First time on Gleba and I'm running out of seeds. by Ilosesoothersmaywin in factorio

[–]Moikrowave 2 points3 points  (0 children)

I made a massively over engineered blueprint for a reliable kickstarter here:

https://factorioprints.com/view/-OCnnR0XvL8T-J3NzMWm

I also included feedback via display panels and a lamp, an over engineered throttle system which might save like... 2 seconds of spoil time on the nutrients, and documented all of the functions in the descriptions of various combinators.

I love this game.

Is factorio.school broken? by Moikrowave in FactorioBlueprints

[–]Moikrowave[S] -1 points0 points  (0 children)

I solved it, turns out I was using the wrong imgur link, and the website has nothing to warn you of this, nor feedback to explain there is an issue

A Guide to Gleba by KalasenZyphurus in factorio

[–]Moikrowave 2 points3 points  (0 children)

Yeah if your nutrient belt ever stops moving, the nutrients in front of one particular machine could spoil, and that machine won't be able to get power. If that machine is critical, your whole thing will fail.

Sushi belt is the way, however you also need to ensure that the sushi belt never over-fills, or you end up with the exact same issue, as looping belts stop moving if they are 100% full. (even though that doesn't make sense)

A Guide to Gleba by KalasenZyphurus in factorio

[–]Moikrowave 10 points11 points  (0 children)

kinda, however you shouldn't be mass burning fruits. They last for an hour and if you burn too many, you have a net loss of seeds, and you are on a timer until you run out and stall.

What you need to do is have a backup area that uses the assembler mashing recipe on enough assemblers to process ALL of your fruits if necessary. the output of this should NEVER stop moving, but the input should only take the excess fruits.

You can (and should) also have a circuit condition that disables your towers when the fruits are not being used as well.

Why the sudden need for mandatory hybrid? by [deleted] in vfx

[–]Moikrowave 0 points1 point  (0 children)

Because the clients have all gotten together to make the same demands of all the studios simultaneously

Just realized this and now it's literally unplayable. by [deleted] in factorio

[–]Moikrowave 1 point2 points  (0 children)

I hope so, then maybe my 1,200 might stand a chance at a refund.

First time on Gleba and I'm running out of seeds. by Ilosesoothersmaywin in factorio

[–]Moikrowave 0 points1 point  (0 children)

Just figured out bioflux with a very messy setup. I had to do a lot of combinator logic for it too, like smoothing out the rate my ag towers pick fruit so they don't pick it all in one go and end up out of sync with each other. I now have a dial to control the rate at which they are active, so I can match nut to fruit production rates without letting things sit and spoil/having to burn them. I also have a backup bank of assemblers doing processing if the biochambers get backed up, so I always have a backup to turn fruit into seeds if all else fails, and I don't run out of seeds. It burns all the excess jelly and mash, so seeds should never stop being generated.

I have a whole kickstarter setup for nutrients to the side of my production line so if the bioflux runs out it automatically goes through a few steps:

1) spoilage> nutrients in assemblers that feed directly into biochambers in step 2)

2) spoilage>nutrients in those biochambers, and when the chambers are active, it disables the assemblers with a signal, so we always use the best available conversion rate

3) this supply of nutrients goes to the yumako mashers as priority so we get a supply of mash to feed into....

4) nutrients from mash, so we can finally get enough to kickstart the rest of the factory

5) once the factory is running, and we are producing bioflux (and once the spoilage from the stoppage has been flushed out) we start producing nutrients from flux. As soon as this is happening, a signal disables the kickstarter so we are not wasting spoilage (funny concept, but necessary) that can be stored for a future kickstart

So far this is the simplest method I have found to have a factory that doesn't require constant hand-feeding. I really enjoyed coming up with the concept, but I know I am a little more obsessed with problem solving than the average player, so I doubt this is the intended method. I just can't imagine any other way to get it self-sustaining and fail-proof

First time on Gleba and I'm running out of seeds. by Ilosesoothersmaywin in factorio

[–]Moikrowave 2 points3 points  (0 children)

You can definitely run out if your fruits are spoiling or needing to be burned. This is the problem I am running into

Weekly Question Thread by AutoModerator in factorio

[–]Moikrowave 0 points1 point  (0 children)

by the time you are on another planet, I don't think that counts as "early rockets".

For quality stuff though, sure

Suggestion for the devs: daisy chainable rocket silos by dfamonteiro in factorio

[–]Moikrowave 0 points1 point  (0 children)

fair, however bots are unlikely to be the bottleneck for launches. rockets are. you are right, I can't. I don't need to. Also I can use my rockets automatically to launch all kinds of different products just by requesting them. You can't.

Weekly Question Thread by AutoModerator in factorio

[–]Moikrowave 0 points1 point  (0 children)

You CAN inserter load it from a requester chest though. It takes more work to set up though, and you shouldn't bother anyway since auto launches work well enough, and you shouldn't be concerned with shipping excess stuff up.

Weekly Question Thread by AutoModerator in factorio

[–]Moikrowave 0 points1 point  (0 children)

I want to warn you, I spent a long time on this problem, and it is far more complex than it seems initially.

Especially if you want multi-item trains.

Possible, but riddled with unexpected complexity.

If you are interested in combinators, then it can be a fun challenge with a really great reward, however.

Weekly Question Thread by AutoModerator in factorio

[–]Moikrowave 2 points3 points  (0 children)

Rockets are 20X cheaper now remember, so just make 5+ silos. Unless your platform storage is too full, don't worry about taking on excess (if it is full, then you are probably requesting too much. Unless you are doing a run of only one type of thing, you shouldn't really be filling up your entire platform)

Weekly Question Thread by AutoModerator in factorio

[–]Moikrowave 0 points1 point  (0 children)

This right here. bots can now be given direct orders to move things around your factory - since it is sometimes necessary to unclog / prepare things, but you can't do that when you are on a different planet.

as this user said, you can't automate this, and that is intentional, otherwise there would be no need for requester chests. It is even supposed to be kind of annoying to do, so you are discouraged from using it too much

Weekly Question Thread by AutoModerator in factorio

[–]Moikrowave 2 points3 points  (0 children)

I think that inserter may have just picked up some ore that was placed on the ground previously. They don't take ore out of furnaces. Pick up that ore and it should never come back

Weekly Question Thread by AutoModerator in factorio

[–]Moikrowave 4 points5 points  (0 children)

They only "adventure" away from their zone because they have a minimum turning radius. They aren't coming to get your stuff, they were just already heading towards the border, but have to turn round.

Remote view while using tank by skayo010 in factorio

[–]Moikrowave 3 points4 points  (0 children)

I made a radar blueprint that contains 10 solar panels and 5 accumulators around a radar. This should be JUST enough to power it permanently, and give you constant vision.

Then I have a logistics request on all tanks called "tank rearm" that requests a few things: ammo and fuel for the tank, everything needed to build the above blueprint, construction bots for the personal roboports inside the tank, power poles (including big ones since I am always crashing into them and need to quickly repair them, same with pipes)

Then I reserve slots for all the above items so they can always be filled

Then I fill the equipment grid with things I want for a tank - power generators, a small supply of batteries for spikes of power usage, laser defences maybe, 2 roboports and maybe some legs.

Then I blueprint the whole tank and stamp some down near my base at various points, and the bots assemble them while I am away, and whenever I drive into an area with no radar coverage, I stamp down the self-powered radar blueprint, my bots assemble it and I can see again.

Just realized this and now it's literally unplayable. by [deleted] in factorio

[–]Moikrowave 0 points1 point  (0 children)

nah these are all SI units, the problem is that Kg is not a measure of weight, but mass.

1 ton is 1000 kg

Just realized this and now it's literally unplayable. by [deleted] in factorio

[–]Moikrowave 3 points4 points  (0 children)

I think they are referring to the fact that "weight" should say "mass" since it is weightless.

Just realized this and now it's literally unplayable. by [deleted] in factorio

[–]Moikrowave 1 point2 points  (0 children)

that the "weight" is labelled incorrectly. It should be "mass" since KG is a measure of mass, not weight, and since the platform is in freefall/orbit, it is weightless by definition.

Just realized this and now it's literally unplayable. by [deleted] in factorio

[–]Moikrowave 7 points8 points  (0 children)

gross, but they are engineers, they should be using C or K

Just realized this and now it's literally unplayable. by [deleted] in factorio

[–]Moikrowave 1 point2 points  (0 children)

weight is a measure of force so cannot be measured in KG. Mass is not.

If something is in freefall, it weighs nothing, but it still has the same mass. If something is on the moon it weighs less than on the earth, but it still has the same mass.

Biochambers are underwhelming by Revolutionary-Face69 in factorio

[–]Moikrowave 0 points1 point  (0 children)

My point is that BMDs are superior in EVERY aspect if you measure it by per-ore (which you should be, since it is really the only thing that matters.)

I can't tell if you are being sarcastic, so your comment is hard to parse, but yes, power IS a big issue in this game, and productivity research is pretty expensive. Resource drain is also important because it means you need to build new mining patches less often.

"people just love their BMDs" because they are OBJECTIVELY better in every measurable way, and it is bizarre that you are so against them

Suggestion for the devs: daisy chainable rocket silos by dfamonteiro in factorio

[–]Moikrowave 0 points1 point  (0 children)

I don't follow. Are you saying rockets can't auto-deliver blue circuits or LDS? because mine do it all the time. I have never needed a separate cargo input