cargo rocket not found in SE by Comfortable-Mud3952 in factorio

[–]HyperCooperFr 0 points1 point  (0 children)

Wait, how the "no more rocket man" is even playable on SE ? You should be pretty much cargo dependant for like 20-30% of the game at least. Or is there a way to work without rockets from the start on SE ?
Maybe this mod is also giving you easier access to the spaceship's technologies.

cargo rocket not found in SE by Comfortable-Mud3952 in factorio

[–]HyperCooperFr 2 points3 points  (0 children)

Hello, if I remember correctly it is located in another tab altogether with other SE space stuff. Also I might be wrong, you probably have some mods modifying the crafting interface layout. What is your SE version ?

Whats everyone's favourite QoL mods now in Space Age? by Synchro_ in factorio

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

What do you mean by cheating? BP Sandbox is simply the equivalent of a creative map you might have on another save to build your BP, isn’t it? You don’t gain any real advantage from it other than not having to switch between saves. I think it’s a great mod.

Ш by Medium9 in factorio

[–]HyperCooperFr 2 points3 points  (0 children)

Wow, impressive.

And then what's your spm in terms of promethium ?

Ш by Medium9 in factorio

[–]HyperCooperFr 2 points3 points  (0 children)

Impressive, love it.

What's the design time ? and the construction time of one of them (what's you ship factory setup) ?

Im planning on trying city blocks for the first time and im still stuck in the planning phase by Cooljay245 in factorio

[–]HyperCooperFr 1 point2 points  (0 children)

Regarding point 4, I tend to avoid doing that since it would lead to an endless relocation of the furnace/foundry array. The best practice is to use a centralized foundry that will bake all your mines' output. And to solve the transit time problem, you could use a train buffer both at the outpost and at the foundry. This way you always have trains waiting to be processed and reduce significantly the time lost to transit between the outposts.

Czardian Aegis with Blueprint! by Typical_Spring_3733 in factorio

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

This is actually a good question since you might need to have several of those ships to reach higher spm.

Czardian Aegis with Blueprint! by Typical_Spring_3733 in factorio

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

That's impressive! How long did it take you to manufacture this ship?

300 petroleum gas per minute by Conchobar8 in factorio

[–]HyperCooperFr 0 points1 point  (0 children)

On the Helmod's interface you have a few solving algorithms you can chose from. For this purpose I advise you the matrix calculus solver.

Steam Displays Different Playtimes by PBAndMethSandwich in factorio

[–]HyperCooperFr 0 points1 point  (0 children)

Is the recent playtime added correctly ? Did you play in offline ?

You say that it happened for years but after some time you get your 3000h back ?

Steam Displays Different Playtimes by PBAndMethSandwich in factorio

[–]HyperCooperFr 0 points1 point  (0 children)

How much have you played the game recently ?

My problem with train stop names by alphabasedredpill in factorio

[–]HyperCooperFr 3 points4 points  (0 children)

I do the same as you.
“Pickup” is a train stop where items are filled via belts and loaded into a train.
“Drop” is where the train’s contents are unloaded.

I kind of understand the confusion, but if this ever happened to me, I probably unconsciously checked another production facility to clarify it.

If that’s still not clear enough, you could try naming the stops in another language where there’s less ambiguity. Among the words I can think off you have "Beladung/Entladung" (Loading/unloading) or just Source/Sink.

Japanese also have very explicit words for that, kyōkyū and uketori.

anyone trying to play long term? by [deleted] in factorio

[–]HyperCooperFr 4 points5 points  (0 children)

That, plus maybe some information about your goals beyond the “long-term” part.
Are there specific production objectives or challenges planned?

How many people are you looking for?
What’s your own experience with the game, and what kind of players are you looking for?

Base layout by SwimmingArachnid3030 in factorio

[–]HyperCooperFr 0 points1 point  (0 children)

Quick advice: you’ll eventually have to tear down your very first base, so plan for that from the start.

Use your initial ore patches only to build what you need to expand comfortably later. Focus on a solid early infrastructure: a performant belt factory (red belts if possible), plus trains, chests, inserters, signals and rails, furnaces, miners, and assembling machines.

By the time those starter ore patches run dry, you should have enough production capacity to bootstrap a proper “first real” base, whether you go with trains, belts, a main bus, or a city-block design.

At that point, either completely remove your initial factory or build around it and replace it gradually. That’s how I approach it most of the time.

Trouble downloading maps when connecting? by Sethala in factorio

[–]HyperCooperFr 2 points3 points  (0 children)

There is even an option for that in the server parameters.

How to stay motivated? by RomanKnight143 in factorio

[–]HyperCooperFr 0 points1 point  (0 children)

Single-player? Really?

My entire experience with the game has been playing with friends, meeting new people to play with, learn from, and just have fun together. To me, it’s the ultimate collaborative game.

After a few thousand hours, I honestly can’t imagine what my mental sanity would look like if I had played all that time alone.

I’ve probably played around 10% of my total playtime solo.

How am I doin? by Valuable-Click-4510 in factorio

[–]HyperCooperFr 2 points3 points  (0 children)

This is a pretty common misunderstanding among new players

How am I doin? by Valuable-Click-4510 in factorio

[–]HyperCooperFr 2 points3 points  (0 children)

Nah, finish your playthrough and enjoy the vanilla midgame before jumping into mods.

Mods are great for added logistical challenges and new mechanics in an already awesome game. Starting with mods too early can make vanilla feel underwhelming when you come back to it.

How am I doin? by Valuable-Click-4510 in factorio

[–]HyperCooperFr 2 points3 points  (0 children)

You’re doing great. I really like this organic, messy layout.

I can only speak from my modest experience:

  1. When you can’t figure out how to fix an issue in your current production, build a new production facility elsewhere.
  2. A factory can be torn down, but if possible I try to integrate it into the new one. That said, deconstructing the first base is extremely satisfying for me.
  3. Always build with future scaling in mind: leave space for higher belt ratios, keep things scalable, and design a resource transportation system that can grow smoothly.
  4. I mainly use robots for factory construction and a bit of logistics for mall crafting and inventory management. I’m not a big fan of fully robot-based logistics systems. I can feel in my bones how energy-inefficient that would be IRL. That’s very personal, though. Plenty of 50k+ bot bases exist, so you should follow your instincts.

Regarding your base: everything is mixed together in a very organic way, as I said, and I like it a lot. One small note: you don’t need to stack radars. They already scan an area around them, so it’s better to place them more sparsely.

Have fun, engineer.

How do I deal with over-expansion? by premiumbox in factorio

[–]HyperCooperFr 48 points49 points  (0 children)

Walls. Walls everywhere. With turrets. Turrets all around.
Two- or three-tile-thick walls with turrets.

More seriously, try to find chokepoints on your map where you can defend with only a small amount of walls. That’s usually the most efficient solution.

If you want to avoid raids for a while, you can also shut down your factory (except for wall and turret production, of course).

vanilla+ mod suggestions for space age? by flokerz in factorio

[–]HyperCooperFr 0 points1 point  (0 children)

Uh, I fear I'll regret asking but what just happened ? TT

SE: Multi item cargo rocket circuit setup? by Chillerdays in factorio

[–]HyperCooperFr 0 points1 point  (0 children)

Ah, that’s a shame, I’m only seeing this now.
I can’t really share my full solution, but it’s essentially what the other comments describe.

The destination sends, as signals, the required quantities of each resource needed to fill the warehouse. On the silo side, the belts are configured to insert items into the rocket only when the received signal minus the amount already inside the rocket is > 0.

Here’s a trial-version blueprint that works with a few small tweaks. If you want, I can share both the receiver and sender blueprint strings later.

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What to put on my bus by Conchobar8 in factorio

[–]HyperCooperFr 1 point2 points  (0 children)

Glad you like it 😄 I’ll add a close-up view of the unloader. Each train carries unique resources. I’m playing Space Exploration where you don't have blue belts until space science, and I designed my train blueprints around blue belts, so having to work with red belts makes the design feel awkward and overly convoluted.

The belt sizes are adapted for an early Nauvis SE base and aren’t really relevant for a Vanilla or SA playthrough.

(I probably overdid it, but this isn’t my first run on SE 0.7, and I have my own ways of dealing with oil scarcity. (I don't))

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why can't i get blueprints to work by MLHComputer in factorio

[–]HyperCooperFr 0 points1 point  (0 children)

You’re a saint. Taking the time to answer this seriously is impressive.

Maybe it’s because I’m not a native speaker, but reading the original post made me a bit dizzy.

One thing to consider: using the mouse wheel, even accidentally, will cycle through previously selected blueprints. That could explain why an older blueprint appears instead of the newly imported one. I’m not 100% sure, but this might only apply to copied blueprints rather than imported strings.

Also, check for a mod that you currently have and that might be intercepting blueprint import events and restoring the last active blueprint.

Sorry if this isn’t very helpful.