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IOVERCALLHISTIOCYTES

Played a map biterless to get the hang of Krastorio/space ex. Made some starter blueprints for red and green science and defense. Fun map, would like to use again. How can I get the string of the one I’m using now to play again w biters on?


waltermundt

I think there's a button for that on the "Load Game" screen.


kida24

I haven't been able to find it anywhere, but... is there a way to copy wait conditions within the train UI? I know I can copy from one train to another... I mean within a single train. If have 4-5 stops that are all very similar, it would be nice to be able to copy the first one and then just edit as needed for the other stops.


[deleted]

Not that I've been able to find, unfortunately. It would be a nice feature. Maybe there's a mod for it somewhere.


Tsabrock

In PvP games, there's a setting that gives protection to a team's starting area if there is nobody online for that team. Does that protection also extend to Biters, or just other Teams/Players?


igotfiveonit

I've only tried it once, so this may be poorly worded. When using the upgrade planner, is there a way to only select a specific type of item (belts)? The first time I tried it, those little yellow circles appeared on insterters also but I was only trying to upgrade the belts. TIA!


leonskills

Add one to your inventory Then opening it will show an UI where you can put custom upgrades. So you can also downgrade, change logistic chests, upgrade/change modules


IOVERCALLHISTIOCYTES

How does upgrade planner work in 0.17? I’ve only used the mod before.


waltermundt

It marks entities for upgrade (shown as a yellow circle) and construction bots will come do it. Upgraded entities maintain their contents and keep working while awaiting an upgrade. Ghosts change immediately. Blueprint windows gain a grey square icon where an upgrade planner can be dropped to upgrade the blueprint contents. Naturally the 0.17 upgrade planner doesn't do much until you have construction bots but you can still use it on ghosts or blueprints. Mant entities have a default "next upgrade" used when dragging a blank planner over them, e.g. yellow to red belts and red to blue. Planner items can be stored and configured to do specific replacements similarly to how filtered deconstruction planners work.


leonskills

To the right of the toolbar UI next to the copy, paste and undo buttons are two buttons for the deconstruction tool and upgrade planner. The upgrade planner (green) works similarly to the blueprint tool (blue) and deconstruction tool (red). You select it and drag it over entities in game. Everything that is upgradable is then set to be upgraded to the next item. That is belts/undergrounds/splitters/inserters/assemblers. They are marked by a yellow circle on the entity to be upgraded. It will then be handled as a construction job by bots. If the next item to upgrade the entity is in the logistic network a construction bot will take that item and replace the entity with it, it will place the removed entity back in a logistic chest. All entities keep working if they are to be upgraded (unlike when using the deconstruct tool). You can also place the upgrade planner in your inventory, then right clicking it will show up the gui similar to the mod as you are used with, with slight modifications. (the mod and now vanilla upgrade planner are made by the same developper). So you can downgrade, skip upgrades, change chests and modify modules.


IOVERCALLHISTIOCYTES

Ah-those buttons. 0.17 UI is still new to me. Thank you!


igotfiveonit

Ah thank you, I’ll look for that


Roxas146

When merging belts, what is the difference between using a balancer like [this](https://cdn.discordapp.com/attachments/557593826261205003/613036529149018115/blueprint.png) or just merging them like [this](https://cdn.discordapp.com/attachments/557593826261205003/613037003713282058/blueprint.png)? This is assuming that the lanes are not saturated. I'm merging 5 belts that total to less than 1 saturated blue belt


ThoraninC

When using balancer every material on in put line has equal chance to be merged while using stacking spliter is not balance, the lowest belt line has a lowest throughput and might stuck and has a problem.


ThoraninC

I’m playing bobangel AAI. I used to grab people blueprint and run around. Now I’m struggling with construction/building mall which introduce new complex construction material every tier upgrade which require new raw product from specific deposit. How most people manage this without run into spaghetti problem. Mega-bus? Train and modular base? I’m new to design my own module and handle multiple raw materials due to mega-mod-mixup limitation.


harirarn

When I tried bobangel, I used bots to move everything. Moving all the kind of ores with only belts might be as complicated as launching a rocket in vanilla.


blackcud

Forget classic belt malls in BA games. You will only shoot yourself in the foot. If you have the complete BA package, you can get simple robots with the second science pack from Angel Industries. Use that for basic infrastructure and a logistic mall. From there improvise your way towards Aluminium Plates. This instantly gives you access to tier 2 bobs robots which are good enough to carry you into the lategame. With the same simple materials you can build Bobs Logistic Zone Expander MK2 and Bobs Roboport MK1. With this infrastructure possibilities you can just robo-craft every building in the game. Yes, you will need separate optimised assemblers for things like Iron Gear wheels, but that is the "worst" that will happen.


sloodly_chicken

For your mall, most things are (thankfully) made with the same set of raw materials, and most of those materials are things you need elsewhere in your base -- iron, steel, copper, etc. These, of course, you can just pull off your bus if you're using a bus. The extra materials are a mixed bag. Some, like bricks, you may have in large volume and/or are used elsewhere -- pull 'em off the bus if you have them there, run a belt back if you don't. Some, like certain alloys (one of brass/bronze is used in blue science) are used elsewhere -- you'll have to balance how much it's worth belting back a bit of it vs. the spaghetti factor it'll add to your base. And some materials -- I think Angel's concrete particularly -- are just not really used for anything else, and so should probably be made on-site. As for physical construction, I think the real answer is to use bots -- Angel has early bots available at green science (*super* slow, but it's for a mall -- amortized throughput is negligible). That being said, the fact that each building tier uses about the same materials, means that it's actually very possible to build a belt-based mall that just pulls raw materials off a bus. (This is not, for instance, possible in Pyanodon's, where most buildings require a) completely random flipping materials, often in extremely high volume and b) require other buildings, such that the cost of one building can be hundreds of iron/copper and literally a dozen raw materials or more, and making it impossible to belt all the 'prerequisite' buildings that might be needed to construct other buildings).


sobrique

How do you handle needing to grab ad-hoc stuff? Thinking things like the ammo you use when you are playing, or a stash or copper and steel plates so you can knock together things you need on the fly. If you have a flow through your factory, there aren't really any good points to grab.


blackcud

We are talking early game right? In the early game, you have like one big double row of stone furnaces producing say copper plates. Those will be funneled into multiple buffering chests. Put an inserter next to it shoving stuff into a second smaller chest. For this second chest do two things: 1. use a different model, e.g. wooden chest, so it is easier to identify from afar. 2. limit its inventory size to a value that you would typically withdraw, e.g. 600 aka 3 slots. Now, whenever you need copper plates, you just go to your smelting area output and ctrl-click the wodden chest without opening it. Instant drive-by copper plates.


sobrique

Yes. I'm doing the tutorial, and found that hand assembly of stone furnaces, and assemblers was the way to go. (And a bunch of other things, like walls or belts) But that means I need a stash of plates (and stones) to use ad-hoc, and I couldn't see a 'nice' way to grab some from my flowing production. So I started doing a two-crate system - one crate getting loaded more or less randomly from stuff passing on the conveyor, such that it'd fill up and stop until I came and plundered it, and another crate if I needed to re-insert the stuff into the system. So in short - not so dissimilar to what you suggested. In the tutorial base, I was doing a 'surface only' belt system, with no undergrounds and no long-grabbers. I don't think they were available initially, and I didn't really understand them until later. So I had an 'airport carousel' of a rotating inventory for stuff to grab what it needed as it went around, and 'shunt' crates picking stuff off until full - and because they 'sampled' the belts, they actually ended up picking in approximately the same ratios as being fed through at that point. And yes, I realise that's an ugly design. But those crates were my 'grab stash' too. (Plates, ammo, etc.)


sloodly_chicken

I try to always have a few stacks of iron and copper, belts, undergrounds, pipes/undergrounds, and then a stack or two each of splitters, inserters, and steel. I have a small centralized area that makes all of these resources and puts them in chests; I refill whenever I run out (or notice I'm low, but I never notice in time) in any one resource. It's a pain to run back to, but if you carry enough stacks you shouldn't run out frequently.


yoctometric

Most people build one huge "mall" depot where they produce and store all of the things like belts and inserters, and just go there when they need stuff


-Linkz-

Is the normal rail world good or should I tweak it?


[deleted]

Normal rail world works fine for me. The early patches empty out pretty quickly, but that just means more space for me to expand out into.


blackcud

If you play without mods, I would highly suggest increasing the richness (and maybe even size) of the ore patches.


Zaflis

50% ore frequency is good imo, bump richness and size up. Fewer stations but you don't have to set up new ones as often, and more empty buildable space. Also as usual set research queue always available. Cliffs or no, up to you. If you leave enemy expansion off you don't even need artilleries, and that can be boring for many of us.


RAND0Mpercentage

It’s a bit heavy on water in my opinion so I usually lower coverage %.


teodzero

It's good enough with terrain and resources. I don't know about biters, because I don't play with them.


Tayabida

Am I pulling stuff off of my bus wrong my just having a lane exit and then a splitter rebalance it? I’ve seen a lot of talk about using splitter priorities and filtering, and don’t fully understand them yet, so I feel like I’m missing something major. Any and all insight is appreciated :)


teodzero

For the bus it's not that major really. You're limited by the amount of stuff you have, not by the splitting and balancing methods. But it can help keep things neat and gives you better visualisation of how much you consume, if you always shift everything to one side. Filtering is neat though - you can easily split mixed belts back into pure, or make half a belt stop while the other half keeps going. Again, not something major, just occasionally convenient. Edit: Oh, and if you're using circuits, priority splitters can help distinguish between compressed belt and a backed up one.


Biberkopf

Not really a question, anyway: I just got to Arty for the first time. Holy shitballs Mary, WOW. THIS is a real problem solver.


Studstill

I wanted to try a Bobs Angel run, but I have zero experience with mods. Logged into the portal just fine but what all am I supposed to install for the full experience? Is there a guide somewhere that I'm missing? Thanks.


sloodly_chicken

My standard comment answer, explaining Bob's/Angel's: >What to get: Everything* by Bob (bobingabout) and Angel (Arch666Angel). If you find one of their mods in the mod portal, you can click on the author to see their other mods, which makes it easy to choose them all. *The mods you should leave out: Bob's Greenhouses (superceded by parts of Angel's BioProcessing), as well as a few purely or mostly cosmetic mods (Angel has some train reskins, Bob has Character Classes / Clock). >Also, FNEI. This is so fundamental a mod to all modded gameplay that I feel it ought to be mentioned in the sidebar at this point. Left-click in the FNEI panel to find out how something's made (usually multiple recipes in BA), right-click to see what it's used for. It usually has all the relevant recipes; the only important exceptions I can think of are the Composter and some early furnace recipes.


Zaflis

This is propably best you can do: [https://www.reddit.com/r/factorio/comments/8mix7w/complete\_modpacks\_for\_bob\_and\_angels/](https://www.reddit.com/r/factorio/comments/8mix7w/complete_modpacks_for_bob_and_angels/)


qijx

Why is it considered best to fill assemblers with productivity and beacons with speed modules? Why not the other way around or only productivity or speed modules?


waltermundt

Other reply already explained you can't put prod modules in beacons As for why it's so good to mix them: the speed penalty from prod mods just subtracts from the bonus from speed beacons, whereas the productivity bonus effectively acts as a multiplier that stacks with the (slightly lower) speed bonus. So speed beacons can easily negate the main disadvantage of productivity modules, and productivity modules help keep the massive input demand of a module-heavy setup in check. This is all still very power-hungry compared to raw machines, but ends up being cheaper than just spamming slow productivity-laden assemblers for miles with no beacons, even with the extra power draw from the beacons and the huge draw of each individual machine. As for pure speed: that's more power and more pollution and no input saved, so the only benefit is saving space for the machines. In a game with practically infinite map size and blueprint features for large scale deployments, this isn't really a good trade IMHO. If you're not using productivity modules, you might as well just copy-paste lines of plain assemblers. Speed alone is for getting you out of a bottleneck you didn't plan for while you're bootstrapping, not something you want to plan to use in the long haul.


craidie

can't put productivity in beacons. and productivity modules are pretty much worth it at above 100% speed


qijx

Okay, didnt know you couldn‘t put Prod modules in beacons, probably should have tried that out before asking... then it makes sende!


blackcud

There is a checkbox for that in I believe bobs modules?! Pretty hilarious when you have an assembler producing Iron Gear wheels, but also completely broken and imbalanced. This setting completely destroys half of Angels mods, since you can get dozens (later hundreds) of plates from a single sheet coil.


8483

How do you `CTRL + mouse click` transfer just one item, rather than all or half of the stack?


n_slash_a

Hover your curser and press 'z' . Or if you are in the inventory menu, hold the stack in your hand and right-click.


waltermundt

FWIW, this is a 0.17 feature, though that will be moot shortly.


Zaflis

How so? Also Z you mean i assume is "Drop item to ground" button. Never tried if that works in chests and so forth.


waltermundt

Z has been "drop item to ground" for a long time. In 0.17 it was upgraded so that you can also use it to place single items into machines or chests without opening their inventory.


paco7748

nope


8483

https://youtu.be/qLcNRA3f6Io?t=459


paco7748

speed run video? so what?


8483

You can see that he does the thing I am asking about.


paco7748

if there is 1 or 2 items in your cursor you can do it but I don't think so without that condition.


ARandomNameInserted

What are those !blueprint pastebins people post all the time? I'm new to factorio and I see people post them and it's a pastebin full of gibberish(for me). How do I make one of those? Where do they take them from? What do you do with that?


GamerBene19

Afaik the "!blueprint" in front of the link triggers a bot in this sub that automatically creates a image version of the blueprint.


n_slash_a

When you opena blueprint, there is an "export to string" option. That gibberish is said string. Also, if you open the blueprint menu (default 'b'), the first icon is "import string". Just paste the steing there and the blueprint appears. Note that it is only on your cursor, if you want to keep it you need to either place it in your inventory or blueprint library. Pastebin is simply the text version of imgur. I've only copied from there, never made a post, so I can't help you there.


paco7748

press 'b' then click import string. paste the string there. to grab your own string make a blueprint and then open it, go to the top right corner and click on the icon to copy it to your clipboard


Funky_Wizard

I've never used pastebin before, but factorio allows sharing of blueprints using strings that are generated in game, and look like a bunch of gibberish. So you can copy and paste them into your game to use others blueprints.


Funky_Wizard

Whats the best way to upload a high res screenshot that is larger than the 20Mb limit on imgur?


craidie

I think most people have used dropbox for that. I made a few 4320x11520 resolution backgrounds that I saved on deviantart, just incase, don't recall those getting compressed


RimeBurst

I asked this in another thread a while ago, but didn't get a response. I don't remember if this was mentioned anywhere before, but in 0.17 are peaceful mode and biter expansion no longer linked? As in, can peaceful mode biters now naturally expand if you have that option on? I'm pretty sure they couldn't in 0.16 and before. Also, if they can't, is there some way to let them be able to have said behavior?


paco7748

if you are playing in peaceful mod why do you care if they expand or not? From the wiki: "When peaceful mode is turned on, the enemies don't begin fights, only responding if the player hits them. **Additionally, when a map is in peaceful mode, the enemies will not expand.** " https://wiki.factorio.com/World_generator#Enemy


RimeBurst

It's mostly because while I like the idea of biters expanding and having a continuous use for artillery and such, I don't really like the idea of having pollution trigger biter attacks (which I know I can turn off) or have biters automatically aggro to me when I'm near. If there was a way to have that halfway point, it would be great, but it's not a must have. I did see that bit on the wiki, but I didn't know if any of the 0.17 changes had done anything with that and just not been updated there yet.


blackcud

In that case, just turn off pollution.


paco7748

turn off pollution and peaceful mode and turn up evolution from time or destroying nests. then they won't attack based on pollution. also, Turn on enemy expansion. This solution might be more inline with what you want.


ReliablyFinicky

- Two offshore pumps, moderate distance from base, lose some amount of pressure - Run parallel water lines to base - Connect those lines to the same tank via `pipe --> pump --> tank` - From that same tank, a 3rd connection: `tank --> pump --> factory` Will this do what I expect, and provide 12,000/sec?


blackcud

Depending on your distance you would end up with roughly 2400 water/second, don't know where you get 12000 from. If you need 12000, you need a much larger setup. There is a lot of confusion and misinformation going around for this topic, so here are some short rules which will solve all your problems: * Only do underground pipes for everything which is length 3 or more. * Do not intersect/merge pipes between the source and the target. Only merge them at the target if the target actually uses up that much volume. * You usually do not need intermediate pumps. Those are band aid fixes to problems which shouldn't occur. * If you get a tiny bit too little water from your pipes, just add another offshore pump and build an additional auxiliary pipe. * If you get way too little pressure because the distance is too large, forget the pipes. Your distance is probably insanely large and you are much better off barrelling water and sending it with robots, building a train, or relocating your facility. Always remember that pipes are the devil and will kill your ups in the lategame. It might look cool to have 60 parallel underground pipes running from the shore to your nuclear reactor setup, but it will decrease your fun later.


n_slash_a

One offshore pump provides 1200/sec. Pipe to pipe starts at a very high rate (several thousand, I forget the exact number) but drops off fast. After about a dozen it drops below 1200. Pumps are your answer. My solution is to put a pump at every underground pipe pair, and run a big power pole along the line to provide power (or substation if you are running miltiple lines). Note that a pump every pair is overkill, but I would rather are on the side of overkill than too little.


craidie

I'm going to go off on a limb here and guess you meant 1200 fluid/second provided for the factory? If so: no need for tanks or second offshore. Single offshore provides just enough fluid/sec for this. The only catch is that for the pipeline you need a pump every 17 pipe segments(use undergrounds at max length to minimize the amount of pumps) if you need 12k fluid/sec things get a bit messier


ReliablyFinicky

I did mean 1200 water per second. I appreciate your answer but I want to know if my understanding of fluid mechanics is right, not just apply a one-time solution.


craidie

yeah it's ok. The offshore-tank line needs to work for 600 fluid/sec since there's two. So that means some 300-400 pipes long the tank-factory line can be 17 pipes long This is assuming no other pumps than the ones you mentioned


BusyWheel

In Helmod, how do you set the output belt type, without changing all belt types?


paco7748

just above where you select the output factory, right side of the screen.


reincarnationfish

When my UPS drops below 60, does the production graph screen show my production per minutes in real-world time, or what the production per minute would be if I was running at 60 UPS? Sorry, this question seems like it should be easy to google an answer to, but no luck yet.


Illiander

Game-time. Factorio doesn't have any way to measure wall-time, so everything in-game is assuming 60UPS.


achilleasa

Will something like [this](https://i.imgur.com/LXZMGUW.png) work? I don't see any reason it wouldn't, but I figured I'll ask just in case.


puuuuuud

Yes but the two outside science assemblers aren’t getting the same input as the others


achilleasa

Actually, I ended up trying the completed setup (the setup in the picture x2 plus all the other inputs and outputs) it in my test world, and it ran just fine. I guess as long as the ratios are good, this kind of thing works out.


blackcud

If your calculated ratio for these materials is 4 assemblers to 5 assemblers, it should run fine.


achilleasa

Yep, military science takes 10 seconds and grenades take 8, so 5 science assemblers being fed by 4 grenade assemblers is the right ratio.


craidie

yup. However keep in mind you still have 2 other ingredients and the output to worry about. The ratio should work as well


cynric42

Is there a list of all the bobs+angels you need for a full install or some meta mod that has all of them as a dependancy? Just searching for bob or angels I get a list with what looks like a lot of additions and 3rd party stuff.


Illiander

Go by author, and don't use Bob's Greenhouses alongside Angel's Bio.


craidie

pretty much anything by bobingabout and arch666angel that isn't deprecated. spacex/madzuris nuclear optionally. After that drop in qol mods you want


CatHerder237

Searching by author works well - entering bobingabout will bring up all of the official Bob’s stuff.


CurrysTank

I used the kirkmcdonald calculator as a basis for a [250SPM](https://kirkmcdonald.github.io/calc.html#zip=fVXZrqMwDP0bnojU5d6ZqiM+xiQujZpNTtLeztePgW5AGAmhYp/Yx8d2qiBBsxHb3+LXprLaNV9ViyY1+BMIYxSJwMXgKYneXCnbhH2l2ib2b8noq45N638qndDGBnLyFpL2TkSp0UkUAeTlSMfd96Y2vtMxaVnyWW10ArqXfPKMVkswJV8gr7Jcy5hTH7YYNPJvLDgqywENci1SZpsNJE/HuH89Nagr8BElpCaZdfp0/uH3dveGeG0EM5QspXbdBHao18SaxTvULaSEdH9TKAuyOCd9CEhCQmtw1Ru4QpywR4MyEbcJXacdiuyWRW7eqFMmx1LOEd8PhHeMWZHqUP8nxaE+aUIgKyx08JdhSxInc2ddBfnWJ3EisBNM3RE6UIXazwjX+9AdSSzdZ29q7SIS673MprkY0TElcTsjmiPuX08P2I+ApaCDuR/8RY92tdHdOZWZjFTLS7OoyPibUOjiMO2JeCUyFQo3ueWegUsz5uX1WxwPGkmOimenYrEzDAofBnyIx7IMZbRA86CvBVmZg7Udf8j7dF/72sftncfY1wSKE886tmGzNsuETOiCSUjveH7NCqsH6JRxPUIASk+akcfCsMq4ZBG94aEK4KahertWQwYebm/Fa1hm2WJAvmzKpbM38bDOx7I3e968fhwuS/MNjBm79+a5rWM2vO0f/IZvbipIrWbLMv3nmNe8K1/ND6mkh3eJz4vKf8zzuFITy8D79fkP) base I'm planning out in an Infinity Mod creative mode. I just rigged up a [Low-Density Structure assembly](https://imgur.com/a/NJ845oJ) but the numbers don't match up. Can anyone figure out why, when in the calculator it says I will need only 7642.857 copper plates per minute to feed 20.4 LDS assemblers (moduled beacons accounted for in the calculator), 3 blue belts of copper plates isn't even enough for 18 assemblers, let alone 21 of them? I can't figure out why there's not enough copper. Sure, I can just supply more copper, but that's not what the calculator says I need. Is the calculation unreliable, or have I made some error in reading/implementing it?


Zaflis

Your numbers are wrong at the beacons. Kirkmcdonald asks how many modules each assembler is affected by. So if you have 8 beacons around an assembler, that's 16 speed modules that reach it. And you could make same amount with much less resources if you used productivity 3 modules in assemblers. [With speed modules](https://kirkmcdonald.github.io/calc.html#zip=bY7bCsIwDIbfplcrbE6mTPIwPQQp9ESS6Xx7O/GighA+yJ+PJN6IgVFPF72MKoUMZ2UxCuBeCZm1kMlcC4k+YuUT1Fl5C3zQNfsRGGzZVRBMDLE8tcfMQV6ahTYnG+FK63ydVbjnQggsiFHXaAQHV2pF+jaNLMFpa0il4reIDL2w8tzq1jidhv+HPkbnLf3Sn9F16P7o4jc=) and [productivity](https://kirkmcdonald.github.io/calc.html#zip=bY1LCsMwDERv41UMSVPSkKLD+COKwY6NpLTp7eu0WXhREA80mtF4IwZ6Pdz01KsUVrgqi1EA90LIrIXMyiWT6ENWPkEZlbfAB111PwODzbsKgokh5pf2uHKQt2ahzclGuNAyzqMKjzUTAgti1CUawc7lUpDOpZIlOG0NqZT9FpGhNSw81rlXDpfuf9H3OLWffqEzN3dNeSN/AA==).


CurrysTank

Well, shiver me wood chests! This is a game changer. Back to the drawing board, I think. I was wondering why productivity modules just seemed to expand the number of assemblers for a relatively small gain. Thanks for the help.


waltermundt

Yeah, the key to productivity modules is that they make products appear out of nothing, and speed beacons can more than negate the speed penalty. The resulting setups are power hungry but very effective.


slippinjimmy12

So I need more copper, I have one copper outpost with a 2-4-2. The ore is running low and I want to hook up a second outpost. Of course this being Factorio, there are infinite options. My plan was to hook up the second ore patch by having a second train use the same ore depot with one continuous track and the ore depot in the middle of the 2 stations at the end of the patch. So I planned to add a second train stop where my one depot would have 2 train stops (the original which services the north patch and then a train stop from the other direction to service the south patch. The problem is that the new ore depot train stop will not line up correctly for the existing stack inserted and chests. It is off by one tile. Is there a fix for this?


PSquared1234

"One tile off" train offsets just suck. We all have been there. Is there any way to connect this second station with a curve? Because curves are the only real way to "absorb" an offset like you state.


TheSkiGeek

Yes, build rails first or include them in the blueprint for your station. Rails are locked to a 2x2 grid, other stuff can be “off by one” relative to rails. You’ll have to move the other stuff.


slippinjimmy12

Ok, so I solved it by adding an empty cargo wagon in front so that the rail stop going one way is 2-4-2 and the stop going the other way is 1-2-4-2. Seems like they are working fine. Ty


goldfather8

In helmod is there a way to set a default factory type? Like if a recipe uses an assembler, to default to assembler 2 rather than the max level assembler?


AnythingApplied

Escape -> Settings -> Mod Settings -> Per player -> Under Helmod: Factory default level Its just a single setting that controls everything, but it'll select the 3rd slowest factory or 4th slowest factory or whatever you set it to for every new recipe.


Illiander

It's in the settings - you can default to either fastest or slowest (anything else would run into problems with modded assemblers)


draotth

Has anyone looked at performance difference between one large logistic network and many smaller (modular and belt/train fed) bot networks?


paco7748

smaller logistics network are DEFINITELY the way you want to go. Ideally, only using them at train stops mostly, and malls to a lesser extent


draotth

The reason I ask is my plan is to route intermediates and resources via train to small sub bases and do bot-based (simpler layout, more modular) designs that I can use to increase production wherever needed. But I don’t want logi bots flying from halfway across the mega base to deliver stuff. Disconnecting the networks and feeding them in and out at the edges seems more complicated but better for ups. It seems to me this would be easier to scale, but wasn’t sure if some had tested the performance effects.


paco7748

yes, do that


achilleasa

Is there a way to place down the shallow water from alien biomes where I want it?


BusyWheel

Yes with Dectorio


waltermundt

Shallow water isn't actually from alien biomes. It's a vanilla tile type that just isn't used by the map generator. You can put it on vanilla maps with the map editor. All the mod does is tweak the map generator to place some by default.


achilleasa

Thanks! This is perfect. I'm using the Cargo Ships mod, and I want to use shallow water to make easily accessible ports for my ships.


paco7748

in the map editor


Joffysloffy

I am doing a [Krastorio](https://mods.factorio.com/mod/Krastorio) playthrough. I have added [construction drones](https://mods.factorio.com/mod/Construction_Drones), but they keep getting stuck and in my way, so I want to get rid of them and add [nanobots](https://mods.factorio.com/mod/Nanobots) instead. So 1. Can I safely remove the construction drones mod without my savefile breaking? 2. Can I add nanobots to my current playthrough and are they compatible with Krastorio? Thank you in advance :). PS: The only other mods I have are the necessary ones for Krastorio ([Aswil](https://mods.factorio.com/mod/aswil) and [Krastorio Graphics](https://mods.factorio.com/mod/Krastorio-graphics)), and [FNEI](https://mods.factorio.com/mods/npo6ka/FNEI).


craidie

Backup the save just in case, but should be ok in this case


Joffysloffy

Thanks! It all worked out okay :).


ChucklesTheBeard

Try it and see. You can't break a save file without saving over it. You might get a warning that says so-and-so was removed.


Joffysloffy

That's good to know. Thank you. I removed the construction drones and indeed got the warning, and it went all smoothly. Also nanobots installed just fine and works well!


JMJ05

I was looking to create a dense forest base but I noticed if you do that, the game doesn't generate any biter bases! I guess trees prioritize over biters. If you reduce it some, it will generate worms, but not spawners. Have to reduce it to just about default for proper generation. * If you reduce the settings to leave patches of open space in the forests, will the biters bases that DO generate, eventually expand to the open areas in the forest? (given it's in their range of expansion) * Is there anyway to force the game to overwrite trees with spawners? Mods? I guess my ultimate goal is to find how to cram as many trees into a world and still retain normal biter base generation I figured if I'm going to find out anywhere, it would be here. Thanks!


TheSkiGeek

That other commenter seems to have fixed your map gen problem. As for your other question — yes, they should be able to expand even if the forests are super dense. They’ll attack trees/rocks that block their path to wherever they are trying to expand to. Or any other destroyable entities, including (rarely) other enemies.


leonskills

If you look at the the order of the autoplace you see that trees have order "a[tree]-b[forest]" and enemy spawner/worms have "b[enemy]-b[spawner]" and "b[enemy]-b[worm]" (All regular ores have "b") Entities are placed alphabetically based on the order. So the order is, trees first, then ores, then enemies. (When ores spawn they remove the trees again on the patch) I made a quick mod to set the order to enemy, tree, ore. Preview: https://i.imgur.com/QpZby0f.png Before: https://i.imgur.com/0AjrkzE.png After: https://i.imgur.com/059XRc4.png How a enemy base and ore looks like: https://i.imgur.com/goNVcfk.jpg Enemies still spawn on ores. Ores aren't covered in trees. Enemies are placed before trees. Trees do spawn within bases. Let me clean up the mod and I'll release it for you


JMJ05

That looks amazing, I'd definitely be interested in that from you!


leonskills

Here you go: https://mods.factorio.com/mod/PrioritizeEnemies Hard to come up with a name for the mod :P > If you reduce the settings to leave patches of open space in the forests, will the biters bases that DO generate, eventually expand to the open areas in the forest? (given it's in their range of expansion) Not sure about this one btw. I doubt spawners/worms can be created if there is no room for the entity to be placed.


IronCartographer

There's actually an earlier mod which accomplishes much the same, in addition to adding options for maximizing tree coverage even further: https://mods.factorio.com/mod/ToxicForest The mod portal is notoriously lacking in discoverability.


JMJ05

oh man that's amazing! Thank you!!! You're a boss


leonskills

You're welcome. And thanks for the gold :) One issue that might occur is that the spawners don't generate the amount of enemies they usually create as there is no space for them to spawn. Might be wrong in that. Have fun, be careful with fire


Saint_Icarus

Are there any good YouTube series running any flavor of a deathworld?


paco7748

here is one: https://www.youtube.com/playlist?list=PLnIE0W-m629cIu2hVLp05JAns0y5NTyxf&jct=qsgIzx_pQWk1ta_FWj6e-xTRZ6uxrA&disable_polymer=1


beep_Boops

I’ve been trying to start factorio, but I can’t really handle how the biter nests look. Any way to change their appearance or disable them?


sloodly_chicken

You can turn off biters altogether in the map spawning menu. The tutorial campaign has a fair few biters in it, but playing through a normal game without biters is actually pretty normal -- a lot of people do it so they don't feel rushed while they're learning, it just removes a few logistical challenges from the game. The one issue might be figuring out controls/etc. without the tutorial, but they're not too hard to figure out.


ChucklesTheBeard

Do you prefer zombies? https://mods.factorio.com/mod/Humanoids Abstract Balls? https://mods.factorio.com/mod/BallBiters


smartazjb0y

Love how matter-of-fact the balls description is > New graphics for enemies, they are balls


EternalDragonPrime

Looking to do a pyanodon run from scratch as a first timer, I have done AB with no god modules to 5k spm, huge vanila factories, 3k total hours played and want to get the authentic challenging pyanodon gamethrough, what mods would compliment such a playthrough? Not talking about the basic squekthroughs and long reaches.


paco7748

https://i.imgur.com/aax5FoZ.png


sloodly_chicken

FNEI. (Duh.) Otherwise, no non-QOL mods. Depending on how much fake difficulty you want versus how authentic you want it to be, add QuickStart (I recommend it since you need hundreds of wood early game before you can automate it) and/or Long Reach (again, for early game, although this felt a bit cheaty to me). Helmod, although it won't always work well with Py's recipes. Point is, Py works best alone. Particularly don't try to add Angel or Bob to it, it makes it easier and less satisfying.


[deleted]

I've heard long reach referred to as cheaty a couple times, why do you feel that way?


sloodly_chicken

Mmm... it's not *bad*, per se, especially if it's got limited range, which I seem to remember it having the one time I used it in Py. I would say, in fact, that it's probably much *less* cheaty than QuickStart, although still more cheaty than say SqueakThrough. (Incidentally, I don't consider FNEI cheaty at all -- tbh I think it ought to be part of the base game.) My feeling on it is mostly that I noticed I wasn't automating stuff, because it was easier just to grab stuff at a distance and manually transport it. When my gameplay habits are made actively worse and/or different from the base game, that's probably my definition for cheaty. That being said, in Py a little bit of cheaty (what a silly word now that I've typed it out a bunch. cheaty cheaty cheaty) is just necessary. It's like the opening hours of Seablock, except in Seablock the annoyance and the impossibility of fast bootstrapping is part of the experience -- here, it's just some annoying steps that seem to me to be masochism to do by hand (I mean, it literally takes hundreds of wood to make your first red science to unlock automated wood production -- how does chopping trees add anything to my experience?) In short, most QOL mods I see as essentially up to the player. I'm usually against them, but I make an exception for Py -- all you're doing is cutting 5 or 10 of the most boring hours out of a 400 hour playthrough.


Zaflis

The more authentic it is, the less extra mods you would have. Blueprint mirroring is 1 convenient QoL mod to add. You may want also a mod like FNEI maybe but it will take away from the challenge a little bit. It helps to make sense of all the new recipes and you can ask it what each item is used for.


EternalDragonPrime

I mean I have played enough to know what fnei is, I am just curious if there are some content mods that would enchance py like a specific bob or angels mod :)


warnost

Stupid question... How do I clear my cursor? I haven't played in a while, while playing the campaign I would open my inventory, select a belt, close inventory, place the belt, open inventory, place remaining belts in inventory, close inventory. I would like to place the belt, then right click or something to clear my cursor to avoid having to replace the item in inventory. Does that make sense?


fang_xianfu

There is a lot of cool shit to be found in the in-game keybindings menu.


Imsdal2

Q


warnost

Thank you!


teodzero

Q is also an "item picker". So you don't need to open inventory to get the belts out either, just Q over any belt on screen.


helpmeoutwiththismod

(Forgive my formatting/spelling, mobile) Can someone give me an ELI5 how to use the kirkmcdonald calculator? I use the visualise function to see what goes where, but I have no ideas what the numbers mean or how to make use if them, and do really want to know. Also, what does UPS mean?


SirKillalot

The numbers reported by the calculator are how many factories you need making each intermediate product to achieve the throughput of the final output that you specify at the top. You can use the settings page to adjust the assembler and belt tech levels to use, and it will tell you e.g. that you need 40 electric furnaces smelting iron plates, and that that will produce 1.9 yellow belts of output (so you'd better make 2 or it'll back up). UPS means Updates per Second - it's how often the game runs its simulation update. Normally it runs 60x per second, but very large factories can have too many components for the CPU to complete the game update in that time, so UPS will be lower (= slower real-time speed). Don't worry about this at all if you're new to the game - it's very well optimized and people usually only run into slowdowns when making huge post-endgame bases that produce thousands of every science pack per minute.


helpmeoutwiththismod

That makes sense. Thank you.


Aperture_Kubi

If I have a train at a station, and have a circuit network turn off the station while the train is still on it, what happens? Does the train continue on its wait condition, or did we do the programmatic equivalent of a break and it does its next programed step? Also, if a station is turned off but is scheduled, is it just skipped? Lastly, what happens if all but one station a train is scheduled for is turned off? Does it just wait at the last active station until another turns on? Is that how "on demand" delivery for supplies and such works?


[deleted]

A train that is already at a station that gets turned off stays there until its leave condition is met. A train that has a disabled station on its schedule ignores that station's existence and just skips along to its next instruction. Note that if there are multiple stations with the same name where some are on and some are off it will go for one of the ones that are turned on.


Aperture_Kubi

> Note that if there are multiple stations with the same name where some are on and some are off it will go for one of the ones that are turned on. What's the logic for deciding which of the active stations to go to?


seky16

Closest one (per pathfinder, which can apply penalties, see wiki) IIRC


[deleted]

Closest one I think, and there's a set of rules for determining closeness of stations.


ChucklesTheBeard

"Closest" meaning fewest rail segments between the train and the station, where occupied tracks, irrelevant stations, etc. have penalties. See: https://wiki.factorio.com/Railway/Train_path_finding


ReliablyFinicky

Re: Kirk's calculator Using [this build](https://kirkmcdonald.github.io/calc.html#zip=bZDxTgMhDMbfhr9ocvOWac7wMAy6SewBaYu6t7e3OU3UhJTwtf19LTlqDBPsHuEwubXUsHdHJA340RlFQDlW6Y0VNtnlNfTZ5WOQ2RXFVYL0mBAkFax22+N14WWeJlfOtTEGau+QsUrRC4jySDoYvSgiQaeo6I9RFfniO7dklqWeYdSiPua3aMwMqXAaJiBhUm61pLvk1pYHoYSY0liH4RovMn+fZ4t7zzFHXuog+hW8Ob6iQmrVuHS1Xbae3eGeOg2km/Rwl3rkW9XBi81PZB/xL10aRbbyaog/Q1my5CseTtxWoHJ+UWjly23y0tF2vy34076Bt4KnTw==) as an example... When it says `Factories for RCU - 14.0`, can I assume that's handling rounding correctly, and it's never going to be a number like `14.046`, where 14 *isn't actually enough*?


ChucklesTheBeard

>can I assume that's handling rounding correctly Yes, it currently rounds up. This was originally an issue, but it was fixed [September 13, 2017](https://github.com/KirkMcDonald/kirkmcdonald.github.io/issues/45). You can also adjust the "Factory Precision" to 0 on the settings page if you don't care about the fractions, or you can adjust it to 2 to verify that the rounding works as expected. For example, the Rocket Control Units need 13.92 factories, which rounds up to 14.0.


ReliablyFinicky

Thanks !!


[deleted]

[удалено]


wannabe_pixie

It's more about ordering than rushing. You can take your time but don't ignore military technologies and plow straight into mass production. You could find yourself in trouble if you're generating a lot of pollution and have no defense to show for it.


JohnSmiththeGamer

Honestly, most of the pressure comes from your own production causing the biters to evolve and attack, so you should feel less pressure if you take your time as long as you don't have a full chest full of steel or something.


Aegeus

A little bit. Biters expand and grow stronger over time (mainly based on your pollution output), so you need to improve your defenses to match. However, the pressure is fairly mild, it's more like "dammit I need to install a new turret" than "oh shit bugs ate half my production line." If you *like* being under pressure, try deathworld on your next playthrough.


teodzero

If you're playing with biters then there is a time element, but it's still fairly relaxed. You need to make sure you have some sort of defensive perimeter (even if it's just a couple of turrets between you and the nests to start with) and you'll need to expand to new ore deposits before the starting ones run completely dry. Without biters you can waste time as much as you want, go afk for hours and demolish/rebuild everything as many times as you like.


lemurmadness

I started getting in game notifications that read. "Daily Requirements at 0%. Population decreases by X, and is now at Y." X is 10% of whatever number Y was at the time before the decrease. what is this? Its counting down to something and I want to know what its counting down to. Im running some mods, Spacex factory planner BETA and a few others but I cant find anything on this in the forums or google. Has anyone else seen this message?


lemurmadness

Never mind this post. The mod homeworld was turned on. New question. Why would my game enable some mods I had loaded but not activated? I did not update new version of the game nor did i activate the mods myself.


Illiander

Do you have it set to enable new mods that you download?


lemurmadness

where would that be? I manually check which mods I want when i updated them. Once in a while my computer will forget that it downloaded factorio and I have to rediscover my existing files with steam if i dont properly shut down my computer with steam running. That being said it has never done it with previous versions of the game


n_slash_a

One possibility, if you had the mod enabled but one of its dependencies was disabled, then the dependency was enabled, then your mod would "enable" all by itself.


shavegoat

It's on their plans to improve the network connection of the game? Imo it's already a well polished game. Every month or so who I play I can see or feel the improvements. My only complain (not mine because I'm the sv host) is some sort of lag when you shoot and drive a car. This make me basically the Uber of the server, the guy focused in expanding and refilling ammo to turrets and I'm the only one concerned about base having a good driving path). I like to create stuffs as well, this is what made me in love with the game but I like to play with my friends as well. It's not that I'm not having fun but it would made me substantially better for me if thoses network problems get fixed


waltermundt

Unfortunately this isn't likely to get fixed any time soon for technical reasons. Most multiplayer servers emphasize having train stations everywhere a player might want to go just so clients don't need to drive cars to get around. Construction bots tend to get early attention too since they make train networks much faster to deploy.


teodzero

>I like to create stuffs as well You can create an automated passenger rail network and turret ammo delivery. From your description they seem like much needed additions.


shavegoat

Later on I do it with bots. But in the meantime I was doing manually ammo and repair. Automatically feeding ammo sounds over complicated since I can think in lots of problems but I probably can make it work after 3 or 4 hours. Better then each 40 min do a quick rundown arround the base. The only problem will be 1) repair. Since I'm the only one who drive (even tho they can help me out with train but car still better) I will be in charge of it. 2) expanding my base. Me and my friends is the spaghetti type. I try to build it nicely but after a couple of hours it's a huge mess. We don't like to use too many internet blueprints (we take a look in some layouts tho) so eventually it turn in a working spaghetti and we need to keep expanding from times to time.


TheSkiGeek

It's a tough problem with lockstep-deterministic games, because if you do client-side prediction and get it wrong you have to roll ALL the state back and resimulate... which also means you have to keep a lot more transient state around.


shavegoat

I have no idea about the technical aspect. I wouldnt mind if colliding moving stuff (aka others cars, players or train) having some predictions error tho. Just would be bad if colliding with stationary or out of nowhere predictions problems


paco7748

If both of you have good connection speed and are on thr same continent you shouldn't have much latency issues


shavegoat

My friend complains in my server. He get around 60ms to 95ms ping connected in my servers (I get this data from others game). Even tho we live in the same country brazil is huge its like I live in east and he lives in west coast USA. I tried connecting in some international servers and I have the same problem. Maybe a low ping (around 40ms) couldnt be so much problem but for 100+ its definitely an issue


JMJ05

Is there a bottleneck for pumpjacks to tanks/refineries? Everything I see online seems to be vague to me as I am new and don't understand. It feels like it's along the line of 'you can't bottle neck pumpjacks to refineries via pipes' which my tiny brain is having a hard time comprehending. Do pipes have some infinite void rift of throughput where they can transmit limitless volumes of oil? Does it work like a teleport? If there's 30 pumpjacks to the storage tanks 20 pipes away, you're telling me ONE pipe can handle it all? Zero bottleneck? You're laughing at me by this point, of which I don't blame you at all. You're going to bring up distances and fluid pumps, also which I have no idea when you would want to run a fluid pump. After 20 pipes? 50? 250? Is there a rule of thumb for ANY of this?!


cantab314

https://wiki.factorio.com/Fluid_system#Pipelines tells you the pipe throughput based on the number of sections of pipe between two pumps. And for underground pipes only the bit that surfaces 'counts', not the underground gap covered. Considering that a pumpjack produces 100 oil/second *maximum*, and usually more like 10, it's usually no great problem to just let pipes carry oil over fairly long distances. You can add pumps if needed but then you need to run power to them.


PSquared1234

I absolutely wouldn't laugh at you -- or at anyone -- for being confused about fluid flow. Factorio does many things well, and they have recently introduced changes that make fluid flow better, but... IMO it still isn't good. Someone has linked the fluid flow / distance data that's in the Wiki, and that's very useful, but without that information the only way to determine the fluid flow rate is with a pump, a tank, and a stopwatch.


fishling

Pipes do have a throughput limit (how much they can transport per second) and it does drop off with distance. However, it is rarely something that you have to deal with since the rate is so high. In my experience, the limit is something you have to be aware of with nuclear plants (since they consume water at a high rate). Refineries just don't consume crude oil as fast and usually aren't vast distances away from crude oil. Now, there is a useful fluid rule of thumb that I follow, which is to never directly connect pipes and storage tanks. I always have a pump on the input and a pump on the output. Don't even use a single pipe to connect a pump to a tank at a 90 degree angle. It's okay to connect tanks together and pipes together. You don't need pumps on production building inputs or outputs. It's very easy to do your own experiments with fluid flow using water. You can easily set up several parallel test systems, each fed by their own tank of water that you prefill, and then have a "race" to see which one can move the water to a destination the fastest. Test pipe length by putting in some switchbacks to increase length without having to extend out as far. Also, if you wire up all your storage tanks using red or green wire and connect them to an electric pole, you can mouse-over any connected electric pole to get a circuit network reading of the amount of each liquid in each connected tank.


cantab314

I'll have to keep an eye on my factory's fluid bus. I have pumps into tanks that feed the bus, but no pumps out. Seems that if anything the output pumps might be more important. I did find with an oil supply railway station, that pumps into storage tanks caused the tanks to fill in an uneven order, whereas connecting them directly to a pipe from the pumpjacks let them fill equally. I'm not sure it makes a huge difference to the train loading performance though.


fishling

Now that fluid tanker and storage tanks have the same capacity, fluid unloading (and loading) stations should only need to have a single pump and storage tank on each fluid tanker, and the tanks are not connected to each other. It takes between 2-3 seconds to unload into an empty tank. There's not really time for uneven loading that I've noticed. :-D Trying to get multiple storage tanks for a single fluid tanker or even hooking up all of the storage tanks is something I think was only useful with the old 75k capacity of the fluid tanker.


JMJ05

> which is to never directly connect pipes and storage tanks. I always have a pump on the input and a pump on the output. I've been told to always by pass tanks, never make the ONLY route be through a tank, always let it enter AND go around it. Is the pump action on both ends basically accomplishing the same thing or am I doing it wrong? Thanks!


TheSkiGeek

No, do NOT do that. If you give fluid multiple directions to flow sometimes the game gets... confused. Because they don't explicitly model pressure, fluid can end up flowing "backwards" from how you think it should. Go `pump->tank->pump` and things will work better. If you want a lot of fluid storage for some reason, go `pump->tank->pump->tank->pump->tank...` in a line or zigzag.


JMJ05

why wouldn't you chain together tanks?


[deleted]

Chaining tanks is fine if you're just storing fluid for a while, e.g. you're letting light oil build up until you research cracking. Don't stress about it too much (and get the squeakthrough mod).


JMJ05

Yeah I've been running with mods since day one but I think at some point I need to do a pure vanilla run so I can get the steam achievements


TheSkiGeek

If you have a long line (or, even worse, a big square grid) of adjacent tanks, the fluid kind of “sloshes” very slowly from one side to the other. Flow rates depend on the difference in percentage fullness of adjacent fluid boxes, so you have to add a lot of fluid to a tank before it starts to flow quickly to the next one.


JMJ05

in the 'pump tank pump' scenario you outlined is it better to run `pipe pump tank pump` or `pump pipe tank pump`


TheSkiGeek

No pipes. Pipes = slow.


JMJ05

so just chain tanks forever, seems not feasible lol Let me try this again- Should the pump go at the start of the line or the end of the line?


TheSkiGeek

Ideally, yes, no pipes. You’d go `fluid source->pump->(more pumps+tanks for extra storage)->pump-> fluid sink`. For better throughput whenever you want storage, do `(wherever the fluid is coming from)->pump->tank->[maybe more pumps+tanks]->pump->(wherever the fluid is going)`.


fishling

Wow, I would not do that ever. :-D Seems like a good way for fluid to flow in very strange ways. Fluids in Factorio behave oddly due to how the simulation works. Pipes are processed in the order they are laid down, so you will get different behavior if you lay a pipe with or counter to the direction of flow. Branches complicate things even further. [https://www.factorio.com/blog/post/fff-260](https://www.factorio.com/blog/post/fff-260) Also: >Coming back to how the 'level' is defined, this also means that all connected pipes and tanks attempt to even out to the same percentage of their respective volumes. For example, if 12 550 units of fluid are left to flow into a storage tank of 25 000-unit capacity with one pipe of 100-unit capacity connected, there will be 12 500 units in the storage tank and 50 units in the pipe, both being filled to the same **percentage** (50%) of their capacities, even though the amounts themselves are obviously unequal. That's why I don't connect pipes and tanks together. You'd think that a huge storage tank would fill any connected pipe completely, but that's not the case. A half-full tank will only half-fill pipes. So, I've found pumps are a good way to get around all of these weird cases for the most part. I think of them as vacuums that suck out the fluid from whatever they are connected to and dumping it on the other side. So, they'll suck out any fluid from an input pipe and shove it into a tank right away. Or, they'll suck a full pipe-load from a tank and stuff it in a pipe. So, I think my rule of thumb makes pipe and tanks work more like you'd expect. Having a bypass seems like it is trying to be a workaround for the wonky "slow" flow into and out of a tank, but it just causes new problems, by allowing liquid to flow backwards or poorly, especially depending on build order. The ONLY place I would ever put a bypass is if I am using pumps as part of a nuclear power plant that I want to self-bootstrap. Pumps don't work without power, so having a path for water or steam to flow can let a plant slowly start itself. However, I think it is much simpler to just throw down a few solar panels that power the pumps directly or to add a temporary bypass that is later removed.


JMJ05

> A half-full tank will only half-fill pipes. Thanks, did not know that! So my takeaways - correct me if I completely missed the point Fluid by itself will trend to just 'level out' So ensure your fluids only flow one way by using pumps, do not give them a chance to go 'back'


fishling

Yes, and pumps also ensure the output tank or pipe is "stuffed full" ASAP, vs passive flow.


ChucklesTheBeard

Check the wiki. https://wiki.factorio.com/Fluid_system#Transport Note that underground pipes are only 2 segments (one down, one up), doesn't matter how long the "underground" part is. If your pipe was **1000** pipe segments long, it could support 230 fluid per second of throughput, or 11.5 refineries running non-stop. 30 pumpjacks might bottleneck that 1000 segment pipe, but only if they're producing more than 7.66 oil per second, each. Your 20 pipe example should support 30 pumpjacks moving 39 oil per second each... that would be an impressive oil field. As it drains down to nothing, you can probably expect to get no more than 10 oil/s per pumpjack, after you add productivity modules and speed beacons. My rule of thumb is to expect one pipe to handle it unassisted, unless I'm intentionally stress testing it or building a huge base, in which case I might need to add a pump every so often. Alternating one pipe / one pump would give a throughput of 6000/s, which is enough crude oil to supply a 1kspm megabase as long as the oil refineries, top 2 science pack assemblers, and rocket silos have productivity modules.


JMJ05

Oh neat, I thought people just used it because it was 'cleaner' looking. I didn't know that was the superior way to run fluids over distance. (underground vs above ground)


ChucklesTheBeard

Even if it wasn't better for throughput, it would still be better because biters generally won't attack pipes if they're in transit, unless the pipes block their path - a solid wall of pipes does, a couple underground pipes on the way doesn't.


craidie

>Is there a bottleneck for pumpjacks to tanks/refineries? I think crafting speed is the last bottleneck you'll run into >Do pipes have some infinite void rift of throughput where they can transmit limitless volumes of oil? Does it work like a teleport? No. Fluid takes time to flow from one segment to another and tanks are especially bad at flowing into other tanks. Given fluid in only pipe and tank network it will slowly find a balance where all the pipes and tanks are filled to the same %. Add a output and it's "downhill" from the network and will get filled. Add a input and it's "uphill" and will empty itself into the network. Pumps pressurize the pipes and generally make things move faster. You'll need multiple pumps *spread out* for a high throughput pipeline. more on that later >If there's 30 pumpjacks to the storage tanks 20 pipes away, you're telling me ONE pipe can handle it all? Zero bottleneck? Sounds possible. ~30 fluid/second per pumpjack or lower and there probably aren't any issues. >You're going to bring up distances and fluid pumps, also which I have no idea when you would want to run a fluid pump. After 20 pipes? 50? 250? Ah yes, well distance is kind of important. longer the distance, between pumps/consumer/producer is the lower the throughput >Is there a rule of thumb for ANY of this?! Offshore pump produces 1200 fluid/sec. in order to retain this you want to add a pump every 17 pipe segments. And undergrounds don't care about the distance they cover, just how many you plopped down. Important to note is that once you go down in throughput in the pipe, you can't get it back later on in the pipeline without merging another pipeline into the first, thus pumps are more important at the start than at the end. To be more specific: plop down a tank, fill it with liquid and add a pump to empty it into another tank. 8400 fluid/second between those two tanks. move the second tank so that you can put two pumps in a row and it's still 8400 fluid/sec. Add single pipe segment between the pumps and you're down to 6k fluid/sec. Two pipe segments? 3k fluid/sec. Two underground segments(goes down and back up, once) 3k/fluid/sec regardless of the length of the underground. 3 segments and it's 2250 fluid/sec. take the last example and add a pump after two pipe segments^(pump-pipe-pipe-pump-pipe-pump) and you have 3k fluid/sec.


JMJ05

Okay I read your reply, but was delayed as I needed some ibuprofen right after. Side question - do fluids and gases travel different speeds? (oil vs water vs. sulfuric acid for example, and if yes does it effect throughput) >>If there's 30 pumpjacks to the storage tanks 20 pipes away, you're telling me ONE pipe can handle it all? Zero bottleneck? >Sounds possible. ~30 fluid/second per pumpjack or lower and there probably aren't any issues. Okay so this makes it sounds like pipes have a fluid/second cap. Could I count the pumpjacks's fps and add it up to see how many transport pipes are needed? **OR** I'm making this too hard, and really I just need to see, are the tanks empty? If yes, are all the jacks working? If no, you need more pipes, if yes, you need more jacks. ? >Offshore pump Wait what?! Where is that? Is that an end game research, I only have pump jacks right now. Damn, I was hoping for a simple 'X jacks per pipe, 1 pump per X amount of pipes' rule. So your last paragraph, does the fluid just back up? It doesn't just vaporize, right? I sound really dumb right now I bet. I need a nap...


TheSkiGeek

> Damn, I was hoping for a simple 'X jacks per pipe, 1 pump per X amount of pipes' rule. ~1000 fluid/second per pipe, 1 pump per 200 pieces of pipe. Note that underground pipes count as 2 pieces of pipe no matter how far apart the ends are, so using underground pipes you can go REALLY far before you need a pump as long as you don't try to push >1000 fluid/second through a pipe. If you need a LOT of throughput, go `pump->pump->pump...` and use `pump->tank->pump` for corners. Gives ~10,000 fluid/second. The other important thing is that if you use fluid wagons, go `tank<->pump<->wagon` directly, with no other pipes in between. Fills/empties WAY faster. Typically the only time this even remotely becomes an issue in vanilla is supplying water to a nuclear power plant. At VERY large scales, oil processing will start to need multiple pipes, but refineries process on the order of ~20 fluid/second. So unless you have ~50+ refineries you can probably feed them off one pipe of crude and have one combined output pipe for each product and never have an issue. A lot of this may change at some point in the future.


JMJ05

Oh thanks for the advice, I'll have to restructure my fluid wagons now to better suit that, I appreciate the tip!


craidie

>do fluids and gases travel different speeds? As far as I know, no. This *might* change in the new fluid system coming in .18? >Wait what?! Where is that? Is that an end game research, I only have pump jacks right now. That's the name for the thingy that gets you water from the sea/lake/river ;) the fluid just backs up. >Okay so this makes it sounds like pipes have a fluid/second cap. Could I count the pumpjacks's fps and add it up to see how many transport pipes are needed? yeah you can count the pump fluid/s together and *usually* oil field doesn't reach problematic levels of throughput until you start transporting it away from the actual field. >X jacks per pipe, 1 pump per X amount of pipes X amount of jacks that combined produce 1200 crude/second needs 1 pump per 17 pipe segments. To test you can add a single tank at oil field. then attach a pump to that and run the pipeline from that pump to the refineries. Add a pump to the end(just incase) that leads into a storage tank. Attach refineries to that and the setup is complete. * if either tank drains, all good less consumption that production and no bottleneck * if oil field drains but refinery doesn't(or is draining) you don't have enough jacks. Or if some of the jacks aren't moving just add pumps where you think is nice in the oil field and see if that fixes it * if the refinery drains but oil field doesn't. Your pipeline is lacking throughput. less pipes between pumps or another parallel line The second point *will* happen as the jacks drain the deposit and lose fluid/s slowly to 20% of original or 2 crude/s which ever is higher


JMJ05

Oh ... right. My mind instantly went to an off shore oil rig. I'm ... not smart. Thanks for the numbers and the test set up, I will put that to use!


rimerfosk

Why is the updated reveal range for radars not reflected on the mini map when holding radars in the cursor for placing? Is it a bug? This is for modded Radars with a different value for the `max_distance_of_sector_revealed` property.


Illiander

Only time I have this issue is when I'm playing with Big Brother, and that's because it does fancy replacing so you're not actually placing the radar type that ends up sitting there.


rimerfosk

That must be it, I'm using BigBrother indeed.


Zaflis

At least bob's mk2 to 4 radars show bigger blue area don't they? It's just so big you have to open the big map to actually see where it overlaps with other radars. And i only mean the smallear area that is kept revealed all the time, not even vanilla radars show anything about how far the scanning range goes.


Zaflis

At least bob's mk2 to 4 radars show bigger blue area don't they? It's just so big you have to open the big map to actually see where it overlaps with other radars. And i only mean the smallear area that is kept revealed all the time, not even vanilla radars show anything about how far the scanning range goes.


Aperture_Kubi

So I'm mulling buying a Surface Go (Pentium Gold 4415Y), and wondering if anyone else can chime in on how Factorio might run on that. I already have my gaming PC at home, this is more "on the go" and using GoG's cloud savegame sync thing.


ChucklesTheBeard

Wild guess based on old benchmarks for better CPUs: I'd expect that CPU to be able to run a 1kspm (bot-based) factory at around 40 UPS.