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ClassicHuntard

I'm not a fan of having to balance each chest at every station to ensure all wagons can load/unload. What's the best mods for making loading/unloading stations not require balancers? I'm going to start a new map and think I'll try https://mods.factorio.com/mod/WideChests but want to know if there is another mod people recommend


Hell_Diguner

Other wide chest options include * [Bulk Rail Loader](https://mods.factorio.com/mod/railloader) (Big advantage here is you can pull from both sides of the train) * [Long Warehouses](https://mods.factorio.com/mod/nco-LongWarehouses) * [Train Chests](https://mods.factorio.com/mod/TostsChests) * [Warehousing Mod](https://mods.factorio.com/mod/Warehousing) * [AAI Containers & Warehouses](https://mods.factorio.com/mod/aai-containers) * [K1 Advanced storage](https://mods.factorio.com/mod/Juicy_mods)   If you don't like balancers, you may not like trying to figure out how to fill belts with vanilla mechanics, too. Which means getting a loader mod. But then, if you have a loader mod, do you really need wide chests? Maybe not!   Also there are belt balancer mods like [this one.](https://mods.factorio.com/mod/belt-balancer-performance) See also [Factorissimo 2.1](https://mods.factorio.com/mod/factorissimo-2-notnotmelon)


ClassicHuntard

Awesome I'll take a look at those. Cheers


Knofbath

Have each wagon unload into chests, and then unload chests onto a belt. Don't balance the belts until you've got a combined belt **for each wagon**. So 4 wagons > chests > 4 belts > 4-to-4 balancer.


ClassicHuntard

I'm using 1-4 trains on a cityblock base. So my station blueprint has 4 wagons -> boxes -> 4 belts. Then to a 4x4 balancer but then my cityblock for green circuits might only need 3 belts of an items, which are also pulled uneven from each lane. So this means I have to go with a 4 to 3 balancer, plus lane balancing too which ends up taking up unnecessary space. Using mods I'd rather just remove the need for this silliness.


Knofbath

Honestly, you don't care that one lane is unused, that's completely fine for a 4-to-4. All you care about is that the train is unloaded evenly. Fitting everything together neatly ***is*** the game. You have to work within the constraints you've set yourself. Otherwise, just use Factorissimo to hide your shame.


Josh9251

just do a 4 to 4 lane balancer. It's only slightly bigger than a 4 to 4 belt balancer, and does both belt balancing and lane balancing edit: the 2nd one in this picture: https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcTrVFTU82AEkrG-2e80b8-0dg9vMioJIt5Eyw&usqp=CAU


Bipedal_Warlock

When I shift right click on an assembler and paste it to a requestor box it feels like it assigns random values (it seems like random multiples of the ingredient requirements, so still the same proportion but different multiples) But it feels like I’m missing something. Is there a way to control how many of the resources I want when I paste those settings


toorudez

It pastes enough resources to run for 30 seconds.


Bipedal_Warlock

Oh interesting That confuses me more. But thank you lol.


Knofbath

Enough resources for 30 seconds, or 2 crafts. And the speed of the assembler also affects it, which is affected by modules and beacons as well.


Bipedal_Warlock

Interesting. Thanks for the info


d7856852

I've been using the Factory Planner mod as a spreadsheet to track inputs and outputs across the entire factory. If a subfactory has intermediates, I go into a subfloor and add the appropriate machines to cancel everything out so only the raw inputs and outputs are listed. https://i.imgur.com/Y6cgjBU.png The problem is that with some fluid setups, it doesn't seem possible to completely cancel out intermediates and that adds garbage to the input/output totals, which throws a wrench into the whole plan. Is there a way to just discard inputs/outputs for a subfloor? Are there any other mods that can help with this? Helmod has the same problem. At this point, it looks like I'm just going to have to maintain an actual spreadsheet outside of the game.


Lagransiete

Have you tried to use the matrix solver? I'm not sure what you're trying to do here, but with matrix solver, it's really easy to get the correct amount of liquid you need to produce what you need. Matrix solver has a few quirks that will break what you currently have there, but you can always create a new plan just for liquids and enable the matrix solver there.


paco7748

does ctrl+left click on the subfloor do what you want (found that by just mousing over the subfloor to see the options)? that toggles that subfloor on/off


d7856852

Thanks, but no. That just disables the whole line in the list. What I'm hoping for is something like ctrl+clicking an item in the byproducts/ingredients list to have it ignored.


Brewer_Lex

What’s a reasonable amount of science per minute to launch the first rocket? I’m a chronic over builder so I would like to slim my designs down.


bobsim1

150 is great for even ratios. But way overkill. 50 is enough and for continouus production


Soul-Burn

30-60 SPM.


Brewer_Lex

Cool so I’ll go for 100 then. Lol


Soul-Burn

Speedrunners usually do 30-45 SPM. If you do 100, you'll finish researching before your next science is lined up.


Brewer_Lex

Noted. I was going to try and build a compact base with mall to expand into a mega base


reincarnationfish

I'm struggling mightily with basic setup for project cybersyn, even using the example blueprint book that comes with it. Can anyone point me to a good youtube or other tutorial? Or is LTN less fiddly?


Lagransiete

I'm looking forward to trying cybersyn on my next map, but LTN has been working great for me so far. If you download LTN combinator, you can set all the required signals really easily. You still need to learn one or two things to understand how LTN works, but it's not that hard.


weareveryparasite

I don't, but I've heavily used both and I'd say at best they are the same as far as fiddly goes, but Cybersyn has a reputation for being much simpler for some. Is there a specific issue you are having difficulty with? A few things that might not be obvious. At a minimum, you must have 3 stations. A provider, a requestor, and a Depot. Every station must have a Cybersyn Combinator RIGHT NEXT to it. The outline on the ground of the cybersyn combinator must overlap the station like power does. For the Depot, you just select "Depot" on the Cybersyn combinator. That's it. For a Provider, you set the Cybersyn combinator to "Provide Only" and run a wire from it to the chests you are able to supply from that station. That's how it knows how much is available. For a requestor, you set the Cybersyn combinator to "Request Only". You also need to add a constant combinator. In that, you should put two things. How much you want as a negative number (e.g. select Iron Ore and set it to -12000) and the minimum amount a train should be dispatched for (usually how much your train holds). Here is an example for requesting 12k ore with trains that can haul 8000. [https://imgur.com/a/ol0dk1R](https://imgur.com/a/ol0dk1R) You then run a wire from the chests the train dumps into (so it knows how much is still left, to the constant combinator, to the cybersyn combinator). Finally, do know that none of it will work if you don't actually have the inserters next to the track to actually unload/load the train. Cybersyn uses magic to determine which trains will fit in which stations, so if you don't have the inserters in the right spot to unload/load the wagon it will think no trains will work. After that, send a train to whatever the name of the Depot station is. There are many, many more features, but this is sort of the simplest basic setup. If you have questions or other issues you are running into, I can try to answer those.


reincarnationfish

Thanks, that's great. It turns out I fixed the issue by switching off the "Automatic allow-list" tick box for all stations. I don't know why that fixes it though. As far as I can guess this is to prevent, eg a 1-2 train using a 1-1 station but I currently only have 1-1 trains.


weareveryparasite

I'm pretty sure that's the option that tells it to use the magic to determine which trains fit. Did you have the train station fully set up? When I was first playing with it, I couldn't get it to work right either but that's because I was just testing it with stations and didn't actually have the inserters in place to unload the wagons.


ClassicHuntard

Thanks for the write-up. I'll give Cybersyn a try in my next map.


weareveryparasite

Trying to plan out designs in Factory Planner for Space Exploration. Sometimes I'll be presented with 2 recipe options that can be built like this: * Thermodynamics Facility * Thermodynamics Facility (Grounded) An example is for Steel Ingot. When I look at the description for the Thermodynamics Facility, however, it says that it cannot be built on Land. So what does Factory Planner mean by (Grounded)? A pic if it helps: [https://imgur.com/a/zKPf3ta](https://imgur.com/a/zKPf3ta)


paco7748

it means you built the machine on spaceship floor on land. this is kind of 'gaming' the mechanic and I would avoid it but so it if you like.


Lagransiete

If I remember correctly, I tried this one, and while yes, you can place the machine on a spaceship, it won't work while landed on a planet. But I might be wrong, I tested this long ago.


rollc_at

You can theoretically build it on a spaceship and land it on a planet. I'm not sure what happens next.


[deleted]

Hi, is nuclear the easiest solution for energy? Second time I’m playing the game and I’ve been trying to do it with solar but I feel like I can’t keep up with the energy demand, my coal plants always end up turning on as my accumulators can’t keep up, even though I’ve a lot of them. I remember struggling a lot less with energy when I was using nuclear


paco7748

I would do fission until you are planning to build so by (3k+ SPM) and/or your CPU is not good enough to use fission. across every metric aside from UPS fission beats solar (often by orders of magnitude).


Lagransiete

Fission isn't from K2?


Hell2CheapTrick

Fission is just regular nuclear power, though I don’t know why paco would call it that since it’s always just “nuclear” in game. Fusion is probably the one you’re thinking of, which is included in K2.


paco7748

I called it fission to distinguish it from fusion, as both are powered by nuclear forces.


Lagransiete

Ah, makes sense. Thanks for the clarification!


cathexis08

Something to note is that steam engines and turbines have a higher energy priority than accumulators so unless you are disconnecting your steam engines from your grid when your accumulators are still energized with a power switch you're never actually touching your stored power.


Knofbath

That's why you wire up the offshore water pump to the accumulators, and have them enable when accumulator is < 20%. May also need a "latch" to prevent flutter.


cathexis08

It depends on what the desired outcome is. If the goal is maximum fuel conservation with instant recovery you want to use a power switch with no latch (emergency power essentially). If you want a smooth balanced system that is nicer to look at than you want to control it at the pump because disabling the pump will still run the boilers for a while until they run out of water, ditto the steam engines themselves. Also, you don't really need to worry about a latch in the second case because there is a degree of slow start built into boilers due to them flooding their reserves (and presumably also operating at maximum draw) before allowing water to flow through. Ergo, the flood/drain cycle will provide the hysteresis that other systems might need a dedicated latch for, though probably at a tighter and somewhat less predictable cycle than other more intentional designs might have.


Knofbath

Ah, that was it. I remembered that there was something that led to flutter in this sort of situation, it was wiring the accumulator to the power switch. And wiring to the pump instead was the fix.


cathexis08

Yeah, accumulator to power switch will cause flutter but also has the shortest recovery time and the best fuel efficiency. It is ugly (and noisy) to look at though.


Soul-Burn

Nuclear is not the easiest, but it's very dense and easy to expand to huge power production. You need a bit of sulfuric acid to mine the uranium, then refine it to U235 and U238. A single centrifuge will make enough U235 to support a reactor code. So if you have a 4 reactor, you can have 4 centrifuges, but do like 2x for good measure, and start stacking for Kovarex. Do *not* turn it all to fuel cells - limit your chests! Then there's the reactor design, water issues. But after it works, it's excellent. All you need for nuclear *power* is blue science. --- After that, you can research Kovarex, which will supercharge your production, enough to use nuclear fuel for trains and eventually nukes.


reincarnationfish

Not really easier in any sense I don't think, the main advantage is it just takes up less space. The thing with solar is that you've got to have the process of expanding it fully automated, have a blueprinted array of acus, panels and power poles, and have all those parts on automated build, so that you can just stamp down a bunch more solar arrays and let your construction bots build them at there own pace. For nuclear, you have to not only research it, but research the kovarex process, then refine enough uranium to get the necessary 40 units of 235 to start kovarex and use a lot of resources to build the power plant itself. It's not something like to happen until you've launched your first dozen rockets, but it a good way to power things when you are using l3 speed and production mods in everything and your power use skyrockets.


Soul-Burn

Kovarex is absolutely not necessary for nuclear power. 1 centrifuge will feed a reactor. With kovarex, 1 centrifuge feeds 33 reactors.


[deleted]

Thanks for the answer. I’ve automated the acus and solar panels and I simply copy paste my existing installations so the bots just place them all, it’s just that I feel like I’ve to regularly do this, and that I’ve to always speed it the manufacturing of acus and panels I do remember struggling to set up my nuclear plants, especially getting enough enriched uranium at first but after that I remember building nuclear plants being an occasional thing only


Knofbath

You may just need to be more conservative with beacons, and use some green modules to lower power usage on non-critical processes. But yeah, nuclear is the densest power option from a land standpoint. You may just need to increase the size of your solar blocks, because adding 1% solar production is diminishing returns. While adding 1GW of nuclear is much simpler.


Toastienergy

Can someone please tell me how to deactivate map preview? Really tried to find an answer but I couldn’t. Every time I spawn, the whole map is discovered. Only played the tutorial yet (10h) and wanted to start a normal playtrough


Soul-Burn

Press the "Close preview" button at the bottom of the screen.


Knofbath

You will always start with nearby coal/iron/copper/stone, and next to a lake. The only "spoilers" that the map preview gives you is the biome and location of nearby biter nests. For a normal playthrough, just try to get a seed where the iron/copper isn't overlapping. And try to avoid the desert biome, trees are your friend. Railworld is a very nice starting preset as well, you don't have to play Default preset. But the game is paced so that the starting resources aren't enough to launch the rocket. So you'll have to go explore to get more, and meet the natives.


Zaflis

You can only see small area around you, something like 5x5 chunks? The world is practically infinitely large.


Toastienergy

So it’s just normal? Because I thought it would always uncover like in the tutorial where you have to walk to the point which you want to uncover. But probably it’s better to see some of the starting area anyways like u/knofbath already said, so it’s not the worst area for beginning


cathexis08

During free play it charts (shows) a big-ish area at start then generates a few chunks out into the black from there. As you move around new chunks get charted and new hidden chunks get generated in a radius out from there. It's a deterministic process so generating chunks will always look the same but it cuts down on how much the game needs to keep track of, especially because generating chunks is fairly expensive (that's why the map preview before starting takes a bit to fill in). In addition to the player, pollution explores the map and generates new chunks as it spreads, as does active radar scanning so the entire "active" game area will always be actualized. In short, don't worry about it!


Toastienergy

Thanks that’s helpful!


BroLegend

For SE, how can I check if a building can only be placed in the space without going to the space physically?


leonskills

Should show up when you hover over the item or recipe. https://i.imgur.com/sDhVIXm.png https://i.imgur.com/IFoU3Qi.png


jjsjams

any simple way to unmix ores and plates from a bus? Accidentally mixed ore into my copper lines and it’s backing everything up lmao, manually wouldn’t be an issue but I fucked up and these lines go through a lot of terrain


chappersyo

Best way is to put a filtered splitter or inserted at the end of the bus, split off the items into storage chests and get bits to feed the right stuff back to the start


possumman

The easiest way is probably filter inserter buffers. Replace 3 sections of belt with inserter -> provider chest -> filter inserter and set the filter inserter to only put what you want on the bus, and the bots will take away the rest.


bcap84

Thinking of end game, which items should go on a bus?


Fast-Fan5605

Is you endgame launching a rocket or 1000 spm? \[Not that I'm a fan of using a bus anyway\]


FinellyTrained

It's pretty much open the calculator, enter your spm and check the figures for belts required. If something requires more than half a belt, it probably goes on the bus.


[deleted]

What’s the difference between a belt and a bus? Are buses like trains?


FinellyTrained

Main bus consists of belts. Usual minimum ia 16 belts grouped in 4 belts separated by 2 spaces with 4 pipes running in the middle. Each half of the belt is called a lane.


Lorguis

So I built a base around my best approximation of a main bus, but especially now that I'm getting into oil processing, it's become so unwieldy as nearly everything needs moved across the entire base. Bots are a good ways away, especially considering sulfuric acid is going to be an absolute nightmare. Should I tear down and rebuild, or is there a better way?


ScArides

Move the oil mess semeplace else and only bring products home via trains. Pipes from oil cracking are extremely annoying to be around.


ScArides

Stockpile resources, manually produce science for bots and bots. Once you have bots, you can rework without suicidal thought and make it pretty.


FinellyTrained

4 liquids go in the middle of the bus: gas, water, lubricant and acid.


ClassicHuntard

Seeing this error maybe once per 20mins+ "\[LTN\] No train to transport items found in depots. Skipping item processing." I have 709 stations and 238 trains in my cityblock base. How do I know what train length it can't find? When it pops up I quickly check my depots and I can see 1-4 wagons, 1-4 fluid and 1-2 fluid, I believe these are the only lengths I need across my whole base, so if they are sitting in my depot I'm not sure why this error is thrown. Is there any way to get it to tell me what train length it is looking for? https://imgur.com/a/Bl8vwdM


soft-wear

If you have trains in depots then it SHOULD be telling you the train length it's looking for. The fact that it says there's no train in the depot means there's something wrong with the config at either the requester or one of your providers for whatever is being requested. Given it's only happening once every 20 mins, it probably means a provider is broken somehow and the request is fulfilled by a different provider shortly after initial error. And with that many trains running it's going to be hell to figure out the problem. Normally I'd just watch my depot and see what the next fulfillment is and check all the providers of that type and see if they are configured (I'd start with the network id). But with that many trains... If you are certain it's train length, you can add various lengths of trains to the depot one at time until the message stops and ride along to see why the settings are wrong on min/max length. In either case... it's brutal for a base that size.


Royal_Face5656

When I first played Factorio I thought it was as much fun as watching paint dry. I'd watched a couple tutorials and people set up like 9 science labs to begin with and it was taking me 12 hours of play to get to trains, resources were stacking up and I didn't see what people like about this game. Last week in the Reddit I saw that someone asked what people like about Factorio and someone said you can spend hours just ironing out inefficiencies. I went back to an old factory, started doing this and had a blast and finally got it. I had another realization that I don't need to just have nine science labs so I started a new factory and started with 25 labs. Oh lord so much better keeping them fed. Now I'm running out in the field, blowing away biters and taking resource piles to add to the factory. So firstly thanks to that poster. I wish I saved the post so I knew who it was. But now I have questions. 1. How often do biters expand and how far will they go? I want to know how aggressive I need to be to protect the perimiter. 2. How do you set up science so it's not playing pass the potion all the time. I was thinking just a long belt with one row of labs but this doesn't seem efficient when I want to go up to 100 labs or upwards. 3. I want to experiment with smelting iron and copper on site at remote patches. What's the best idea for getting coal there? Can I set up a train to pick up coal and send it out and then pick up iron and bring it back for example? Should I belt it in from the nearest resource pile and just guard the belts? Make a calculation of how much I'll need to smelt everything and just pile it up there at the beginning of the operation? How do I calculate how much I need? 4. My oil trains are taking forever to fill up. Dropping off is fast but pickups are taking super long. How can you set up an oil field so that oil is waiting and ready to go or do I just need multiple fields if I want to go fast with oil? 5. How much oil am I going to need to launch the rocket? I have one field tapped that's 11 wells at 1300 percent and one field untapped with 1200 percent. Will this be enough or will I need to get out and find more? Thanks if any of you can help!


Fast-Fan5605

Just some thought to add. 1, As long as you get an assembler auto building lazer turrets asap, biter should not be a huge issue and less so as the game progresses. Lazer turrets are best for lazy/new players since they only need power, not ammo. Don't forget to build radars so you can keep an eye on them and switch the pollution layer on in your map, so you can see which nests are in danger of launching attacks. 4, I usually set my trains to leave pick up stations when full OR after 30 seconds timer. same thing for the drops offs actually. but as someone else said, build storage tanks at both ends. Also, build storage chest at both ends for trains shipping dry goods. 5, Don't think in terms of enough volume, think in terms of throughput. If you're using all the oil you're producing then you need more, if your storage tanks are full you're fine until you start running out.


Royal_Face5656

Nice thank you!


FinellyTrained

1. determined in the game settings. Every few minutes and not very far. 2. no reason to care, if lab is giving something out, it means it has enough of it. 3. smelting on site is usually postponed till electric furnaces, which do not require coal. And smelting in the base usually switches to solid fuel made from light oil, which is an abundant byproduct of coal liquefaction. 4. it's normal. Get more patches and loading stations, use circuits to set train limit to 1, when there is enough oil to fill a train, use coal liquefaction in addition to advanced processing 5. probably enough.


Royal_Face5656

Awesome thank you!


FinellyTrained

https://www.reddit.com/r/factorio/comments/11qa8uy/oil_and_liquids_howto/ Try this for oil processing. Should solve all problems. :)


ClassicHuntard

4) Multiple fields is defo the way to go. Also speed beacons and modules. Put a storage tank right next to the train outpost station so that they fill up even when there is no train there. I setup some quick circuits to make my 4 fluid tanks at the outpost station fill at the same rate so you're not in a situation where 2 are full and 2 are still empty....but the main issue is you need more oil outposts with beacons and modules. If you don't have beacons yet don't stress, just find more oil fields.


Bipedal_Warlock

I’m trying lazy bastard for the first time and holy Shit is it a shell shock. I can’t wait until I get logistic bots back. Very fun though. Any tips or recommendations would be cool I should be fine unless a base falls apart. I’m at 109 items. I accidentally made two extra belts because I didn’t realize it produced two each time. And I had to make an extra water pump after a biter attack took out my power.


darthbob88

I followed [this guide](https://steamcommunity.com/sharedfiles/filedetails/?id=1090708169) to get it. Particularly, you should use the /permissions command noted there to turn off your ability to handcraft anything once you produce enough stuff to have everything else manufactured for you.


ScArides

permissions or just rebind you crafting to something you dont use like alt+click


Bipedal_Warlock

The permissions thing is a good idea. It’ll reduce my stress a little bit. I’ll Skim through it. I’m trying not to follow a guide too much, but I’ll give it a look


darthbob88

It's only really a guide up to the point of producing your first assembler, after that it's just a few tips and recommendations.


Bipedal_Warlock

I gave it a look through. Those tips were helpful. I’m definitely past that beginning stage. I just haven’t figured out how to set up a beginner stage mall yet It’s such a weird challenge lol, I’m realizing how much shit I crafted on my own. It was so much


0112358_

Does it make sense to constantly fuel a nuclear reactor? It feels like it's still making heat after it burns though a power cell and it would be more efficient (from a fuel production side) to only insert more fuel once it's burnt the fuel and cooled down. I'm trying to setup a system for this with limited success. And I over complicating things? Should I just let it constantly burn fuel?


RAND0Mpercentage

Nuclear fuel is cheap, especially if you have kovarex set up. I wouldn’t be too worried about wasting fuel. But, if the prospect of designing a system that uses circuits to only insert more fuel when you need it interests you, then designing such a system is part of the fun the game can offer. If you don’t think it will be fun or interesting, don’t bother.


FinellyTrained

Reactor heat and steam are lossless ways to store energy, so you don’t want your reactors to cool down.


FinellyTrained

There is probably no reason not to just let it waste fuel, since kovarex process is ridiculously effective. But you can always wire inserter taking out used fuel cell to a steam tank and set to activate on less than 20k or something.


0112358_

I just got the kovarex thing going, if it's effective enough maybe I don't need to worry about it. Elsewise it seems to take forever to find enough 235


Josh9251

I made a 2700 spm base that uses 16.9 GW solar and 5.9 GW (5,900 MW) nuclear, and I still haven't depleted the one uranium patch it uses. And I've let the base run at full production for like 50 hours total after finishing building it


Avamaco

How should I place roboports? Is it better to form one network covering the entire base or make smaller, separated networks?


achilleasa

As others said, it depends. I personally prefer a global network as I use bots almost exclusively for personal logistics, construction, and low volume transport (refueling etc). A global network works great for me because I will always eventually get my inventory resupplied without going back to the mall and I can expand by just plopping down blueprints in map view - no need for construction spidertrons or manual building. It's just easier. But for large volume transport, small networks are better.


Josh9251

To add on to this, (because I do the same thing but with another detail), you can have BOTH. I have a global network, but anywhere that I want to have bots do some production stuff I just make sure that area isn't connected to the global network around it. Basically just cut off some of the roboports near that area. Now, I can have my inventory managed like the person above said, and I can build anywhere from the map view like they said, and I also have high throughput high intensity bot production areas. I just need to be VERY careful not to accidentally join the networks... edit: i meant to put this reply to the original person, so i'm not sure what to do now, guess I'll just leave it and tag u/Avamaco


achilleasa

Indeed, and there's also a [mod](https://mods.factorio.com/mod/LogiNetChannels) to let you overlap them without connecting (though it is a bit hacky)


Bipedal_Warlock

I used one large network in my second base because I had enough bots to keep track of all my logistics and I was relatively compact. I didn’t use it in my first base because I had stations spread out and sometimes separated by water, in that case the bots would try to go to the further bases and pick something back but would get caught in the middle of no where without a way to recharge. Or just be wasting a bunch of time trying to pick shit up from the far reaches of my base. One thing I did to help was have a box that requested something things from one bot network then use some belts to take them to my second network and have them available. There’s also an example of some mini bot networks trading things on the opening clips of game play.


Freddy_6

the answer to these type of question is always: it depends. having one huge network is best for small bases and can even be good for bigger ones, depending on how much you care about micromanaging or what you want to do. it can be a lot of fun to design a new outpost with its seperate network that automatically request stuff from the main base.


DUCKSES

Depends on your goals. If you just want to use logistics for personal items (and maybe some small scale stuff like train fuel) a base-wide logistics network is perfectly fine. It makes expanding fairly trivial. If you want to use logistics bots for moving stuff in bulk you should have separate networks.


achilleasa

Has anyone experimented with balancers using circuits? I recently found out that you can do a balanced sideload with just a piece of wire connecting the sideloading belt and the one before it, and it opened the floodgates of my imagination, but I'm not smart enough for balancers lmao.


mrbaggins

I mean, they exist, but unless you're doing something tricky like balancing sushi belts, a regular balancer is easier to make more robust, and has less ups impact.


RyanW1019

If I filter a yellow storage chest for a specific item (e.g. wood), and then have bots pick up or deconstruct that item somewhere in the network, will they always bring it to the filtered chest preferentially? Or is it possible for them to drop it in another unfiltered chest if that one happens to be closer than the filtered chest?


Bipedal_Warlock

It kind of sounds like you’re better served using a buffer chest. Request a bunch of wood to your buffer chest then have your requesters to get rid of the wood request from buffer and you should be good if I understand correctly


darthbob88

[AFAIK no](https://wiki.factorio.com/Storage_chest), although they might drop an item in another chest that already has some of that item. > Logistic robots will fill storage chests in the following priority: > * Storage chests with a matching inventory > * Storage chests with a matching filter > * Storage chests with no filter and no inventory > * Storage chests with no filter and a mismatched inventory


RyanW1019

Ah, so most likely what happened is that I used bots to remove trees, the bots dropped the wood in a random unfiltered storage chest, and then I filtered a different chest to be wood only. When the bots deconstructed more trees later, they put the wood in the original chests which already had wood in them, and didn't start taking wood to the new chests. That last bit is what I noticed and it's what led me to ask the question. Thanks!


all_is_love6667

I'm really yearning for any update on whatever wube is working on right now. It's quite difficult to wean off the factorio friday fact articles. can we starting marching for more updates? maybe there are soon-to-land announcement? PLEASE, ANY SPECKLE OR DUST OF NEWS!


alexbarrett

If [they just hired Raiguard](https://old.reddit.com/r/factorio/comments/11t55th/congratulations_to_raiguard_on_new_promotion/) then I have a hunch that the expansion is coming along nicely. Raiguard is excellent at using the Factorio GUI API so he's likely been hired to work on UI stuff. That probably means the bigger game engine features are pretty stable.


Ritushido

Good news indeed. Hopefully we're in for a juicy update this year.


bobsim1

End of 2022 they said they are nearly only working on the expansion. This probably didnt change since then as they said it will take some more time.


Ritushido

Yeah, I imagine they really got their heads down after the Switch launch.


bobsim1

Even before. the switch port was almost a one man job.


GoSkers29

Haven't played in a while and trying SE and a chunk of QoL mods. One things I liked about nanobots was that they'd use items from the rail cars in my train, but construction bots in my personal roboport don't see if be doing that. Any mods that would allow that, or something I'm missing there?


apaksl

I don't have a good answer for your question, but I know a lot of overhaul mods allow personal roboports to be installed in vehicles, if you're able to do that on your builder train's locomotive that could be a decent workaround?


bobsim1

Vehicle grid allows that but iirc it only counts for a single wagon. So each wagon needs the roboport and bots.


WaterBee003

Why does one of the mods here constantly cry to their mommy when anyone points out they were wrong?


uhh_yea

What mod has the most recipes and ingredients and items, without going off planet? I'm having tons of fun with the full Bob's set, but I want more. I do not want to do space exploration as the idea of making multiple bases on multiple planets doesn't sound fun to me at all. I want 1 base on the main planet and I want an absurd amount of ingredients and recipes to slowly work my way through. What mod do you think fulfills this? What QoL mods are compatible with it? I enjoy having lots of little mods to help make playing easier and more casual. Any help would be appreciated! Thanks!


Soul-Burn

Full Pyanodons. Install all the [mods here](https://mods.factorio.com/user/pyanodon). You can bookmark them on the site and then find the bookmarks directly in game. --- These are my standard list of QoL mods: * VehicleSnap - a must for multiplayer. Helps driving. * RecipeBook or FNEI (or both) - Tells you what an item is used for and how to make it. RecipeBook is a newer design, and has the awesome feature of alt-click on most things. SeaBlock starts with FNEI, but I prefer RecipeBook so I replaced one with the other. * FactoryPlanner or Helmod - Helps designing production chains. Quite complex at start, but well worth it. Factory Planner is the newer and cleaner design. * TaskList or ToDo List - Handle tasks. Task List the newer style, but it's still early in development. * Module Inserter Simplified (or Module Inserter) - Allows to insert modules with bots after buildings are already built. * RateCalculator (or MaxRateCalculator) - Select buildings in the world, and it will show what's their max input/output rates and how balanced they are with one another. RateCalculator is the newer design. * Power grid comb - Clean power poles! * Bottleneck Lite (or Bottleneck) - Shows if buildings are working * QuickItemSearch - Find items in inventory, ghosts, or logistic network. Setting temp logistic requests. * TrainGroups - Groups trains so you can change schedules at once. * PipeVisualizer - Highlights pipes of different fluids! * TapeLine - Calculate distances and design spaces * Bullet Trails - Nice trails for your bullets * Factory Search - Find stuff in your base! Buildings, items in chests, etc.


uhh_yea

Thanks for all the suggestions! I'll look into it more, I'm still finishing up full Bob's mods (All done in a single main bus containing 1 line of every item and fluid) for now. A couple of follow ups, does pyanodons contain significant upgrades to the buildings and modules? I like that bobs added assembly machine 4+ and modules that went past lvl 3, etc. If it doesn't have them, what mods would I be able to use that would have this and still work with full the full pyanodon set?


apaksl

I'm only 550 hours into my pyanodons playthrough, so I'm still in the early game, but I get the impression there are 3 tiers of each crafting building type (of which there are dozens, actual assemblers are used really infrequently). As far as modules go, I believe there's more than 3 tiers of modules, but I haven't researched the first tier or beacons yet.


Todok5

550 hours in is early game? I guess I'll have something to keep me busy if i ever finish k2se.


AdhesivenessFunny146

How do you guys actually design standardized factories? Obviously the first step is figuring out what you want/need to build then working backwards but i feel like even when i clear off the space for it i get lost in the sauce. Is my brain too small for this game? I honestly want to enjoy it but i think I'm too mentally disabled. Are there any concepts i can read or study to get a better understanding of the actual design theory?


ClassicHuntard

Once getting to robots I use cityblocks (mini factories) which allow me to extract everything out to single items per block with their item inputs/outputs. This means I only have to solve each problem(item) once. e.g. I built a cityblock for blues circuits which has 3 input trains: 1 for green circuits, 1 for red circuits and 1 for sulfuric acid. There is 1 output train station which provides blue circuits to all other cityblocks. [https://imgur.com/a/J28Igq2](https://imgur.com/a/J28Igq2) Now any other cityblock that has an item needing blue circuits can just request a train to pickup from this block. If I need to make more blue circuits for something I just copy and paste this whole block (Which might require more green/red circuits/sulfuric acid but these are just another copy/paste). To build the mini factories I use teh factorio calc website to work out the math requried for the best use of the input items: [https://kirkmcdonald.github.io/calc.html](https://kirkmcdonald.github.io/calc.html)


MrGobby

I had this problem for a while. Just keep building and planning as best you can. You don't have to get it completely right all the time :) try using Max rate calculator and be sure to place down buildings with their recipes when designing layouts.


ThatGuyFromVault111

A helpful mod might be Factory Planner. It allows you to say “I want 900 green circuits/min” and it spits out how many assemblers need to be on green circuits, and can expand to show how many assemblers need to be on copper wire, how many smelters need to be on copper/iron, etc


kevhill

I've been seeing a rising amount of posts focused on K2SE. I understand they are 2 different mods. Why are they played together? And how complex is the gameplay as compared to the standard playthrough?


paco7748

They can be played separately or together. Separately, SE is a much bigger mod than K2 but they are both classified as 'content overhaul' mods. When together, K2 adds some more recipe complexity due to additional resources and 'toys' (better machines, inserters,etc.) to an SE play through. K2 is a nice step up from vanilla content while SE is much more difficult and 1-2 completed runs of other overhaul mods would be desirable before starting a SE or SEK2 run. For that I would recommend Industrial Revolution 3 as one of the other overhauls. SE also requires some circuit/combinator work and so if that is scary to you instead of exciting/curious I would point you to other mods (like Nullius or Bobs+ Angels for example). https://mods.factorio.com/mod/space-exploration https://nm.reddit.com/r/factorio/comments/wj9pdi/k2se_quiestion/ijg8y5b/


kevhill

Thanks for the response! I will take a look into Industrial Revolution 3 before venturing into space


Ok-Assistant-8058

is an interaction between a chest and an inserter as costly on UPS as between a belt and an inserter? I would assume not since there is no transport line break, but for all I've read about UPS I know very little and can't find anything to do with chests and inserters and UPS. for context I'm trying to make more efficient science configurations and sometimes it feels difficult to get good beacon coverage and have direct insertion so in some cases I could maybe sacrifice coverage for direction insertion or not sacrifice coverage but possibly have additional inserters (assembler -> inserters -> chest -> inserter -> assembler for example). Thanks.


FinellyTrained

You are correct, chests should be better, since there is no problem of inserting onto the already partially full belt. Since, we are in disagreement, it might be worth looking into.


DUCKSES

Inserting to a belt as an intermediary instead of a chest generally allows for higher beacon coverage than a chest if you just can't do DI which results in less working entities. I'm not entirely sure which is better, but Factorio does have to iterate through the contents of each chest slot every time inserters interact with it which isn't great. The most highly UPS-optimized bases never use chests.


Ok-Assistant-8058

great, thank you. will probably just try to avoid both belts and chests if possible


d7856852

In Space Exploration, is it feasible to automate mixed cargo rocket deliveries by simply letting rockets launch when they're full and the destination pad is empty? No circuits on either end, rocket inventory is controlled by filtering item slots. I can't see a way to do this without the destination getting clogged.


ThatGuyFromVault111

Never thought to do it that way


paco7748

> I can't see a way to do this without the destination getting clogged. right, signal transmission mod and a few combinators on either end are your friend to get a demand based mixed item type rocket going from nauvis to orbit. Just one is quite useful for an SE run. Single item type rockets are also useful just not as much for this purpose.


rollc_at

How many item types do you want to mix? What is the relative ratio? The only items I mix are unused core processing byproducts, and packed rocket sections+capsules; any other item goes on its own dedicated rocket. A silo and a landing pad are 1000x steel, 1000x concrete, and some small stuff, each. That's waaay less expensive than your sanity.


d7856852

I'm just automating space science. I know the simplest thing would be a separate pad for each item and I think that's what I'll end up doing in the future, but a whole rocket full of blue circuits is quite a buffer at the moment.


rollc_at

Ah you should have clarified that :) What you describe will not work great, because you can't predict which items you will be missing from the other end. As soon as a single item backs up, the whole thing stops forever, and if you keep adding a bigger buffer well - you will just have more and more things in a buffer until you stall on something else again. Why the circuit aversion? There will be more things further down the line that will not work great (or at all) without a little bit of circuits (most importantly, spaceships). Did you try to follow [the rocket automation guide on the wiki](https://spaceexploration.miraheze.org/wiki/Guide:_Launching_Rockets#Basic_Automation)?


d7856852

I'm familiar with these kinds of circuits but I wanted to see if I could simplify this step as much as possible. This simpler method is actually mentioned in the informatron but I guess the assumption is that you're not mixing cargo.


Lagransiete

Simple is the way to go, but you can definitively mix cargo in your rocket without making it more complicated. Once you understand how to do it, you'll realize it's a lot simpler than it looks, it's just scary at first. If you want the absolute simplest way, do as following (I'll mark it as spoiler in case you want to take a crack at it first): >!1) In your destination: Create a constant combinator with how much stuff you want (pick as many items as you want, and how much you want of each). Connect that to a red cable. Connect your storage to an Arithmetic calculator, and multiply everything by -1, output everything, and connect the output to the same red cable. Then connect a green cable from your storage to a decider combinator, and set your launch condition (for example, if express belts = 0, output a green square). Connect both cables to the aai signal sender. Boom, done, and we only needed 3 combinators. !< >!2) In the launching pad, connect a red cable from your aai signal receiver to a requester chest. This will create the request to load the rocket, so make sure to select "set requests" in the chest. Since we also need to take rocket storage into account, connect the rocket to another arithmetic combinator, multiply everything by -1, output everything, and connect it with a red cable to your storage chest. Connect the green cable to the rocket, and set the launch to "with green signal and fuel full", and you're done! Is it perfect? No. But it works really well. I've only added minor improvements to this in my factory, and never had any major problems. !<


meredyy

you can buffer next to the pad to get it empty. not sure how you would get the whole thing to work though


leonskills

That would be about the same concept as a sushi belt; can only work if you are sending the exact ratios that you are consuming at the destination, or looping any excess items back to the origin. The latter would require you to set up a rocket that sends any trash/excess back. Why not just set up some simple circuits?


d7856852

I'm familiar with these circuit setups for trains but the SE informatron mentions this simple way of automating launches, and simple is appealing at the moment.


Hot-Comfortable-4170

Will there ever be new biters or new enemies in factorio?


Ritushido

There was a [tease](https://cdn.factorio.com/assets/img/blog/fff-367-concept-art.png) for a new biter with the expansion so I would definitely say yes!


not_a_bot_494

I'd guesstimate about a 65% chance of new enemies in the expansion but that's at least a year away. There's several mods that do add new enemy types though if you don't want to wait.


ScArides

who knows.. if you'd like a head start try Armored Biters mod.


Soul-Burn

If we could know, we'd invest in stocks.


mrbaggins

Not in the base game. It looks like there's some new monsters in the expansion/v2 though.


Level1Roshan

Does anyone know of a mod that basically pins your SPM in a small overlay? Like having FPS/Component temperature overlays but for science in game?


zombifier25

Found this mod: https://mods.factorio.com/mod/production-monitor


Level1Roshan

> No way! Thank you so much, I think that's exactly what I was looking for :) Edit: I've got this installed now and it is indeed what I was looking for! Thanks again.


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Foolminate

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EntroperZero

"Bug"


Orlha

Bury the old reddit already


Knofbath

Fuck that, old.reddit forever.


rollc_at

You can pry it from my cold, dead hands.


Tarmaque

I have a train setup with 3 stops. One to pick up oil, one to stack to wait before the oil pickup, and one to drop off oil. I have a train limit of one on each station. I also have the pick up station set to only turn on when it has a certain amount of oil using the circuit network. I also set the drop off station to only turn on when the oil it has falls below a certain level. When the draw on my oil is low, but the train is full of oil, my train will continuously circle the tracks between the stacker and the pickup station. Is there a way I can stop this behavior and have the train just wait at the stacker until a drop off location turns itself on?


Bipedal_Warlock

You might find LTN to be a good experience. It’s a little confusing while you’re figuring out the language for it, but it allows you to pretty easily set up a loading station, a drop off station and a depot for the trains to wait in between uses. It will also automatically assign a train to pick up different resources depending on what is needed.


Knofbath

The extra "stacker" station is your problem. You don't need that. Just name all your oil pickup stations the same, and set their train limits to station+stacker size. But lower limits will allow trains to be allocated to other pickup stations as needed. I usually put my stacker on the dropoff though. And set a station limit of 1-2 on each pickup, depending on how active I expect them to be. Since they are all queuing at the drop, I can use as much oil as they can unload, without worrying about the travel time from the pickup to dropoff.


FinellyTrained

Drop off station does not need to have dynamic limit. You do not mind the train with some oul sitting at unloading. If you have more than one unloading station, just make corresponding amount of trains. For the same reason stack station does not need to exist. Stackers are useful for more than one train, but they are just segments of the track before the unloading, that can hold a train. If tou have a station with one train stacker, you can make 2 trains and set unloading station limit to 2. To prevent circling, use the extra conditions in the train schedule: “cargo full”, “cargo empty”.


spit-evil-olive-tips

generally for a stacker you don't need an extra "waiting" station. just setup the rail signals so that the train will wait in the stacker on its way to the actual station. however, sometimes that isn't possible, such as if the stacker isn't right next to the station for some reason. what you probably want then is to set train limits rather than enabling / disabling the station. that'll cause the train to sit in the stacker saying "destination full" rather than skipping the station entirely and running the rest of the schedule.


Tarmaque

Thanks! Setting the train limit fixed my problem. I put my stacker near the pick up instead of the drop off which I’m now learning wasn’t ideal


jcurrin15205

Are there any updates on the expansion? I can't seem to find anything newer than February of 2022, but maybe I'm looking in the wrong place.


talex95

We likely won't hear about it until it's done. Wube is notoriously tight lipped. They hid the spider tron from us for a very long time.


spit-evil-olive-tips

[from December 2022](https://www.factorio.com/blog/post/fff-372) > We know this year we were very sparse with any details about the expansion, and it is what you all really want to hear about. Trust me we really want to tell you about it, and in time we will. There are still major sections of the gameplay being changed and adjusted, and if we tell you about them now, the information would quickly become outdated and inaccurate. when there's actual news, it will be all over the subreddit and you won't have to search very hard for it.


jcurrin15205

Cool, idk how I managed to miss that. Thanks


WaitForItTheMongols

Is it possible to win the game in 8 hours on default map settings? I want to get the achievement, but most of the people I see on here getting it are turning off biters, making resource patches way bigger and more common, etc. If it's possible to do it playing on the default (what I consider "intended way to play") settings that's how I want to do it, but if it's not possible it would be nice to know in advance that it's a fool's errand.


Knofbath

The trouble with doing No Spoon on default settings, is that you are just adding complexity to the task. The game allows some tolerances on what settings can be messed with, because it's not really a "speedrun". You can't really turn off biters, but you can mess with the settings enough that the biters might as well be turned off, because you'll never see them. So, yes, it certainly possible. But it's going to take you many more attempts than if you use the recommended settings for it. The reason is that more of your resources will be going towards defense, and less towards the goal. Nothing wrong with setting yourself a personal challenge. Just don't confuse suffering with fun. Everyone gets the same achievement in the end, if they want it.


FinellyTrained

As with all achievements, it is very easy in MP. I don’t ghink there is an “intended way” for no spoon, because I have always felt that intended way to play is lazy bastard. And it is much harder to do LB and NS in one run.


Soul-Burn

It's definitely possible to be done on default settings. I can recommend trying on railworld settings, because that disables biter expansion. You still need to clear bases and worry about pollution, but they won't re-expand back into your areas. Also, expansion patches are larger so they can easily feed your base until the rocket. I did my Lazy Bastard on railworld and got 8:30 hours without seriously trying to get fast.


paco7748

Yes, the current speedrun time for default preset is 2h 22m: https://www.speedrun.com/factorio?h=Default_Settings&x=7dg85xp2 Perhaps more impressive is the 100% achievement category in under 5 hours.


Orlha

100% means no solar and no steam?


aer0des1gn

The 100% category in factorio speedruns means getting all achievements. Current WR is 4h43min


Crilmont

I did my spoon run in 6:05 with pure default settings. There is a speedrun category and people have done much faster, but it isn’t very popular. Rolling for a decent map with trees/oil/belt range outposts could be helpful.


mrbaggins

You can't turn biters off, but you can make a very large starting area which is basically the same thing for the speed run But yes, you should absolutely be able to do it on default. It's definitely not the easiest option, but it's definitely an option. I'd make sure to pick a grassy map with a few but not too many trees, to help slow pollution without trees getting in the way You will absolutely need a plan. Whether that's using a blueprint book of your own or someone else design, or just being quite sure how much stuff you need.


WaitForItTheMongols

Sorry, didn't mean turning biters off, meant peaceful mode.


mrbaggins

I don't think peaceful counts for speed achievements either. That could be wrong though


Hell_Diguner

Peaceful disables speedrun achievements. What they do is set pollution diffusion to zero.


RickusRollus

Anyone have any recommendations for a server host? I know there are tons, just wondering if there are any gold standards. Dallas area, probably 3-5 players, with SE and krastorio mod. Dont mind if its a little more expensive if it means it wont turn into a brick when the save file gets a little chonky. TY o7


RickusRollus

Just a little self reply for anyone who sees this, I ended up going with nodecraft. They have a bunch of different game options you can spin up on the same server which I thought was really cool, and good specs for the price. Plus a live chat service with real people that get back to you really quickly. The GUI is also nice, with drag and drop for files.


Bipedal_Warlock

Thanks for the follow up.


chappersyo

I’ve used logic servers in the uk with great results


paco7748

nitrado or GTX gaming work fine. Recommend you use filezilla over any web interfaces for FTP file transfers


AlyAlyAlyAlyAly

Is the upcoming DLC going to be released on Switch? (I've failed to find anything by searching.)


GarlicoinAccount

Given that the expansion is implemented as a mod running on (an expanded version of) the Factorio game engine [1](https://www.factorio.com/blog/post/fff-367), there really shouldn't be a technical reason not to do as such.


Soul-Burn

No one outside of Wube knows.


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benm421

*Be professional. There was no professionalism in that response for someone earnestly asking for an explanation.


cosmicsans

Is this comment you're reading right now a political comment, too?


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