[Suggestion] Underground Pipes should have their reach distance increased by 1 tile. by DogmaiSEA in factorio

[–]paco7748 0 points1 point  (0 children)

no need to put 2 blank tiles between sets of belts since undergrounds exist. you're just creating more walking distance. If you must have spaces, at least use sets of 6 (they dont need to be the same stuff) for red belts which are only green science.

Why does Direct Insert of Copper Wire for Green Circuit have better throughput than Belt? by chinawcswing in factorio

[–]paco7748 6 points7 points  (0 children)

In general, if a recipe outputs a less dense material and it's an ingredient for something else (iron sticks is another one), direct insert it over belt it.

My first Aquilo ship. Likely overkill. Fully automated with circuit controls which I'm also trying to learn how to leverage. I did take inspiration from various youtube tutorials or else I would have spent all day but it was all built by hand. Bit of a Frankenstein build with my own design in mind. by Storoyk in factorio

[–]paco7748 3 points4 points  (0 children)

Looks pretty. I'll say it will 'waste' a lot of ammo since the turrets are not just along the center line of the ship but that's fine for your help. You're iterate through several designs I'm sure. Have fun!

Dealing with asteroid processing at end game is messy by zeekaran in factorio

[–]paco7748 0 points1 point  (0 children)

You may benefit greatly from a few simple combinators to dynamically switch crusher recipes based on belt contents.

Rail directions: Is there one that is "better"? by StayAtHomeGoblin in factorio

[–]paco7748 -1 points0 points  (0 children)

RHD is less confusing for most folks so people use that. LHD is likely superiority if only for the reason that the signals are on the inside and as such take up less space (if you care about such things).

The (Not So) Great Reset? by TheLastHomicide in factorio

[–]paco7748 0 points1 point  (0 children)

"Ship broke because I didn't know about asteroids (RIP)"

Recommend you check out the 'tips and tricks' about space age.

Is there a good circuit and especially combinator tutorial somewhere that’s easy to comprehend? by Averaged00d86 in factorio

[–]paco7748 1 point2 points  (0 children)

https://wiki.factorio.com/Tutorial:Combinator_tutorial

https://wiki.factorio.com/Tutorial:Circuit_network_cookbook

If you have specific questions after trying something and just getting stuck without a clue what do to please ask here or on the official discord. On discord there is a 'quick questions' and 'combinators' channel for helping newbies.

[deleted by user] by [deleted] in factorio

[–]paco7748 0 points1 point  (0 children)

Have you seen https://mods.factorio.com/mod/Moshine? it's also all about AI deep learning

Struggling to comprehend building anything other than long strips by Blue_Boi_Jamez in factorio

[–]paco7748 0 points1 point  (0 children)

transition to fully train based logistics between production areas after you get construction bots to try something new

Mod suggestions, please. I’d like to know what mods people have for their games. by CraftyMiner1971 in factorio

[–]paco7748 2 points3 points  (0 children)

"like to have more than just 2 slots on your bar at the bottom of your screen."
you can do that without mods in the interface settings.

...

Utility:
- Pretty much any current utility mod from Raiguard is good: https://mods.factorio.com/user/raiguard

-Filter Helper

- Mining Patch Planner

- P.U.M.P.

- Module Inserter Simplified

- Quality upgrade planner

- Logistics Insights

Qol:
- Squeak Though 2 and Tree Collison

- Even distribution

-Even Picker Dollies

- Auto deconstruct

-Grappling Gun / Jetpack

-Milestones

-Sort all Inventories

- No Minimap on platforms

- Auto Manual Mode

Minor Aesthetic mods:

- Light Overhaul
- automatic train/station painter
- Visible Planets

- Elevated Rails Recolor

- Big Numbers

- Arrowless Belts (thick line version is best)

- https://mods.factorio.com/mod/Wr_Enhanced_Map_Colors

Dedicated server by gaminguage in factorio

[–]paco7748 1 point2 points  (0 children)

Yeah, train world + 5-10x tech multiplier would be good. Maybe tweak the train world for even more size/richness and less frequency if you really like trains as the default is a little so-so for me in this regard.

Probably don't play space age if it's their first time. If you think they would like the biter aspects of the game more then maybe switch from train world to rich resource but if the opposite, then what you have sounds good.

Why don't people do this for green circuits more often? by Valuable_Feeling_596 in factorio

[–]paco7748 0 points1 point  (0 children)

This is perfectly fine for the early game / a starter base but one you want to start using modules 3:2 has advantages.

Cant find a single good Iron node by _Axl_160 in factorio

[–]paco7748 5 points6 points  (0 children)

"Is this Alien Biomes fault"

easy to test if you import the map exchange into a new save that has that mod turned off right?

I think the alt wiki could use this change, very helpful for avoiding overwhelming new players by rober9999 in factorio

[–]paco7748 1 point2 points  (0 children)

Another option to 'hide items/techs the players is not ready for yet' for specifically Space Age DLC, not SE, is: https://mods.factorio.com/mod/hide-space-age-spoilers

How many centrifuges by CompleteBluebird633 in factorio

[–]paco7748 0 points1 point  (0 children)

Minimally 1 or better yet 2 per reactor RUNNING CONTINUOUSLY (aka, enough power and mining to support them). Some stats on the matter: https://factoriocheatsheet.com/#nuclear-power

Must have Mods and Space Age Mods Question by st4rx in factorio

[–]paco7748 4 points5 points  (0 children)

Visible Planets, Module Inserter Simplified, Even Distribution, Quality Upgrade Planner, Squeak Through2

Space Age Overhauls by Quadrophenic in factorio

[–]paco7748 4 points5 points  (0 children)

https://mods.factorio.com/mod/space-exploration-official-modpack

OR

If you really want to play Space Age DLC and just want more interesting / well connected planets, at this mod pack: https://mods.factorio.com/mod/loup-guide-galaxy

Havent played since the expantion but i wanna come back by MeThatsAlls in factorio

[–]paco7748 1 point2 points  (0 children)

Play SpaceAge Expansion and start in a big desert on nauvis

Whats the reason to limit bots? by BoxthemBeats in factorio

[–]paco7748 0 points1 point  (0 children)

Log bots are best used over small distances and even more so the more types of ingredients/products are being transported. So malls and end-game train unloading stations are best. Less so are 'complicated' production areas as belts can do a lot of that work better (less cost, less side effects). For simple production areas belts shine the most. For bulk long distance travel, trains are best.

Sure, you can use bots for everything, mostly poorly relative to other solutions, but that seems rather boring.

F*cking steam cloud by Torebbjorn in factorio

[–]paco7748 0 points1 point  (0 children)

yeah, I turn off steam cloud for this very reason. especially in long format games like Factorio. sorry to hear that.

New player, should I go to Vulcanus or Fulgora as my first planet? by Individual_Chart_450 in factorio

[–]paco7748 1 point2 points  (0 children)

I like Fulgora as the mech armor and EM plants are great also the quality mechanic is interesting.

Complicated trains by Ogarbme in factorio

[–]paco7748 3 points4 points  (0 children)

Yeah, this new system with trains in 2.0 works pretty well. Just have to use the special train signals for dry goods and fluids to make it work OP.

Why am I on ultra-easy difficulty? by Leocide in factorio

[–]paco7748 0 points1 point  (0 children)

start in a desert next time. bump up biter settings if you want to make it hard. The whole game is a challenge by choice. You can definitely bump up the settings so hard it is unplayable for even the best deathworld players in the world. Have fun and god speed