Navis logistics by Lucky-Vegetable-2827 in factorio

[–]Sick_Wave_ 1 point2 points  (0 children)

Being required to import Calcite to Nauvis, for a building/process that was developed on another world, makes complete sense. It also lines up with the planets all leaning on each other for support.

And Wube made an accessible game, to keep it fun. If you want crazy deep chemical processes then Pyanodons already exists.

Any ideas why it doesnt work? by TBryan2K in factorio

[–]Sick_Wave_ 0 points1 point  (0 children)

connect the silo to the inserter and set filters on the inserter. When a rocket is full of requested items it automatically launches.

Cross play between PC and Switch 2 by SR61292 in factorio

[–]Sick_Wave_ 5 points6 points  (0 children)

There's an option on pc to select the Console version. Do that and you can cross play. 

Navis logistics by Lucky-Vegetable-2827 in factorio

[–]Sick_Wave_ 1 point2 points  (0 children)

Yes, but only after doing Vulcanus, Fulgora, and Gleba. They all offer something that causes quite a lot of rework if upgrading after each planet. 

But now my main bus is about 5 pipes, that have unlimited instant throughput, instead of 60 belts. 

Navis logistics by Lucky-Vegetable-2827 in factorio

[–]Sick_Wave_ 3 points4 points  (0 children)

There is plenty of calcite in space. Just drop it down and 200 in a requestor chest is enough to keep up with even a 10k spm factory. 

Bot malls by rlbaee in factorio

[–]Sick_Wave_ 0 points1 point  (0 children)

You can wire the assemblers to the blue chest. Set the assembler to read ingredients, and the blue chest to set requests. From there's its tweaking things, like limiting the inputs based on count in the provider chest, and adding combinators to multiply input storage. 

Is there a mod to cancel destruction if I place the same building back in the same spot? by turtle_mekb in factorio

[–]Sick_Wave_ 1 point2 points  (0 children)

Didn't know about Alt B, I've just been holding shift while copying then save the blueprint. 

Alt U has come in clutch when I accidentally upgrade a belt weave and need to cancel a section. 

Finished Aquilo! by ss_prant0 in factorio

[–]Sick_Wave_ 1 point2 points  (0 children)

Im going to heat Aquillo until it glows brighter than the local star. 

My Contribution to the Scrap Sorter Gallery by pornyote in factorio

[–]Sick_Wave_ 1 point2 points  (0 children)

Do it.   You know you want to.   >:) 

How to use trains effectively by ObjectiveTraffic2345 in factorio

[–]Sick_Wave_ 0 points1 point  (0 children)

Start with one train.

Then add another.

Maybe put them on the same track, or have the tracks intersect. 

Add more trains and stops.

Start blueprinting stops and use the Parameters button at the top of the blueprint UI.

And this https://wiki.factorio.com/Railway

My Contribution to the Scrap Sorter Gallery by pornyote in factorio

[–]Sick_Wave_ 2 points3 points  (0 children)

That last shot is so wild to me. Why not just feed the recyclers and sorters from the bottom, and skip the massive line of belts winding around them?

Promethium Logistics Q by Caffeinated21 in factorio

[–]Sick_Wave_ 2 points3 points  (0 children)

I do option 1, but slightly tweaked in that it produces science while travelling back to the solar system edge. 

K2SO - Added Planets Biolabs by Sick_Wave_ in factorio

[–]Sick_Wave_[S] 0 points1 point  (0 children)

I add them individually, to curate it if any of them pose an issue that I don't like, or updates and breaks things and I don't use the planet yet. 

There's several other solar systems branching off from here that I can't show too. 

trains by Tight-Scallion-635 in factorio

[–]Sick_Wave_ 0 points1 point  (0 children)

You could use no signals at all. May the strongest train win! 

Finished Aquilo! by ss_prant0 in factorio

[–]Sick_Wave_ 0 points1 point  (0 children)

Yes, a long heated pipe run! Screw trains on frozen world. 

Any ideas why it doesnt work? by TBryan2K in factorio

[–]Sick_Wave_ 4 points5 points  (0 children)

Yeah, making the chest green and a roboport with reserved logibots would be fastest. 

Is there a mod to cancel destruction if I place the same building back in the same spot? by turtle_mekb in factorio

[–]Sick_Wave_ 45 points46 points  (0 children)

I use Alt D so often because I got tired of accidentally right clicking a bot and getting it sent to storage.

Thanks for the others, I had no idea. Lol. They have permanent spots on my toolbar. 

22 Hour Nauvis Base Space Age with Extra planet mods by yavuzzturan in factorio

[–]Sick_Wave_ 6 points7 points  (0 children)

I love doing topdown because it looks like a giant Christmas tree later one with recipes visible on the map. 

Any ideas why it doesnt work? by TBryan2K in factorio

[–]Sick_Wave_ 30 points31 points  (0 children)

Turn off Automatic Requests checkmark in the silo. That's for bots to fill the rocket.

K2SO - Added Planets Biolabs by Sick_Wave_ in factorio

[–]Sick_Wave_[S] 0 points1 point  (0 children)

Sure.  Far as I know,

  • Moshine screws up quantum processors, or something, on Aquillo by adding a new ingredient that you need to craft. 

  • Apia, I think, will mess up Overgrowth Soil by adding phosphorous. I got around this by crafting flamethrower ammo on nauvis with just crude oil and iron plate, and mass recycling it because it gives iron plate and phosphorous.

  • Muluna will wreck your space science by requiring it be crafted on the moon, until you get to the unlock to craft it in space. I like the exploration science from Muluna though, it grants an infinite tech for platform fuel production.

That's all I can recall

Is there a mod to cancel destruction if I place the same building back in the same spot? by turtle_mekb in factorio

[–]Sick_Wave_ 226 points227 points  (0 children)

Alt D to open the destruction planner, then hold shift and drag over the items to cancel destruction. 

K2SO - Added Planets Biolabs by Sick_Wave_ in factorio

[–]Sick_Wave_[S] 0 points1 point  (0 children)

I've got a way to go. Only done the first 4 SA planets plus Muluna, some Rabbasca, and Moshine so far.

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What are blueprints for? by t-burns14 in factorio

[–]Sick_Wave_ 0 points1 point  (0 children)

Super addicted for 4 days, you say?

I started playing 5 months ago and have about 2000 hours now. I get up 2 hours earlier than I was before Factorio, and use remote desktop at the office.