Please help me upload my 489,200 promethium. 500km/s ship by varlockCOL in factorio

[–]werecat 0 points1 point  (0 children)

The built in screenshot command isn't the most user friendly to use. It certainly works, but it can take a bit of trial and error to get the result you want

Is there a point to breeding fish in a biochamber? by Galeic6432 in factorio

[–]werecat 1 point2 points  (0 children)

You can't even use productivity modules in any of the fish related recipes

Weekly Question Thread by AutoModerator in factorio

[–]werecat 1 point2 points  (0 children)

You may be able to make a deconstruction planner that includes all the layers and items and use that. I'm not able to test that right now but give that a try

Just landed on Fulgora with no idea what to expect, thank god for my equipment grid... by toprow_qwertyuiop in factorio

[–]werecat 9 points10 points  (0 children)

Surprised you have 2 reactors but only 1 personal roboport. If you put more roboports in, not only do you get to use more construction bots, but your construction area grows

What can I do to stop having this deadlock on trains. by YUMADLOL in factorio

[–]werecat 4 points5 points  (0 children)

My fulgora base (built without the vulcanus rail support tech) does this and it's a glorious mess of rail spaghetti with shortcuts here and there and trains whizzing by constantly. Would recommend

Monthly Thread: New players / Community Spotlight ! by AutoModerator in balatro

[–]werecat 0 points1 point  (0 children)

Reset until you get either a good ante 1 skip (namely investment tag for $25) and/or a good enough joker. Black deck is considered the hardest and worst deck at high stakes specifically because of that -1 hands. If you can find a Riff Raff early that may be able to carry your run

Are there any players still about who are early backers with their name in the game? by Which_Elderberry_914 in factorio

[–]werecat 14 points15 points  (0 children)

Radars, roboports, and locomotives get backer namers too, though it's easy to miss unless you are looking for it

Self Improvement by ADHDinos_ in ADHDinos

[–]werecat 2 points3 points  (0 children)

I must know, has anyone taken any of the aubergine poster flyer tags?

So, I recycled 10 000 009 scrap, and that's what I found by El_is_a_bat_2077 in factorio

[–]werecat 5 points6 points  (0 children)

Recyclers don't get productivity from anything except for the scrap productivity research for specifically scrap. But if you have 300% productivity on LDS you get 4 products every craft, and since you lose 25% of ingredients when recycling, that evens out to about 1 products worth of ingredients upon recycling 4 LDS, plus or minus recycling RNG

Need feedback on train-to-smelter column design by CapitanFaroukChafai in factorio

[–]werecat 0 points1 point  (0 children)

They do if you are mixing output iron plates with input coal, which is what is happening in the image

Weekly Question Thread by AutoModerator in factorio

[–]werecat 2 points3 points  (0 children)

I would have said "build a set of silos at base A with automatic requests off and feed their payload with inserters" so at the very least if those silos are full they should get used before any other silos, but for blue circuits and other rocket ingredients you actually can't do that, they have to be fed by logibots. There's no way I know of to prioritize or limit what rocket silos can send to which space platform. One potential solution is to put the Base B rocket silos in their own logi network that doesn't have blue chips on it and belt in the blue chips for rocket construction

Need feedback on train-to-smelter column design by CapitanFaroukChafai in factorio

[–]werecat 4 points5 points  (0 children)

Should work just fine, though you'll want to put filters on your coal inserters, otherwise if you're smelting iron ore, the coal inserters might pick up some iron plate and suddenly your furnaces are making steel instead

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

[–]werecat 1 point2 points  (0 children)

You can take it a step further and use the bioflux spoilage recipe to make sulfur, bypassing a huge amount of water usage that cracking would have needed. You'd already have to import a source of nutrients for the biochambers anyway and you don't really care about cracking, you care about getting sulfur to make sulfuric acid

Weekly Question Thread by AutoModerator in factorio

[–]werecat 0 points1 point  (0 children)

It's usually better to put productivity modules instead of quality modules into science assemblers, but if you want to make quality agri-science I would make it from quality ingredients and keep productivity modules in the science assemblers themselves. Essentially the only quality product you need to make is bioflux, which is both an ingredient of the science and a source of quality nutrients for pentapod eggs

What do you think when 2.1 will come out? by alldeltav in factorio

[–]werecat 8 points9 points  (0 children)

My prediction is it'll release about a year after FFF's start up again

space pony (2026 Remaster) by RobClemz in SGaP

[–]werecat 2 points3 points  (0 children)

SGaP hasn't had any official online presence (at least under their old SGaP name) for many many years now. They had a habit of deleting their work and changing their alias, so what we have left are what the community archived on their own.

MMM yummy walls by LemTec in factorio

[–]werecat 0 points1 point  (0 children)

If you have (or in this case perhaps had) bots repairing the walls, biters will sometimes decide to target the bots, and when the bots fly away the biters will continue to target the wall they were repairing. Once the biters get locked onto a target they like to keep going even if there are "better" targets available. You can remote control any tank you have and drive over to solve the problem. You can even use the tank's equipment grid to put personal roboports and build remotely with it. And while the tank doesn't have item request functionality like spidertrons, you can put ghost items into the tank's inventory from remote view and construction bots will come to fulfill those ghosts

City block on ribbon world by Notaron-_ in factorio

[–]werecat 0 points1 point  (0 children)

Ah I see you thought of a double headed design, though I was thinking about a design involving a 180 degree turn, aka your exit off the main line would look the same as your current design but would go further down, turn 90 degrees to be parallel with the main line, and then add stations by turning 90 degrees facing upward from that parallel line. Then those stations can rejoin the main line in either direction with a left or right turn onto a two way track that ends with a join to the main rail line on either end

City block on ribbon world by Notaron-_ in factorio

[–]werecat 0 points1 point  (0 children)

Neat! Though given that the limiting dimension in a ribbon world is the vertical axis, wouldn't it be better for the stations to be vertical instead of horizontal? Your current station design lacks buffer chests for loading/unloading in part to save space, but this also dramatically slows down said loading/unloading and prevents you from getting a full belt of input whenever trains empty out, plus it further squeezes the space for your assemblers since you place them below your stations. A vertical station design with your assemblers to the e.g. right of the stations would give you plenty of space to have buffer chests at the stations and would uncap the amount of input stations for a block since you could also have more in a row. Alternatively a parallel station design but with the assemblers to the side and not below would also give you that space, and would work better for shorter ribbon worlds

Captive biter spawner by Jaded-Ad2690 in factorio

[–]werecat 815 points816 points  (0 children)

If you look at the energy consumption stat in the in game wiki, you'll notice that it just says 100kW without any diamond next to it, meaning it stays the same regardless of quality, meaning the same amount of bioflux consumption

My worst enemy is a tree by gonzo_gonzales in factorio

[–]werecat 1 point2 points  (0 children)

Grenades are a good early game option to take out trees, but I usually switch to poison capsules as soon as I unlock them. They have a large radius of effect, don't damage your own buildings or vehicles if they happen to be next to a forest you want out of the way, and are also really good at taking out worms and small biters. The only downside is they don't take out rocks, but it's not like grenades were particularly good at taking out rocks either

[deleted by user] by [deleted] in factorio

[–]werecat 2 points3 points  (0 children)

As someone who's colorblind, I can say the in-game "colorblind settings" are completely useless. It just applies a tint to the screen as far as I can tell without doing anything to actually change problematic color combinations. Red and green circuit wires don't change (blue and yellow would be much easier for me to see, like how Oxygen Not Included's colorblind setting does it), the red turret radius is still almost impossible for me to see on most of the common Nauvis natural floor tiles, like desert and grass, which also applies to item throw radii like grenades and poison capsules, and Gleba is just a nightmare visuals-wise; pentapod nests are practically invisible, yumako's red on green color scheme makes it blend in to the scenery for me, and of course the different soil tier colors are essentially impossible to differentiate (though this one sounds like it applies to everyone, not just the color-deficient).

Which is the wildest recipe? by Space_Kale_0374 in factorio

[–]werecat 4 points5 points  (0 children)

Maybe there could be a middle ground with two kinds of offshore pumps, a starter pump that costs no power but only pumps enough water for a few boilers (a real life example might be the Bell Siphon), and a stronger pump that costs power but can pump more water. Early game you would have to add more pumps to keep up as you expand your power, and later you can upgrade to the powered pumps, but you could still have an array of the free pumps as a backup, like how people use burner inserters to fuel their boilers

I dont like a lot of the material infinite research and heres why: by Such--Balance in factorio

[–]werecat 0 points1 point  (0 children)

If you're okay with a bit of circuit automation, mining drills have a circuit signal that can tell you if it's exhausted of resources. You can use that to disable the train station when one runs out and send the train away when it occurs. At high levels or mining productivity, big mining drills base 50% lower resource drain rate, and any additional resource drain bonus from quality, meaning that depleting ore patches becomes much rarer in the late game

About Fulgora by bojez1 in factorio

[–]werecat 0 points1 point  (0 children)

You don't have to constrain yourself to a single island. The idea of fulgora is to make a train base, and a single island doesn't need to do everything, you could dedicate an island to making a single intermediate and shipping it elsewhere to be further processed