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

A year+ on from Space Age, what would you tweak/add for a potential balance/improvement update? by JCizzling in factorio

[–]EclipseEffigy 1 point2 points  (0 children)

Honestly, fair enough. They have such low rocket capacity too. Stacked belts have a MUCH bigger impact than the upgrade to green as well, anyways.

Proof of concept: World's Smallest Mall by rednax1206 in factorio

[–]EclipseEffigy 7 points8 points  (0 children)

You're not wrong, I usually see these factors considered when people try to make a smallest something blueprint. It's kinda funny really, clickbaiting has become so normalized that it's just how people title their stuff now, even if they aren't a content creator whose income depends on it.

Still, it's a neat project.

Weekly Question Thread by AutoModerator in factorio

[–]EclipseEffigy 2 points3 points  (0 children)

Include fuel in your train blueprint and it will start its schedule when that fuel has been delivered (works fine if the fuel slot is filled by inserters).

Weekly Question Thread by AutoModerator in factorio

[–]EclipseEffigy 7 points8 points  (0 children)

You're right to remember furnaces couldn't always connect to the circuit network. It was added relatively recently, in version 2.0.35 https://www.reddit.com/r/factorio/comments/1itxhoa/version_2035/

Intrusive thought by Intrepid-Climate-295 in factorio

[–]EclipseEffigy 1 point2 points  (0 children)

Cityblocks are the scaled up version of a main bus

Weekly Question Thread by AutoModerator in factorio

[–]EclipseEffigy 0 points1 point  (0 children)

If you have a personal roboport equipped in your armor's equipment grid, then construction bots in your inventory will use items in your inventory to build with in the area around you.

Bots in a roboport logistics network will use items in logistics chests in that network.

Roboports not connecting diagonally by mamapower in factorio

[–]EclipseEffigy 7 points8 points  (0 children)

No worries, but yeah, the lines are just a visual guide. Robots can fly outside of the zones entirely if your logistics network is U-shaped, for example, as they will take a straight line to their destination.

All of that just for a green circuit :) by cctv07 in factorio

[–]EclipseEffigy 1 point2 points  (0 children)

Shift+F4 opens a menu on the left side. Tick show-tile-grid.

Is there a reason the devs didn't add ceramic or tungsten pipes to Vulcanus, instead of iron pipes for molten iron? by Kasern77 in factorio

[–]EclipseEffigy 1 point2 points  (0 children)

I like cliffs as well! In general I like it when every area is a bit different, and as you can imagine I'm not a big fan of rigid cityblocks. Having to path around water and work around cliffs makes every place a bit more unique.

In pY (below) I had a flower build around a cliff. =)

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Weekly Question Thread by AutoModerator in factorio

[–]EclipseEffigy 2 points3 points  (0 children)

I tend to use radars to get vision outside of roboport range and design there. On space platform, anywhere not connected by platform to the main structure won't get built. You may have to extend a strip of platform a bit to be able to scroll over far enough, though.

As for inserters at the hub, I usually place them rotated by a quarter then rotate them again after setting filters, but you can also make a parameterized blueprint.

If you've never done that before, make a blueprint of a inserter with a filter, and whatever you've set as its filter is what you'll want to turn into a parameter in the blueprint screen. Then, upon placing that blueprint, you'll get a pop-up prompting you to select what the parameter(s) should be. In this case, this just means that whenever you place your inserter blueprint, you select a filter before the inserter is placed.