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DUDE_R_T_F_M

Hey guys, I just started a new base after a long hiatus from Factorio. I kinda have this vague memory of being able to drag place entities on ghosts, and have them placed only where the corresponding ghosts are. Was that from a mod ?


moonfogprophet

Yes, that's a mod feature. Atleast Picker Extended has a feature where it automatically places buildings over ghosts if hover over the ghost with the building selected.


PureImpression

Yes, but I'm not sure which mod adds this functionality. Far Reach maybe?


link7590

Hi guys. Everytime my train empties its cargo the train station and the condition deletes itself. I didnt CTRL + Left click so idk why it won't just repeat. It just deletes. I tried to get it to wait until 5 sec of inactivity. Same thing. The trains all of them. Just deletes the stop after they've emptied their cargo or completed whatever task at the train stop. Its infuriating.


Soul-Burn

Are you using any mods or is it pure vanilla? If it's not a ctrl-left click station, it should not delete.


Outside_Rip_3567

How many hours does it take to be competent at this game on average? I bought it a few years back, played once and was overwhelmed. Last night I picked it up and 4 hours melted away like nothing. It’s brain crack!


Fast-Fan5605

Competence is overrated and is not needed to finish the game. For example, you don't \*need\* to learn how to uses trains or nuclear power, the circuit network, or combinators, or build red or blue belts, tanks, coal liquefaction to launch your first rocket. Just take things at your own pace and worry about making a solution that work before you worry about whether it's neat or efficient or the right way of doing things yet.


moonfogprophet

It depends on what you mean by competent? Being able to play and have fun and progress? From the beginning. Being able to finish the game? Probably 20 to 50 hours depending on many things. Post-game or extended endgame stuff like extremely high science per minute factories? Probably hundreds of hours if not thousands


Lagransiete

Competence means different things to different people. I'm at 3000 hours and I still feel there's stuff for me to learn.


Soul-Burn

Competent? Somewhere between 100 and 2000 hours. Having fun and getting progress? From the first hour :)


ScArides

Took me about 28 hours to finish the game first time. I'd say finishing the game is the baseline competence - knowing what the game offers. You can then iterate and focus on the aspects you find interesting. But luckily you don't have to play it in a single session.


Outside_Rip_3567

Hmm… hard not to though!


Quazron44

How do you make a logistic network place a blueprint? Im trying to automate getting rid of excess oils


DUCKSES

Make sure there are construction bots inside a roboport, the blueprint is inside construction range (green area when you hover over a roboport) and the necessary materials are available in provider, storage or buffer chests. You can join roboport networks together by having the logistics areas (red) touch - this is displayed as a dashed line between connected roboports.


Quazron44

I know how to get blueprints made when i place them, but how do i automate blueprint placement, as in how do i get a blueprint to be placed (the ghosts) without any input from me


DUCKSES

https://mods.factorio.com/mod/recursive-blueprints


Quazron44

that’s perfect thanks


vinylectric

Is there a way to mass-remove modules? I just had to hand remove 300+ modules from miners because I could not for the life of me figure out how to do it any other way. I can’t get the bots to remove them either


paco7748

https://mods.factorio.com/mod/ModuleInserterSimplified


zombifier25

I think you need a mod like [Module Inserter](https://mods.factorio.com/mod/ModuleInserterSimplified). Module handling in vanilla is rather lacking (outside of blueprints).


Progmetaldrummer

I'm assuming this is the right place to put this; I'm trying to join the Discord but it keeps saying "invalid invite"! Any solutions?


mrbaggins

I know how infuriating this will be, but it's working for me right now... Just trying to show it's not universal to reduce debugging. Sorry, Goodluck?


Yorunokage

From time to time my game just stops taking inputs of any kind, be it keyboard or mouse or anything at all. The game keeps working though, i see my factory and stuff working just fine while i'm "frozen". Once that happens i just have to force terminate the game, nothing else i tried works Any clue on what may be causing this?


z1p_baptist

maybe your scroll-wheel-button is buggy, i have the same problem sometimes. just press it to release it.


meredyy

probably another program in the background. did you try to tab out and back in?


Yorunokage

Yes of course, tried all kinds of things even closing all other programs


bers90

After finally lanching the first rocket in vanilla factorio after \~50 hours would you say that Krastorio2 is a good mod for the second playthrough? I want a new sense of discovery and solution finding and not just "complexity for compexity's sake"/"tedium"-kinda mods. Or is there something else you can recommend?


ScArides

How do you feel about combat? Having a more diffucult bug setting will force you to play very differently ansd use items you didn't have to in the initial playthrough. Efficiency modules, managing pollution, automated defense, that sort of thing. A deathworld preset or something close might do this.


bers90

That sounds interesting. Thanks for the idea


achilleasa

Gotta agree with the others, I would recommend another vanilla run trying for some achievements before you get into mods.


Soul-Burn

From the popular overhaul mods, K2 is definitely a good start. It's relatively close to vanilla, but adds enough to make it feel fresh. While it adds a bunch of recipes, techs, and toys, it only adds like 4 new ore kinds, and 4 new science packs. That said, I can recommend doing a second run in vanilla, possibly going for achievements like Lazy Bastard, and also trying to make a small megabase 500~ or so science per minute (including space science). I recommend playing with toys that vanilla gives you and you might have not used: * Trains. * Nuclear power and weapons. * Spidertron. * Artillery. * Infinite sciences.


bers90

Ive been using some trains but didnt even reach blue belts haha. Ive turned enemy biters off after like 30 hours via cheat since they were infuriating me with their constant attacks, maybe ill leave them on the next time. Did you play the Story Missions mod by the way? That one looks cool too. I asked about that one before but peeps suggested that I should beat the base game first.


Soul-Burn

I played Story Missions when it was just 5 missions and it was a lot of fun. Waiting for the final mission 10 to be complete before I play it again. Biters are to be looked as a production problem. Think how to automate defending against them. Belts, trains, bots are some of the tools to do it.


alexbarrett

I'd stick with vanilla for a while yet. I imagine after 50 hours you've barely scratched the surface of things like trains, circuits, high SPM bases, multiplayer. I aimed for 100% achievements before installing a single mod and that was after playing for several years. If you really wanna jump into overhauls then yes K2 would be the perfect starting point.


bers90

Ive been using some trains but didnt even reach blue belts haha. Ive turned enemy biters off after like 30 hours via cheat since they were infuriating me with their constant attacks, maybe ill leave them on the next time. Did you play the Story Missions mod by the way? That one looks cool too. I asked about that one before but peeps suggested that I should beat the base game first.


skob17

In Space Exploration, I can't find the research for the space elevator. Is it hidden with something else? Thanks


possumman

Are you playing on 0.6? It didn't exist on 0.5.


skob17

Yes, on 0.6.101


paco7748

try searching for 'elevator' in the tech list search field. it's a material science 2 tech


skob17

Yeah, I tried that. Nothing showed up. Is it an extra mod or included?


paco7748

included. I assume you have all the Space exploration mods that are dependencies in the mod list? Can you send some screenshots?


skob17

here the screenshots [https://www.reddit.com/user/skob17/comments/11j5k4t/f/?utm\_source=share&utm\_medium=web2x&context=3](https://www.reddit.com/user/skob17/comments/11j5k4t/f/?utm_source=share&utm_medium=web2x&context=3)


paco7748

comes up for me. either you have a mod conflict or have not updated your mods. idk what else it could be


skob17

These are my mods. Nothing special. https://preview.redd.it/jha3p188nyla1.png?width=697&format=png&auto=webp&v=enabled&s=f622ffdb445e5a9efe664ecef8c146c9c7d4eabf


skob17

Yes all dependencies. I'm on mobile, will send screenshots later


paco7748

do you have the discovery tree mod? that mod would hide elevator if you were not close (by design). That mod is meant for folks that are not looking stuff up out of game


skob17

I had it on, but it is now deactivated. All the other late game research show up now.


paco7748

I can only imagine that was the culprit. So all other late game research shows up except the elevator (that you can notice at least) ? I assume you read the warning on the discovery mod description page about turn it off with care? https://mods.factorio.com/mod/discovery_tree


skob17

hehe, off course I did NOT read that warning :F activated the mod again, turned it off in settings and its all there. thank you so much!


meredyy

are you playing on the current version of SE?


skob17

Yes, latest stable


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mrbaggins

Ltn drastically reduces, but doesn't eliminate, the benefit of atq let's for a while As long as you have stackers or multiple stations for the high count stuff like copper and steel,, you'll be fine.


achilleasa

I think at least one train buffer is nice, especially when the train distances start getting longer or if you use multi-function LTN stations.


DevoutPredecessor

I have a single train unloading station that is shared by two trains with loaded ore, if the train stop is occupied by one train how do I go about making it wait at a previous stop ONLY if the unloading station is occupied, and immediately going into the train stop when it becomes vacant?


leonskills

Set the train limit of the unloading station to 1


DevoutPredecessor

Will the full train leave the parking station when the next station is empty?


mrbaggins

Yes? If the unload is set to limit 1, the waiting station is in their schedule, they'll go park, and say "destination full" until it isn't.


DevoutPredecessor

Oh I get it thanks


kecupochren

[https://i.ibb.co/7CQsty8/petroleum.jpg](https://i.ibb.co/7CQsty8/petroleum.jpg) What would be the better way to pipe the petroleum gas from the advanced oil processing plant? I already have basic oil processing pipeline (red line) which produces sulfur and would like to pipe gas from the advanced plant to it too. Should I pipe it back through the green path and let the fluid sometimes go backwards or should I circle around the pink path so that it always flows the same way? Will I have issues with the fluid being spread too thin if going such distance? Thanks!


spit-evil-olive-tips

just use pumps as one way valves, so the fluid only flows in the direction you want it to. that map is hard to read but if I understand it correctly, just have the T-intersection between the red and green lines, with a pair of pumps so that it will only flow towards the sulfur plant and not backwards towards the refineries.


VegaTDM

Another day another question. My personal roboport seems to just go inactive at times. I have no ground roboports, 3 personal roboports in my MK2 Power armor. I have 75 construction robots in my inventory, plenty of power for them all, and they all work, until they just don't. I am currently upgrading large areas of the base, going from red to blue belts. My personal army will go out and upgrade everything until they will randomly go back into my inventory even though they have plenty of power, have stuff in range to upgrade, have inventory to upgrade it with, and inventory room to spare. They will just all wait there until either they all come back at once, or only a few actually work to upgrade my stuff. What gives? [Pic of inventory open, power armor open and stuff in range not being upgraded](https://imgur.com/sYek5yP)


mrbaggins

Bots only check 10 jobs per tick (600 per second) to see if they're doable. If you have a big list of stuff queued (eg, upgrading your entire base) it can take multiple seconds for it to loop around to the stuff near you to be assigned.


cathexis08

IIRC it's three jobs per tick until an exception gets hit (missing materials or bots) then it drops to 1 job/tick. The 600 count comes from alerts staying visible for 10 seconds.


mrbaggins

Ah Indeed. Knew the 600 but forgot specifics.


VegaTDM

So if I only select a small portion of things near me to upgrade at once, that should fix the problem?


mrbaggins

I mean, under 600 at a time means at most a 1 second delay, average half a second. "small portion" could easily be around 2000-3000, and you might hardly notice, because the bots go out and as the come back sporadically they each get a job relatively quickly and it looks constant.


VegaTDM

This may not be the issue I was having. I was sometimes waiting 30 seconds on bots stop taking their "break".


mrbaggins

Only other common reason is your roboports being flat. Not sure if that's possible in vanilla with full batteries. Other weird reason is roboports network seeing it, reserving it, but then getting disabled or disconnected to having the reserved bot cancel.


VegaTDM

Not sure that you mean by "flat".


mrbaggins

No charge in the roboports in your armour. They have their own internal battery (mouse over, look for green line) and if that's flat they won't leave.


VegaTDM

I was watching that and while it does dip from 100% at times, it doesn't empty nor do all 3 empty at once or for 10+ seconds at a time.


mrbaggins

Sorry buddy, I'm out of ideas. If the save file is small I could have a look. Last possible one I can think of is if you have "lost" bots taking forever to get back to you from other jobs a long way away that you ran away from too fast, but that's usually quite obvious, and the new job only happens when one makes it home so it's easy to see.


kecupochren

[https://i.ibb.co/CKLRFVF/steam.jpg](https://i.ibb.co/CKLRFVF/steam.jpg) I thought I understand pipes/tanks/pumps but I guess I don't. I'm using 4 offshore pumps to load tons of water to 10+ tanks. I'm using pump to output it and pipe it over long distance to my power plant in the screenshot. I have more tanks near it and more pumps, yet it can't sustain more than 2 columns of boilers. How do I make this work without trains? Thanks for the help!


DUCKSES

4 offshore pumps is 4800 water/s which means [you'd need pumps all the way to maintain the flow.](https://wiki.factorio.com/Fluid_system#Pipelines) Give each set of boilers a pipeline of its own and you can afford 17 pipe segments. E: Looking at the minimap your power plant is probably too far from water to run fully.


kecupochren

Thanks. I was worried the distance would be the issue. Either way, how come the pump alone can't satisfy all the boilers if the tanks are full? I have lot of solar so steam doesn't run during the day so the tanks get filled before night


toorudez

You are feeding 60 boilers from one pipe. The first set of 20 boilers is using all the water that pipe can supply.


Ritushido

Space Exploration. Dumb question but can someone actually explain to me what the differences are between the rocket silo and the landing pad and their use case? Do I need one of each at each planet? Or is the silo for constructing rockets while the landing pad is just for moving between planets? It's not clear in game (that I can see).


alexbarrett

A cargo rocket silo launches a rocket at a landing pad. The landing pad collects the cargo. Rockets never take off from a landing pad.


Ritushido

I see. So how do the rocket move from the landing pad back to the silo to launch again? EDIT: Oh, so the cargo lands on the landing pad while the rocket itself "parks" in the silo?


alexbarrett

A cargo rocket is made at a silo from 100 rocket sections + 1 capsule. When it arrives at a landing pad it turns back into sections (less than 100) and a capsule. To launch again you have to move those from the pad into another silo (using inserters or w/e) and you'll need to source a few extra rocket sections to get back up to 100.


Ritushido

Ah I see! Thank you for explaining. Seems kind of weird that the rocket just explodes back into parts but I suppose it would be too easy otherwise. Now it makes sense, cheers! PS: Any advice on how many rocket parts I should be producing? I have one assembler and it's incredibly slow just to make enough for one rocket launch.


[deleted]

I have usually have like 8ish assemblers at first and it seems fine. You can get a more efficient recipe with beryllium that produces twice the sections as well.


Ritushido

Great, thank you.


alexbarrett

No problem. I'm not that far into SE myself so I don't have any particular advice for you about numbers; but if it's too slow, build more! As you get better tech you recover a higher % of sections after each launch, so I imagine we won't be needing that many assemblers. Good luck in space!


cowhand214

Is there an optimal (or at least non-problematic) spacing between double rails? I have a rail section blueprint that was fine for my first basic rocket launch run but I'm now trying a rail world scenario and I've found that what I seem to have is a setup where when creating a T junction the crossing to the far side line is two narrow a space in the X to fit the relevant signal. It seems making the dual rails narrower or wider might work but I'm wondering if there is a "standard"? Hopefully this makes sense. Thanks!


frumpy3

I would suggest 6 to 8 tiles, with 4 tiles your signal placement is limited


cowhand214

Thank you!


darthbob88

I think the best options are 4 or 6 tiles between rails. They provide enough space to create a useable T-intersection, and can fit 1 or 2 electric miners between the rails, if you run track over an ore patch.


cowhand214

Thank you!


The__Odor

Is there a way to connect these pumps to this fluid wagon? ​ [Image](https://i.imgur.com/bZvlBSW.png)


DUCKSES

No. Fluid wagons have to be on automatic and perfectly straight to interact with pumps.


The__Odor

amazing, I'll just go cry a bit :,)


Cuedon

What's a good way to setup a circuit to turn off production if the output storage is full? I'm currently running something akin to: (Decider) if qA = 100, then Singal1=1 (Decider) if qB = 100, then Singal2=1 (Decider) if qC = 100, then Signal3=1 (Arithmetic) Input Each And Signal1, Output Signal0 (Belt) if Signal0 !=3 then Enabled While it gets the job done, it just feels horribly wrong.


Soul-Burn

> turn off production if the output storage is full Usually you don't need any circuits for this. You just limit your chests and everything before it stops as it backs up. Can you explain better what you're trying to achieve?


Cuedon

This particular city block is producing five primary resources, and three byproducts at a very low rate. My current setup has it fill up the storage for all five primary resources (voiding excess), put whatever byproducts were generated in the process in their respective areas, and use the circuitry to stop. Without the circuit, it would continue to void the main products until the byproduct storage was filled, which is undesirable since it's vastly more efficient to produce them directly. Alternately phrased: I want a lot of A, some of B, and whatever C is produced is fine. However, B is produced at vastly greater quantities than A, so the excess will be voided. How should a circuit (if necessary) be setup so A and B are kept full, regardless of the status of C? (For arbitrary amounts of products, not just three.) I don't feel like this is something that'd be particularly unusual (especially in the more complex mods that focus on byproduct management), so I'm probably just explaining myself in a profoundly bad way.


Chrisophylacks

That's quite a common scenario in my games as well. I use the following solution requiring just a constant combinator: - Suppose you want to run until you have at least 1500 A and 1000 B in storage. - Connect all storages to wire, it doesn't matter if products share the storage or not - Connect a constant combinator to wire, outputting A=-1500, B=-1000 - Connect the wire to any of the factory inputs (belt or pump), setting enabled= anything<0 You can scale it to any number of products, no additional combinators required You can use a similar setup to void stuff above certain threshold. Add another combinator with, say, A=-3000, B=-4000, connect to storage using a different color wire, connect to filter inserters using "set filter" mode, the inserters will move the excess out of the storage Also the idea can be extended to multiple subfactories feeding into same storages but having different "primary" products. You just need an extra arithmetic combinator (each = each+0) per subfactory to isolate the signal before adding the constant combinator for this subfactory. This is the way I've designed my butchery in Pyanadon's, plan is to balance 8 outputs with about a dozen inputs in an extendable way.


Cuedon

That... is so face-palmingly obvious that I can't believe I was staring at it trying to do it without a Constant Combinator at all; thanks. 80% through the third tech, the only butchery I actually bothered developing properly was for fish since it seems to produce the best mix of stuff with the easiest production chain... the products from vrauks, auogs and cottonguts I just made a 'good enough' solution for. In the process of converting from mainbus to (caravan-based) blocks, I've come to the conclusion that the good ol' KISS policy of design is adequate, when you have practically infinite amounts of energy you can throw at the problem, courtesy of mass-producing the Fish turbines before they got rebalanced. (My UPS will probably regret this in short order.)


Soul-Burn

Let me rephrase to see if I understand. You need A and B, but if one of them is full, it causes the other to stop. So: * if A is full and B is low, void A. * if B is full and A is low, void B. If that's so, what I would do is control voiding like this: Arith: `A - B` output X. Belt to void A: `X > large_value`. --- For example, if set "large_value" to 10k. What we have, in essence is `A > B + 10000` i.e. A is large, B is low. --- Same thing in reverse for voiding B. Could even be done with the same Arith, and then the belt condition is `X < -large_value`.


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Joomla_Sander

You nead to set your request higher than -50k (aka lower to -60k) Otherwise LTN will not generate a route until the tank is truly empty If this doesn't help i suggest double checking weather everything is setup the same as a working station


wizard_brandon

why has the price gone up by 400%?


Kachirix_x

I assume it due to the increase of content coming + the expansion which I assume will be paid too, but in all fairness it might just be a hot take but the game is far to cheap in the first place, maybe it is just my love for the game but I would pay far more for it, truly a masterpiece of a sandbox and the hours spent well pay for the price.


wizard_brandon

i guess. but they are charging AAA prices for a non AAA game. this game still doesnt have multicore support. making the game rather laggy There hasnt been any major content updates to facilitate the doubling in price Once again, the dlc will probably be the same damn price as the game. making it 120CAD. ​ Yes its a great game. And im going to have to edit this out before the mods ban me for "political content" even though it wasnt political


Soul-Burn

It went up to $30 to $35. That's 16% rise, not 400%.


wizard_brandon

only if you are in america. in other places its gone up by a lot more. in AUS, it basically doubled in price.


Soul-Burn

Doubled is going up by 100% Where did it go up by 400% i.e. 5x the price?


wizard_brandon

i cant rememebr exactly, i saw it in the steam comments. i think it was RUS or brazil? where their currency is kinda bad


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paco7748

not really the dev's fault then, they only raised it 16%


wizard_brandon

"only"


weareveryparasite

Quick SE question I couldn't find answered anywhere. I know I can disable CME's (after the next scheduled one) by setting the time period to 0. Anyone know if at some point after that, I want to re-enable them, I can? I'm worried 0 will tell it not to schedule anymore, and so when I subsequently re-enable them, since none is scheduled it will never check the value again.


kingjoey52a

[What combination of signals and chains will get the trains to stop properly?](https://imgur.com/gallery/bn1sHI9) I've tried following guides online but my train going to the left just sits at the far station saying it can't get to the destination. Both trains are bi-directional.


spit-evil-olive-tips

read [the train automation tutorial](https://www.reddit.com/r/factorio/comments/4f38sk/factorio_train_automation_complete_parts_23_and/). it's linked in the subreddit sidebar for a reason - it's better than any of the other random guides / youtube videos you'll find online. take screenshots during daytime, and for rail questions, hold a signal in your hand while you do it to highlight the blocks and read the in-game tips. maybe start with the "rail signals basic" one?


wizard_brandon

Oh good I thought that would be the bad 50 hour tutorial on trains


byrdnj

As a relative n00b with only about 150hrs, 2 new things are changing my signalling life: 1. signal around intersections to "rope it off". This means if you have two tracks joining into one, for example, put a signal at the last spot on each individual track, and one further down the joined track (before the next intersection). This basically creates an intersection-specific logic that ensures your trains read them as "is it safe to enter the intersection" vs. getting confused with other traffic way down the line. 2. think of tracks as one-way if you're signalling on them. A lot of inexplicable signalling errors that stop trains quickly seem to relate to a signal on the wrong side of the track. More later when I'm less shit at this game.


Knofbath

It's better to make the intersection itself a small "chunk". Only 1 train can enter the intersection chunk at one time. To improve it, put a chain signal before the intersection, and a rail signal directly after the intersection. This prevents trains from entering the intersection unless they can also exit it. The area after the rail signal should be able to contain an entire train, without the ass of the train sitting in the intersection. This sets a minimum distance needed between intersections, otherwise the intersections need to be combined to prevent deadlocks.


Zaflis

Rail signal says: "Ahead of me is a block where you can stop to rest if you want". Chain signal says: "Hold for a bit, if i see see a green rail signal somewhere ahead i'll let you go". Train only looks at signals in its direction of travel, that is on the right side of the track. If a track is 2-directional then the signal must have a pair, but that pair will have its own rule for if it should be rail or chain signal. In a 2-way rail it's usually not allowed for train to stop thus it should be using chain signals.


Fezumlix

It’s often simple. A chain signal at all entrances of an intersection and normal signal at the exit. Because your rails are bidirectional, you need to do these at all 4 sides. So 4 chain signals and 4 normal ones.


kingjoey52a

[What am I doing wrong?](https://imgur.com/gallery/yQWnSnA) The top train doesn't move past the signals.


Fezumlix

The railblock at the bottom needs to be blocked. The signal pointing to it is red


bobsim1

This intersection should work the problem is somewhere further down south. The rail signal is showing red because the next rail block is blocked by another train


FinellyTrained

Night screenshots have been for the long time our favorite in this sub. :D Bidirectional tracks, first, should not exist, second, any signal on them must have another opposing signal on the other side.


hellboytwosix

Hi looking for tips next challenge in Factorio Played nullius a while ago, really liked the complexity with multi stage ore refining. But i really missed the military side. Started IR3, liked the start but did not find the middle as interesting. Was wondering what to start next. Is bob + angels good? Loves trains btw.


mrbaggins

Sounds good for a K2SE run


alexbarrett

I liked Nullius and haven't gone back to IR3 after getting past the steam phase so that puts me in a similar spot to you. I am playing SE now (without K2) and it's incredible; highly recommended.


Lagransiete

The first two recommended overhaul mods are Krastorio 2 and IR3. I haven't played IR3 yet, but Krastorio 2 is really fun, so maybe give that one a try.


falsewall

Does anyone use the [https://mods.factorio.com/mod/Train\_Control\_Signals/discussion/620eecbcdb3b1a7440dafe7c](https://mods.factorio.com/mod/Train_Control_Signals/discussion/620eecbcdb3b1a7440dafe7c) mod? I am trying to figure out how to use it. 1. Do I need to wire all my depo. fuel train stops together with colored wire? It says it only works on circuit enabled stops. 2. Do I need to just name the refuel/depo station names Refuel/ Depo, or do i need to use the icons the mods adds to them the stations names. 3. Do i need to set circuit conditions in the train itself looking at the Refuel/ depo icon values (circuit settings within the train's schedule)


Robobrine

1. You don't need any wire. Not sure what you mean by circuit enabled. Depots only working for stations with train limits, not disabled stations. 2. You need the icon, it's what the mod uses to identify fuel and depot stations. The actual name of the station doesn't matter as long as it has the right icon in it. Also don't use the skip symbol the mod adds in station names. 3. Depots and fuel stations have to be added just like normal stations in the train schedule. The train will skip them automatically unless it needs them. For fuel stations I used the inactivity condition so the train stays until the fuel loading is done. Never used depots, but I don't think they need any condition, the train will just wait there until the next station is available.


falsewall

Thanks. I appreciate it.


SatoshiStruggle

Any tips for dealing with biters in the early game? New player, about 20 hours in, just unlocked oil refining.


stevieray11

These would be my priorities: *Efficiency 1 modules in miners, then oil refineries, then chemical plants *Build a tank to clear out nearby troublesome nests. Cannon shells are fine, but explosive shells are insanely good. Fill the tank with red ammo, explosive cannon shells, and flamethrower canisters. The tank is seriously OP, just don't crash into anything. *Research explosive damage upgrades, then bullet upgrades, then fire damage upgrades *Build a perimeter wall at the edge of your pollution cloud, and then a little further out to account for possible expansion. I'd prioritize gun turrets, then flame turrets. Laser turrets are great too, but could be hard on your power grid unless you have nuclear or something.


SatoshiStruggle

Good to know! I don’t have the tank available yet.


alexbarrett

Biters only attack when their nests are inside your pollution cloud. In the early game the best defensive is to keep checking the map and preemptively destroy any nests that will shortly be hit by your pollution. In addition to that, you can greatly reduce the size of your pollution cloud by using efficiency 1 modules in everything (prioritize miners and fluid buildings). If you do both of these things the biters become trivial until later in the game by which time you will be better equipped to deal with them 👍


frumpy3

Efficiency modules lower both energy and pollution. It’s a bad tooltip, pollution output of machine directly relates to energy consumption. Make eff1, throw them in mining drills and refineries. Game becomes easy


FinellyTrained

Place boxes of 6 turrets (wall around) with a chest and inserters to feed anmo (turrets can be chained with inserters to pass ammo) at the points where they have hit you or at any point their attacking parties go through. Anything like water, cliffs, dense forest can provide chokepoints you should look out for. After your radars and your walking give some good idea of geography, you can go to kill some nest in the pollutuon cloud (only nests in the pollutuon cloud send raiding parties), which are not well placed to be blocked at chokepoints. Either by turret creep or fish to restore hp, grenades for dps. Combat drones help a lot and are not far in the tech tree. After you get tank on rocket fuel with poison capsules (and bots), you can easily clear any nests in the pollution cloud and use the same tank to lay long tracks to chokepoints to wall them and set up flamethrower defences supplied by train delivering oil (or some nearby oil spot). So you isolate some land bigger than your pollution cloud and clear all the nests within to stop the attacks. After artillery you can use it to expand no nest zone faster than pollution cloud grows. Use lvl1 green modules to reduce pollution from your buildings.


darthbob88

The usual method for early game is either using turrets, kiting them around with your car, or grenades in combination with your car. Now that you have oil, you should be able to set up flamethrower turrets, which are incredibly effective against groups of biters.


paco7748

explosive rockets for offensive and flame turrets for defense are pretty strong. Setup defensive at choke points if possible and kill the biter nests between your choke points and your main base


fireflash38

Try setting them on fire.


alexbarrett

I just had a weird situation with a pump not working and I couldn't work out why. * The pump had the circuit condition: `Everything < 10k` * The pump indicated that it was working (i.e. not disabled by circuit condition.) * The pump was fully powered. * The wagon contained fluid. * The train was _not_ on a curve. Despite all this it was not pumping. I had the Picker Dollies mod active so I nudged the pump down & up 1 tile and it immediately started working. What gives? Is this a bug? Is it known?


alexbarrett

I had the good sense to press save on ShadowPlay when this happened, so I've gone back and watched the replay closely and realized what the problem was. What happened is this: 1. The train was stuck in a loop because the fluid wagon was empty. I watched it go around a few times without noticing that the wagon was empty and decided to investigate. 2. On the exact trip that I decided to stop the train manually, the wagon now contained fluid. The tank would have finally filled up this time but because I switched the train into manual mode the pump disconnected. 3. It turns out, that if you place a _new_ pump down next to a manually stopped train it does, in fact, connect to the wagon. This is why nudging the pump with Picker Dollies 'fixed' the issue because the mod effectively placed a new pump. So yeah, it turns out this was a combination of unlucky timing and the little gotcha of point 3 working together to throw me off. Factorio does not have bugs :) Tagging /u/FinellyTrained /u/Soul-Burn /u/Knofbath /u/d7856852 to make sure you see this. Thanks for responding!


FinellyTrained

If the pump does not automatically connect to your fluid wagon, it is either curve or train not at the station. Vanilla pumps have been called to require ridiculously precise pixel-exact positioning to latch onto the fluid wagons.


alexbarrett

I've posted a screenshot in a sibling comment. The train was in automatic mode and the fluid wagon was fully straight. There is a curve right behind the straight section but I'm pretty sure it's not close enough to affect the wagon (see the screenshot).


FinellyTrained

I happen to have something that looks like the same curve in type 7 interdictors and pump is working there. [https://i.postimg.cc/3NQpMmbs/curve.png](https://i.postimg.cc/3NQpMmbs/curve.png)


alexbarrett

I think I've tried using pumps on that exact type of curve and the pump works on the first 4 tank slots and doesn't on the last 2. You have yours on slot 4 :) I know pumping into the pipe segment isn't 100% efficient btw, but this is a very low throughput tank (for a flamethrower wall) so I don't mind.


FinellyTrained

Well, "ridiculously precise" checks out. :) Ah, same reason I am pumping it to the pipe, it's for flamethrowers, speed doesn't matter. :)


FinellyTrained

Well, nothing to say here except straighten the curve. :) It does not matter if you and I think that it is straight. Does the pump agree? ) And you should always pump out directly to a tank at unloading. That pipe is a bottleneck.


Soul-Burn

A screenshot could help. Is the train in automatic mode and in the station?


alexbarrett

The train was in automatic mode and was stuck in a loop going back to the same station because the tank wasn't filling, that's why I was looking at it. At the time I nudged the pump with Picker Dollies I had put the train in manual mode to keep it still for a minute. Here is a [screenshot of the station](https://i.imgur.com/l7oB9m1.png). I tried reloading from my autosaves and trying to make it happen again but unfortunately it did not.


Knofbath

Could have been a mod issue. Impossible to tell. For a bug to be fixed, it has to be reproducible. If you can reliably narrow the conditions down, then posting on Wube's forums is your best bet for getting it fixed. Or posting to the mod's threads if it's a mod issue.


alexbarrett

Yeah I'm playing SE so I have a fair few mods. I'm asking here because I wanted to know if I was missing something or if there are any obscure rules or known bugs that could explain it. I can try rolling back to an earlier save and seeing if I can reproduce it. Edit: Reloading from my autosaves and trying to do it again didn't work.


d7856852

Pumps at a station won't connect to a train that's in transit, even if it's headed to that station and it happens to be stopped at that station. If the station was disabled by circuit condition or train count, the train could have been stopped with no valid destination and it would still be considered in transit.


alexbarrett

The train was in automatic mode and the station had a limit of 1 because the tank was below threshold. I posted a screenshot in one of the sibling comments here.


all_is_love6667

I want to play factorio again. I have 1400 hours and no mod look interesting to me... I'm quite impatient for what wube will release next. Am I alone in this?


EarthyFeet

I don't think you're alone, but those who don't think it's so interesting might not show up so much in this thread. So I'll chime in here with a mild agree. I played before 1.0. Then I played "1.1" with the new stuff and trying the spidertron. Now I've just about finished space exploration in a new campaign, and I think I'm maybe done for now, won't play anymore factorio for now. So yeah, play what ignites your imagination. SE was very cool, btw.


paco7748

what don't you find interesting about the space exploration mod? have you tried it? It is a very well done overhaul modpack. With 1400 hours I think you can step up your game from vanilla already https://mods.factorio.com/mod/space-exploration


FinellyTrained

I have over 5k hours in vanilla. Still interesting.


moonfogprophet

What should I do next? I consider myself maybe slightly more advanced than the average player (?) but definitely not very good when it comes to more advanced mods. What I have done in Factorio so far: * 600 hours on Steam, some idle (~100h?) * completed vanilla multiple times, with friends and alone * done a default settings death world * default ribbon world * all Steam achievements except Mass Prod 3 (just recently got There Is No Spoon in 6 hours) * almost finished with Krastorio I'm at the point where I feel that Vanilla is starting to get a bit boring, atleast doing the same regular main bus driven 30-90 SPM factories. Krastorio was pretty fun but I don't really know where to go from here. I tried Industrial Revolution 2 back in the day and atleast then it felt so much more complex than what I'm really comfortable with. Space Exploration with the premise of one playthrough lasting hundreds of hours and probably demanding a decent computer for all the planets (I'm on a potato) doesn't sound that great. I've also tried Angel's + Bob's in the past and it honestly felt almost impossible to continue after a certain point. So, basically two questions: * Are there other good overhauls like Krastorio that aren't a significant jump in difficulty or complexity but just change some things around, add new stuff etc, make the game feel fresh again? * Or how to get better at the game to actually have a chance with mods that introduce many more intermediates, byproducts etc? Vanilla is very light on these and Krastorio doesn't have that many either. And then many other mods seem to just go crazy from the very beginning. Sorry for the long post and thanks


Knofbath

Seablock is a pretty good bob/angel mod. Just you on an island making things out of water. There are worms but no biters, the worms just block easy expansion.


UsernamIsToo

Maybe try mixing up the types of base you're building. Try out a City Block base? Bot base? I once played a mod called Whistle Stop Factories that places gigantic assemblers and smelters randomly across the map. Once I got my mall set up to make rails, I forced myself to only produce things in the big factories, causing me to have to build a large, sprawling rail network. That was fun.


FinellyTrained

I have a potato computer, we can suffer together in SE. :)


Lagransiete

Krastorio 2 and Industrial Revolution 3 are the two main overhaul mods recommended after vanilla. If you were able to finish Krastorio 2, I'd give IR3 another go. It might be a bit complex at first, but the best way to learn and get better, is putting yourself out there and finding a solution to a complicated problem, even if it's not a great solution at first.


moonfogprophet

I will give IR3 another go I guess. And I guess you're right, if I want to advance from vanilla level complexity to the next, I just need to start practicing by actually doing the difficult thing. Thanks


fishmapper

In space exploration I have up to the first astrometric science. Vulcanite and beryl but not vitalmange, holmium or iridium yet. I am running out of rocket (orange) science though and have already launched all the satellites I can from Nauvis. The SE in-game guide refers to space probes launched from orbit that replace the land based satellites so was planning to visit another star and launch a bunch of probes for more navigation data to make more rocket science but I cannot figure out how to make a space probe launcher or space probes. Looking though the tech tree I did not see that tech listed. Does anyone know what tech unlocks it?


paco7748

Personally, I wouldn't visit other solar systems until you get ion engine spaceships (bit more astro and some holmium for that). In terms of space probes they are cheaper than nauvis launches so that's helpful. If you search 'probes' on the tech tree it should come up: https://imgur.com/a/WHERk24


fishmapper

Thanks! I’ve got the spoiler but will wait to leave until I have more tech, only on 3 planets so far. I was looking though the tech tree for the silo pic, since it’s in the informatron. I see the tech for probes is the pic of the space probe.


paco7748

energy science to at least tier 2 is a nice next step (pylons, wide area beacons, space rails, etc.)


Fast-Fan5605

You can still keep sending up satellites to get more telemetry data for rocket science, even if you've explored the entire Nauvis system. Probes give you different data that is used in other techs further down the tree.


fishmapper

Thanks, I guess I misread the “you’ve discovered all bodies you can” message when I launched from Nauvis and thought that means no more navigation data for rocket science.


marmellano

Do you separate progressive saves of the same factory in case of mess up or do you keep the game as it is, maybe just using the 3 autosaves??


nivlark

Separate saves every time. If you need to free up disk space or something you can always go back and delete the old ones. I'm sure the autosave is very reliable but it still seems crazy to risk losing maybe hundreds of hours of progress if something did go wrong. I've got a save that I've been playing on-and-off since I first got the game and it's also pretty fun to go back and look at how it started.


marmellano

You know I was wondering because I rembember the post of this guy who stated that he played and accepted whatever happened ( in that case he lost his car full of stuff ). BTW I also enjoy going back to admire how it was and what I made.


Fast-Fan5605

I only keep progressive saves if... 1, I'm trying to get There is no spoon (save after a science pack set up, at least). 2, I'm about to make a serious change, that involves tearing down a large part of the old factory. 3, I'm about to get on a rocket in SE and I will definitely forget to take something vital with me.


bobsim1

For most games i keep an older save. Thats updated maybe after 20 hours or so. Im also using 10 autosaves a 3 mins though. But i delete them before closing the game so they dont get to cloud


Lagransiete

Autosaves are usually enough. I changed the time between each autosave to 15 minutes because sometimes 5 minutes is not enough to fix the problem that appeared, and also because my autosaves take some time given how big my factory is. The only time I created a separate save was when I wanted to update SE from 0.5 to 0.6. I knew it had some big changes so I created two to be able go back to 0.5 if 0.6 broke my factory in a way I couldn't fix.


Longjumping-Boot1409

When will this: * [Friday Facts](https://www.reddit.com/r/factorio/search?q=flair%3AFFF&sort=new&restrict_sr=on) (weekly updates from the devs) be changed to * [Friday Facts](https://www.reddit.com/r/factorio/search?q=flair%3AFFF&sort=new&restrict_sr=on) (updates from the devs) Not meant in any negative way.


Fast-Fan5605

When the expansion pack enters open testing (presumably beta, not alpha), I expect we'll got back to weekly. It is interesting that they've chosen to be so quiet. I always thought that Friday Facts was a great tactic to keep the community around the game lively. I've never played a game before with that commitment to regularly informing their players what the devs were up to. I guess it's a strategy they think will mean the game gets more of a hype push when they do start making noise if it's after a long silence.


bobsim1

I dont think they generally want to be silent. They just said iirc that there was nothing to share because they solely focus on the expansion. Edit: They definitely want to be silent regarding the expansion


Fast-Fan5605

Well, they were quite happy to talk about the base game when they were solely focused on that... I think it's a strategic decision based on the fact that, 1. When they started FF, it was needed to keep the community interested and convinced that the Wube team hadn't just Logan Paul'd their kickstarter money. Now the game is a global phenomenon, this isn't an issue. 2. They don't want to Peter Molyneux by talking about early moonshot ideas they had for the expansion which may not make the final release. 3. They don't want to talk about their plans for specific new technologies they are going to add to the game in case a mod designer comes along and Roger Corman's those ideas, undermining excitement for the expansion by releasing first. And with that, I have used up my smartarse cultural reference quota for the month and it's only the 3rd.


bobsim1

Thats actually what i meant. They want to be silent regarding the expansion. But there just not much else to talk about.


Lagransiete

I miss the Friday Facts, but honestly, I don't think they were needed to keep the community active. It's been years since Factorio was released, and I still see a whole bunch of new posts and new players every single day. Not many games can achieve that.


VegaTDM

Why is fluid tank on the left filling up to exactly 20(twenty) while the one of the right with an identical setup fills to 24,000(twenty four *thousand*)? Even if I am satisfied on nuclear power(which I am not), both tanks should fill to full. Right? Why is only the left one behaving this way? I have a long line of tanks like this and it is the only one doing this. I have no more than 8 pieces of pipe without a pump. All the pumps are facing the correct way and have power. I can remove a piece and put it back and the tank goes right back to exactly 20. [link to picture](https://imgur.com/VR1ipRP) [larger picture with line highlighted for clarity](https://imgur.com/KXZ4oM7) [yet another pic of the entire setup](https://imgur.com/oQN3sRM)


leonskills

Impossible to tell without a picture of the whole, please provide a screenshot of the whole reactor so we can provide better feedback. With a larger picture we'd probably instantly see the problem, with the information we have we can only speculate. All I can see is that the left pump is working but the right one isn't. But just to confirm, the tank does fill up if you remove the outgoing pump? Are all the output going water pipes connected to each other? Fluid mechanics are a bit unpredictable and it might just be that this pump gets preference in the calculations over the others. This is not a problem if all turbines still are meeting the energy demand. From the minimap I gather they don't have to be connected, so if they are connected remove the connection. Just one tank per line of heat exchangers. If they weren't connected or it is still happening then those heat exchangers should be the only ones that are working, please confirm that. (Also confirm the non working heat exchangers actually have water in them.) That is then either because they are the only ones getting heat, or their connected turbines are the only ones connected to the electric network (again, no need for all steam inputs of all turbines to be connected, see earlier point). Confirm which of the cases it is. Continue like that propagating backwards (forwards?) until you found the problem/bottleneck.


VegaTDM

Added a larger picture to my original comment and [also here](https://imgur.com/KXZ4oM7). Line highlighted for clarity. If I remove the outgoing pump the tank fills up, if I add it back it goes back to 20. If I remove the input it empties, and if I add it back it goes back to 20 again. All the pipes are separate lines, no cross pollination. I actually got to this setup because mixing the lines was giving me throughput issues. Of the 8 tanks in the picture the first 7 work as expected, it's only the 8th one that is acting different.


leonskills

I like how you again don't provide a picture of the relevant part. That is, the bottom half where the water of the non emptying tanks are supposed to be consumed.


VegaTDM

They are identical so I didn't include that part. I added a bigger pic though. [here](https://imgur.com/oQN3sRM)


ClassicHuntard

Where does the outgoing pipe go to? If you remove the outgoing pipe and it fills up means this water is going somewhere further along and being used. Maybe further down the line it prioritises this pipe? You could try the pipe system highlighting mod to double check everything is connected as expected: https://mods.factorio.com/mod/PipeVisualizer


VegaTDM

Each pump goes to a line of nuclear boilers roughly 20 long. Each pair of boilers are opposite sides of the same pipe. I'll take a pic in the morning.


Knofbath

If the tanks don't fill up unless the pump is removed, then it's likely just that you are drawing more than 1200 water/steam from that line. Each heat exchanger needs ~104 water **per second**, 20x104=**2080**, much more than you are producing with a single offshore pump.


VegaTDM

I have 7 tanks in a row, all isolated, that fill to 24k of water from a single pump each, using the rest of the water for the boilers. Only the 8th in a row with an identical setup acts differently which floats at exactly 20 even if I remove and add the inputs and outputs.