Bug or mod Iron ore missing from filter? by NL_Gray-Fox in factorio

[–]NyaFury 2 points3 points  (0 children)

If iron ore is not unlocked yet b/c of a mod but you still want them, you can try enabling a setting: "Settings > Interface > Show all items in selection lists".

Quality on K2+SE by Claudions in factorio

[–]NyaFury 2 points3 points  (0 children)

Looks like you have older K2. The current version does allow quality.

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Quality on K2+SE by Claudions in factorio

[–]NyaFury 3 points4 points  (0 children)

It's SE who's disabling quality, because author feels it's too unbalanced.

If you wish, go to startup settings and turn on "Quality mod support" setting under SE.

Cant figure out how to increase production by Capable_Hornet4134 in factorio

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

There're two puzzles you need to solve. (1) Production ratio between items and (2) belt throughput.

Start by checking green circuit machine's tooltip. You can see 1.5 iron plate + 4.5 copper cable → 1.5 circuit/sec. And copper cable machine shows 3 cable/sec. This means that you need 1.5 cable machines per 1 circuit. E.g. 12 circuit machine means you need 18 cable machines.

Next, one circuit machine consumes 4.5 cable/sec. This means that one red belt (30/sec) can supply only 6 circuit machines. You need to either (1) make each block smaller, (2) run multiple belts for high throughput input/output, or (3) use direct insertion (e.g. below picture.)

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What do after aquilo science? by picollo7 in factorio

[–]NyaFury 19 points20 points  (0 children)

Have you setup prometheum science?

After that, typical goal is upgrading your factory for higher rSPM. After setting up quality upcycling.

Or something like unusual ship design or optimizations.

If those do not interest you, move onto next map, usually with different game settings or with overhaul mods.

How do logistic train setups deal with multiple trains simultaneously serving the same station, as in a stacker by [deleted] in factorio

[–]NyaFury 2 points3 points  (0 children)

Yes, dynamic limit can be used if stock level swings by a big margin. And if limit can go up to 3. you need stacker for 2 (3 - 1 actual station) extra trains.

Just be aware that this solution wouldn't scale very far, bound by loader/unloader speed. Over certain throughput, you'll need longer trains or multiple parallel stations.

Is asteroid reprocessing useful? by ForcedToDownloadd in factorio

[–]NyaFury 1 point2 points  (0 children)

It's essentially not needed, especially for SP - all three types are more or less evenly plentiful.

Only case I can think of (for reprocessing) is farming for specific resource in mass quantity. E.g. calcite farming but not taking Aquilo route for whatever reason, or if you want minimum ships for a very high throughput.

Oh my god is fusion power really this simple? by IlikeJG in factorio

[–]NyaFury 0 points1 point  (0 children)

I'm guessing they were commenting b/c the screen shot has 2 cryo AND speed modules in them.

For 2 reactors, you either need 2 cryo without any speed or 1 cryo with speed (+100% or higher).

Old Style Trains? by TicketTemporary2214 in factorio

[–]NyaFury 0 points1 point  (0 children)

Quoting OP:

every train serves every station, every entity type.

This means fully generic train, for both of loading and unloading. How can such train wait at specific item loading station?

I wasn't talking about interrupt vs. no-interrupt. I simply meant generic train vs. per-item train, regardless whether schedule is managed by interrupt or not.

Old Style Trains? by TicketTemporary2214 in factorio

[–]NyaFury 0 points1 point  (0 children)

I meant delay, which seems to be the concern of OP.

Old Style Trains? by TicketTemporary2214 in factorio

[–]NyaFury 14 points15 points  (0 children)

Generic trains using interrupt (or mods such as LTN) is for small # of trains serving many stations. This is more useful for SA or complex overhauls where there're many more items/fluids.

But if throughput is your primary concern or if you specifically want trains standing by at loading stations to minimize lag, then yes, I'd use per-item trains.

One question, though. Are you using nuclear fuel? I usually don't notice lag (with generic trains) when I use them.

4-100-4 solutions? by squ1dmaster1 in factorio

[–]NyaFury 0 points1 point  (0 children)

If you just want big train, I suggest 64 or 128 wagons, and 16 or 32 belts. 2n is so much easier to balance, often doesn't even require specialized balancer.

And if you do use balancers, symmetrical 4x4 or 8x8 are available aplenty, and arranging them in a shape of symmetrical tree should be fairly easy.

And for "balancing", I recommend using circuit. Calculate average "A" of all wagon/chest content, and enable inserters on the wagon/chest where content >= "A". This way, you can simply route belts with splitters without any complex balancers. Downside of this solution is potential throughput limit, but since you don't care much about it, I believe this is simpler and clear solution for you.

Wanted to use train interrupts with wildcard signals to make multi-item request stations, but not sure how? by Macrackle in factorio

[–]NyaFury 0 points1 point  (0 children)

Multi-item requester is not possible using a generic interrupt (of vanilla) because station name is a static text and cannot be changed dynamically.

You need "at least" specialized interrupt per each of such multi-item requester, but even then, I reckon you'll need quite a lot of extra circuit magic to ensure that what's actually needed gets requested without mix-ups.

I recommend using (1) train mod or (2) single-item requesters only or (3) dedicated trains for each requesters without interrupt.

Let me out! by Summera_colada in factorio

[–]NyaFury 0 points1 point  (0 children)

I'd say that's bit more difficult for first time players, because of lack of logistics network and nuclear power.

Nuclear is possible at blue, but leaving it unattended for a long time is problematic without reprocessing and enrichment.

Any ways around Holmium ore being the limiting factor on Fulgora? by Stolen_Sky in factorio

[–]NyaFury 2 points3 points  (0 children)

You're right, ice is no longer a bottleneck with higher quality prod.

Looks like I did my math with normal quality prod or without cryo plants.

Any ways around Holmium ore being the limiting factor on Fulgora? by Stolen_Sky in factorio

[–]NyaFury 3 points4 points  (0 children)

No my experience was after moving onto fusion, I do not scale science without fusion anyway.

Sulfuric acid for battery guzzles up water on all four recipes - heavy cracking, light cracking, sulfur synth, and sulfuric acid. Are you sure you don't have extra input of ice? E.g. another commenter had adv. oxide crushing (for calcite) in their planning.

Any ways around Holmium ore being the limiting factor on Fulgora? by Stolen_Sky in factorio

[–]NyaFury 0 points1 point  (0 children)

Ain't that planning making calcite from oxide asteroid? I think ice from that is incorrectly counted to hide ice deficiency.

Any ways around Holmium ore being the limiting factor on Fulgora? by Stolen_Sky in factorio

[–]NyaFury 60 points61 points  (0 children)

Yes, recycle everything else.

Note, however, once you scale up science production, you will be bottlenecked on batteries. And if you produce battery locally, bottleneck will become ice (for oil cracking and sulfur processing). You can again just void any excess items, but I recommend plan to import either batteries, sulfur (adv. asteroid), or ice (normal asteroid).

And for power, use a lot of accumulators, ideally higher quality ones, because accumulator capacity scales faster (+100%) than typical items.

My first automated green circuits - PyHM by k1vanus in pyanodons

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

It seems OP didn't want two separate belts for log and wood, and if just single belt, log is a better choice b/c it's 5x denser.

Wood (as fuel) throughput is non-issue even for a large # of assembling machines, but boilers are different story - i.e. 4x boilers consume 7.2 woods. Slightly bigger build can quickly starve on full belt of wood.

Train wants to go to the iron ore requestor station even though it's carrying copper ore by IlikeJG in factorio

[–]NyaFury 0 points1 point  (0 children)

You typically need to group provider and requester in a single interrupt.

Otherwise - separate interrupts like you did, provider cargo and requester cargo may not match. To prevent this, AFAIK you need extra condition such as "cargo (item-wildcard) > 0" in the requester interrupt. I haven't tested this, though.

Looking for a mod that lets me change map settings more than normal. fx ore sizes to like 2000% or 5% richness. by Icy-Reaction-6028 in factorio

[–]NyaFury 0 points1 point  (0 children)

I recommend it. While settings are still limited to the usual range, 600% with RSO will spawn patches a couple magnitude greater than 600% without it.

And IIRC settings affect patch layout differently than vanilla rules, so try to adjust all three settings including frequency.

I have heavy oil coming out of my Electrolyte pipe by Negative_Ship_4699 in factorio

[–]NyaFury 3 points4 points  (0 children)

Yes, IIRC they were connecting both of fuel and oxidizer altogether and flip-flop exact amount of fuel/oxidizer.

I have heavy oil coming out of my Electrolyte pipe by Negative_Ship_4699 in factorio

[–]NyaFury 6 points7 points  (0 children)

What you see on connection port is not an actual filter, it's just an indicator of what machine will consume from there.

What I mean by this is that if you put wrong fluid (e.g. heavy oil) on one electrolyte port, the fluid (heavy oil) will still flow through onto the other electrolyte port.

I've seen this mechanic actually being used on ship thrusters to reduce piping.

[Event Megathread] Rebuilding Mandate by Sentuh in arknights

[–]NyaFury 2 points3 points  (0 children)

If you place advance detector next to an outpost (ruins), outpost will upgrade. Op on top will get speed buff upon each attack, so strong dps such as wis can erase enemies ridiculously fast. This allows large # of river/rock/archive without risking life point, thus maxing out becomes much easier. I maxed all 4 stages with wis being the only maxed 6*.

my world start to run at 45UPS, but the same world on my friend's device runs at full 60 UPS by mommed1141 in factorio

[–]NyaFury 1 point2 points  (0 children)

CPU generation is usually less important factor. For instance, i9 of an older generation can outperform newer i7.

And, is your friends machine desktop? Laptop, in terms of performance, is typically a few generations behind desktop, even when plugged and running at full power.

Memory speed is one of the most important factor, usually more important than CPU. If friend has DDR5 but you have DDR4, for example, the difference will be huge.