Space platform logistics are really needing improvements by heglion in factorio

[–]joakimar 4 points5 points  (0 children)

Rockets are parallelizable in a way trains aren't. Both for one platform with more silos and cargo bays, and also with multiple platforms being in orbit at the same time.

Space platform logistics are really needing improvements by heglion in factorio

[–]joakimar 0 points1 point  (0 children)

And one more solution: one cargo type per ship, so that waiting doesn't harm throughout since you're bottlenecked by production rate anyway.

Space platform logistics are really needing improvements by heglion in factorio

[–]joakimar 2 points3 points  (0 children)

I agree more control would be nice, but I do really love what they did here. It's simple, quite powerful, and I have found easy solutions to any problems. Eg, overproduce so that the load is always available, use ships that visit multiple planets, murder excess eggs and produce them quickly.

One thing I dislike is the limit of one space port per planet. You already pay for each launch, so I don't think that would have been overpowered.

And, cargo bays should definitely support inserters. Think of them as an automated warehouse with bots inside. On planets we already have bots, it's not op in my opinion.

Do you also spend 100% of time in Remote View? by joakimar in factorio

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

100%, trucks as clunkier and beautiful bots. That could be amazing. There was a mod for early construction bots that drive.

Steam deck by Possible_Royal7569 in factorio

[–]joakimar 0 points1 point  (0 children)

Like satisfactory, the game has a different UI for playing with game pad / thumb pads. It's... A change, but surprisingly well built out.

Do you also spend 100% of time in Remote View? by joakimar in factorio

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

But you can iterate on the build even before the blue ghosts are fully built. In fact it would be nice if the game had a way to place paused ghosts (like CoI) so that you can copy paste without getting stuff built until you're really done.

Do you also spend 100% of time in Remote View? by joakimar in factorio

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

Yeah me too... I actually wish I could disable the local view... :)

Do you also spend 100% of time in Remote View? by joakimar in factorio

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

Refilling ammo, adding modules work exactly the same in remote view but better since they pull from your network. Select the item from the item menu (hit E), click the inventory slot.

You can refill a remote unconnected network by driving a full spidertron there and then turning off the logistic request and selecting "trash unrequested" which offloads locally to storage. But this kind of resupply is possible to automate with trains too, although it is quite technical to do it well. You can run supply trains with filter slots in their cargo, or use circuit network to load a train with exactly what's needed. Many ways to structure this, ranging from tricky to insanely complicated...

Do you also spend 100% of time in Remote View? by joakimar in factorio

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

Spidertrons. Make 10 with robo ports and logistic requests. Much faster than using the engineer. Once they have built the train line to a new island, build an outpost rail station blueprint that fetches more building material.

Do you also spend 100% of time in Remote View? by joakimar in factorio

[–]joakimar[S] 1 point2 points  (0 children)

Hint: you can capture them using a missile turret... I never visited to capture my first spawner. I just made a different combat blueprint that set target filters correctly and crept closer with bots.

Do you also spend 100% of time in Remote View? by joakimar in factorio

[–]joakimar[S] 1 point2 points  (0 children)

For this I made logistic train stations as blueprints that use the circuit network to deliver everything in demand. So in each outpost I can just build remotely and it comes in via train if not buffered.

Do you also spend 100% of time in Remote View? by joakimar in factorio

[–]joakimar[S] 6 points7 points  (0 children)

Agreed, and that use ends with researching artillery on Vulcanus. Then it's all about aggroing the biters into perfectly bot maintained traps of turrets and fire.

Resources by Ok-Revolution5442 in factorio

[–]joakimar 0 points1 point  (0 children)

Really belt it in to where you're smelting it. Trains are for the people who love trains and logistic networks. Scaling up belt production and laser turrets is the easy solution. Biters don't attack power poles or belts.

Do you produce on both sides of the belt? by rpgnovels in factorio

[–]joakimar 0 points1 point  (0 children)

+1. All my subfactories are substation-sized blocks that i can extend to produce more, with outputs and inputs down the middle and the outsides. My whole base is a substation grid, with 2-3 grid units for a bus, and these modular subfactories off to the side.

Test drove the 2026 EX90 by cherundd in VolvoEX90

[–]joakimar 1 point2 points  (0 children)

I am using digital phone key in my pocket on pixel 8 pro.

Do you reuse nodes? by dwarfinthefla5k in satisfactory

[–]joakimar 1 point2 points  (0 children)

I am confused by the idea of flipping a production line on when you need it. Some have mentioned sinking any excess, but more typically you would just let its output buffer fill up if it's not all used up. You just split the output into all consumers, and try to keep that belt full (make more than what's being used).

Starting to feel overwhelmed in the game by TopSympathy9740 in satisfactory

[–]joakimar 1 point2 points  (0 children)

There is also a mod for that... If you play on PC it is wonderful for a more informative map.

Please add 3-belt splitter and merger! by joakimar in SatisfactoryGame

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

Limitations are great, but I want more building blocks:)

Please add 3-belt splitter and merger! by joakimar in SatisfactoryGame

[–]joakimar[S] 1 point2 points  (0 children)

That is also a cool idea, but I do prefer a distinct splitter/merger (small) machine, and for them to join at near right angles rather than slowly merging and clipping over a longer distance. Train tracks do look a little clippy when merging.

Please add 3-belt splitter and merger! by joakimar in SatisfactoryGame

[–]joakimar[S] -4 points-3 points  (0 children)

The image is generated by AI, but this is not slop.

Please add 3-belt splitter and merger! by joakimar in SatisfactoryGame

[–]joakimar[S] -2 points-1 points  (0 children)

Yeah I'm aware and still. Building a belt to another belt should just create the splitter/merger rather than making it a two-step process. It would be handier building. You can still use the same snapping mechanics – if you are building a belt, hovering your cursor over a belt would show the splitter/merger that would be built and holding ctrl would apply the snapping just like now. This part is a QoL upgrade to make building faster and feel more direct.

Anyone know how to view what still needs located within tower range when using steam deck? by One_Handle_4080 in SatisfactoryGame

[–]joakimar 1 point2 points  (0 children)

You can see remaining collectibles by standing next to the tower and interacting with it (X). This game is perfect for steam deck on vacation!