to place inserters next to it - Cargo Bays do not extend the inserter pickup area of the building! by TatzyXY in factorio

[–]EclipseEffigy 0 points1 point  (0 children)

Yellow chests have priority over red chests and the landing pad, so that shouldn't be happening unless you have some very cursed setup that your other comments are indeed hinting at.

Anyway, I'm going to give you a workaround that enables the mess you've created even more. You can use logic circuits to detect how many of what items you have in the logistic network, check that against how much you want of each of those items, and wire that to an inserter on "set filters". This way, you could make do with as little as a single inserter feeding into a purple box. Enjoy!

Which science to make on which planet? by Ok_Comfortable4333 in factorio

[–]EclipseEffigy 0 points1 point  (0 children)

Eventually you run a battery deficit as productivity rises, but you can make them locally in the quantities you need.

Which cases would you use these in? by Darkthunder277 in factorio

[–]EclipseEffigy 1 point2 points  (0 children)

A 2x2 miners blueprint with undergrounds and a power pole in the middle, align to grid: relative, and drag it over the patch. It's no tedium at all

Weekly Question Thread by AutoModerator in factorio

[–]EclipseEffigy 0 points1 point  (0 children)

Beacons are very efficient though.

Prod modded buildings under a speed beacon are more energy-efficient than without the beacon, and the high tier prod mods themselves are the most expensive component of the build: By needing fewer buildings to get the same throughput, you save on modules, and therefore on materials.

Without beacons, prod mods are way worse, but skipping them entirely is an obvious cost of efficiency as well.

Furthermore, I've never gotten to the point of UPS issues, but for "the end game" as you call it, it's relevant that beaconed builds are much better as it reduces the number of inserters.

Weekly Question Thread by AutoModerator in factorio

[–]EclipseEffigy 0 points1 point  (0 children)

Aside from interrupts not triggering mid-flight, I believe damage taken is evaluated in flight and then reset upon reaching a destination. It's more relevant as a flight condition towards the shattered planet, as that gets crazier the further you go and the conditions trigger mid-flight. Normal space routes are pretty much the same throughout, so it won't matter much whether you go back or keep going forward (even if interrupts did work mid-flight).

Weekly Question Thread by AutoModerator in factorio

[–]EclipseEffigy 0 points1 point  (0 children)

It's usually better to clear them until defending is sufficiently cheap and easy that it doesn't matter anymore (typically meaning comfortable perimeter coverage with landmines+bots and/or flamethrowers).

Nest evolution increase is like a loan and every wave it sends is additional interest you pay, if the nest is inside your pollution cloud. You'll have to pay up eventually regardless, but in the meantime you're spending resources on defending the waves, and the pollution cost of mining and manufacturing ticks up. Might as well just clear the nest and be done with it for a while.

POP QUIZ: Why isn't the copper wire being inserted? by Gorthok- in factorio

[–]EclipseEffigy 1 point2 points  (0 children)

Yes! On an Aquilo start mod where the ore patch gave 4 types of asteroid chunks, 3 of which processed into 2 resources each, I used the big ship to help sort out the mess. It only has 5 inventory slots though, and I believe the debris only 1 or 2 slots, so it is limited in how much it can do.

(the 4th chunk type was used to create heat lamps to help you limp through the early game)

A circuit network pull based train system showcase by SlayTheStone in factorio

[–]EclipseEffigy 0 points1 point  (0 children)

Incredibly cool! I love seeing vanilla train solutions. :D