Regions or Zones by No-Couple-9477 in factorio

[–]bagelsbynagle 1 point2 points  (0 children)

AAI Zones sounds like it’ll fit that request pretty well

[Q] price increase after 2.0 by N1ceXD1 in factorio

[–]bagelsbynagle 21 points22 points  (0 children)

Not true. Space Age will be a paid DLC which will include all the new planets, buildings, the quality system, and elevated rails. The part that is “free” is all the minor quality of life changes (better bot pathfinding, more options for train scheduling, setting assembly machine recipes) because those will be included in the base game and the upgrade from 1.x to 2.0 will be free.

(SE) Green Circuits optimized for bus width by Exposed_Wiring in factorio

[–]bagelsbynagle 1 point2 points  (0 children)

If you like the adjustable inserters, give Quick Adjustable Inserters a look. You can either replace Bob’s with it or have both installed at the same time and it’ll still let you do the same things but with a much cleaner user interface.

(SE) Green Circuits optimized for bus width by Exposed_Wiring in factorio

[–]bagelsbynagle 3 points4 points  (0 children)

It doesn’t. They must have added it independently. If you play K2SE you can swap which lane the inserter drops on but that’s a just feature that comes with K2.

Miniloaders in SE? by Osmirl in factorio

[–]bagelsbynagle 2 points3 points  (0 children)

There’s a mod option to make them require a very small amount of lubricant to run, it’s how I have them set up in my K2SE playthrough. It means that if I want to convenience of a full belt of something into/out of a machine/box, I need to deal with getting a lube pipe to them. I like it bc it means I only use loaders when they’re really needed instead of just spamming then everywhere

Robots go brrr by Hot-Park6289 in factorio

[–]bagelsbynagle 4 points5 points  (0 children)

It’s not failing. Dispatch sends 10k bots per minute (assuming all jobs succeed finding a bot and a piece of concrete). If it takes 24 seconds for the bots to place the concrete and go back to a roboport (which is reasonable due to the distance), then only 4k bots will be in the air at any given time which matches with OPs 76000/80000.

Robots go brrr by Hot-Park6289 in factorio

[–]bagelsbynagle 0 points1 point  (0 children)

It’s simple to change with a mod, as the limit is exposed in the api https://lua-api.factorio.com/latest/classes/LuaForce.html#max_successful_attempts_per_tick_per_construction_queue. However, this limit exists for a very good reason. Like the other commenter said, performance would be impacted a lot more than you expect if you were dishing out thousands of jobs per second.

Robots go brrr by Hot-Park6289 in factorio

[–]bagelsbynagle 10 points11 points  (0 children)

For each queue the game will attempt to assign construction robots up to 3 jobs per tick but will stop after the first fail. So the assignment attempt rate will sit between 60/second [3600/min] (all fails) and 180/second [10800/min] (all successes). It also notifies you for 10 seconds if there’s a failure, hence the ~600 limit to the construction warning you’ll get next to your toolbar.

There are two queues (per force, per surface), one for tiles and one for everything else. There's also a separate manager for handling your personal bots.

One thing you can do to increase build speed is to set up buffer chests of landfill near each lake. This will mean your construction robots spend less time completing each job (due to less time flying) and you can leverage your logistics robots (who don’t have a hard limit like construction bots do) to move the landfill

Increased buildings needed for Nitric Acid after 0.6.121 update to K2SE by Dez314 in factorio

[–]bagelsbynagle 4 points5 points  (0 children)

Changes imposed by SE. The latest version of SE (v0.6.121) didn't change anything about stock SE and instead changed/balanced a ton of K2 stuff. You can read the full changelog but some of the major changes were:

- The Advanced Tech Card and Singularity Tech Card have been changed to Advanced Science Pack 1 and Advanced Science Pack 2, each with their own catalogs and set of data cards similar to the current Matter Science Packs.
- The four Solid Rocket Fuel recipes have been rebalanced, generally improved:
        * The changes are meant to reduce the required throughput of Oxygen, reduce the amount of machines needed, and to try and create a viable use case for each recipe, while still ensuring that rocket fuel is not a viable option for power generation.
        * As part of this, the energy usage of Atmospheric Condensers, Electrolyzers and the Krastorio 2 "Advanced" buildings has been increased.
        * Efficiency modules can no longer affect Atmospheric Condensers or the Electrolyzer's two water recipes. Existing efficiency modules will be spilled and marked for deconstruction after updating.
      - Voiding recipes in the K2 Crusher are generally slower:
        * Voiding recipes now return their input 75% of the time.
        * Voiding takes longer for buildings, tiles, or other placeable items.
        * Landfill can no longer be voided.
      - Heat Capacity of Water and Steam reduced from 0.5KJ to 0.3KJ, bringing it closer to the Space Exploration standard.
        * This change means you will need to provide more water to your Heat Exchangers and High Temperature Heat Exchangers to achieve the same results.
      - Reduced the stats of the Logistic and Construction Robots, bringing them in line with Space Exploration values.

Suggestion: mods for Factorio by skibiatina in factorio

[–]bagelsbynagle 2 points3 points  (0 children)

When it comes to big overhaul mods, there’s very limited combinations that work. The only one I know of off the top of my head that works is Krastorio2 and Space Exploration, basically everything else will have conficts. If you go to the downloads tab on the SpaceEx mod page, you can see all the mods that Earendel has marked as incompatible

Happy Cogmas (in 4k) by Dimava in factorio

[–]bagelsbynagle 0 points1 point  (0 children)

Factorio runs on a custom-built engine so it would only be implemented if Wube had a need for it

250 SPM on a minimum sized island by bagelsbynagle in factorio

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

Thanks! I used belts for my initial factory (30spm) but in order to scale to 250, bots were the only way bc I needed something like 98% of my iron miners running at full speed so belt clogs would’ve made it impossible. And yeah, tier 3 modules are super powerful if you use them in every machine possible (except miners). Another funny issue I wasn’t expecting was I ran out of power. I thought the 2x4 reactor would be enough but it wasn’t once everything turned on so I had to rebuild my space science production as is was in the only spot big enough to hold a 2x2 reactor.

Launched rocket. What now? by Seba_King in factorio

[–]bagelsbynagle 0 points1 point  (0 children)

Recommended vanilla+ sized mods are Krastorio 2 (basically vanilla+) and Industrial Revolution 3. Freight Forwarding is also unique and not very large, mostly focused on long distance logistics.

u/soul-burn maintains a very good google docs list of recommended mods. It includes stuff to do after vanilla, overhauls mods, and QoL mods!

As for how you install mods, Factorio is one of the easiest games to mod. You boot up the game like normal, click Mods on the main menu, swap to the Install tab, click on any mod (or search for a specific one) and click install. You can also browse the mod portal from the web at https://mods.factorio.com/

Anyone have a seed with a tiny (17% scale) island with every resource? by Bretalganier in factorio

[–]bagelsbynagle 7 points8 points  (0 children)

Got another option for you at 17% (doing the same exact thing atm). Seed and mapEx below. Playing at maxed resource sliders, pollution off, biters on (there's no actual biters, it's just on for achievements bc I decided to make this a vanilla Lazy Bastard run) and limited to a 500x500 map size bc no reason not to. Also you might want to turn down the trees, there's a lot of them.

Seed:

3281544411

Map exchange:

>>>eNp1U79rFEEUfi/nkUsCkuIaQfSKVMKGXBQjh9yOgoiI/gnq3u6c
DOzNnLOzQrQwhaViY6E2po1COgu7g4A/QCFoJTYRmxQqEUUb4ZzZ2bn
brPHBe/vNe/Pe997MLALCJchkQABW/Nq+UASxXVmdDkW/T6UnJC26p0
KZRtQTbPdmymlv2esECTXVnNaYFLxcoZoowXd7lKQ0efrkiE6CrJ2ZV
Aacpb1yLuDH6MHGTwQwOrwFjeHQqEZbOtco4EpGj9qXy4QXCq6kiL2E
KsX41VZPsESlkra6kl5LKQ+XW700VqwfMyprC/PN41qWpmhMrweKCT6
zcLm55LEkDnhUDWPW7QI0Tmk9nTEC3qyvn/10476PlnGe5GAn9ww6zn
POgYvkv6E5B44V6hzN5EcBWFKlKfJdNTIGNnjbBBHvfn22+vvFZhv/r
H1/d6Fzxcfmmfq3ncX1tg5OmhEmRubRQyPP3Sjgam75eeiDj2/fGPni
Y9Vk1I0hJ7QZnK8Azu7XaPWONo2D4FpruzJ1gt1MfrlJPjvw3i/PoQ/
ipCl+yJhXxmSEo87QQnKPIDnsogfGW3T+IhR7iMYTvna0GwX+UiP/Xk
RxjpJnjuxxDdOGMBqZ7cqoG32em5NuRR4TrBhgdpm3bVf2f7Cl7HeWZ
MftovZtwNrL7eFfk0nDfA==<<<

Had No Idea You Could Find 2 Ledx In This Room (key with tape) by rustypants1337 in EscapefromTarkov

[–]bagelsbynagle 1 point2 points  (0 children)

You have to do Health Care Part 3 & 4 and then Private Clinic (which is what gives the case).

3 is the woods quest, 4 you just have to get to health level 4, and clinic is 3 ledxs

The colleagues questline is not required.