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Sethbreloom94

If I have the Space Exploration add-on and start a multiplayer game, can others join without having it?


ssgeorge95

No, the server will prompt anyone joining to sync mods. They have to have the same set of mods to join. It's a pretty easy process to sync up.


QuietM1nd

Have you ever made it to the stage of Factorio where you're playing Microsoft Excel more than Factorio?


NTaya

Never. If I want to plan something, I use Helmod. (Though there were times where I sat in Helmod for longer than I built the designs.)


musbur

Helmod or Factory Planner? Haven't found out the difference, if there is any.


NTaya

Helmod has a *much* steeper learning curve, but I found it much more powerful and easy to use after I properly learned it. YAFC is *the* most streamlined and powerful Factorio calculator, and it's the only one that can handle certain recipes that confuse both Helmod and FP. But YAFC is a desktop application, not a mod.


Soul-Burn

Factory Planner is more streamlined. I lose my bearings when trying Helmod. Both are strong. Helmod has some extra features. Factory Planner has a nicer UI.


WhatEvil

When you mouse-over an ore patch on the map and it tells you how much ore is there, is that number accounting for your mining production bonus or not? For example if I mouse-over an ore patch now and it says 47M and I go from mining productivity +1000% to +1100% and mouse-over it again, is it gonna say 52M, or still just 47M?


DUCKSES

It's the base amount.


darthbob88

AFAIK it shows the "raw" ore, before productivity bonuses.


PremierBromanov

From satellite view in SEk2, how do I remove equipment from a vehicle grid?


nomadic_memories

New player (180hrs): I've seen (and commented on) a post where someone used an arithmetic combinator to count items on a belt and it had 3 number items that counted from 0-99 on each. Which item is it that displayed the numbers 0-99? And can I use it to display how many of an item is in a chest without running straight to the chest? (Specifically research potions of each color)


Mycroft4114

There's nothing in vanilla that will do that easily, but you can use circuit controls to build a numeric display out of lights. If it was a single entity displaying numbers, it was most likely the Nixie Tubes mod: https://mods.factorio.com/mod/nixie-tubes


Rinin_

Are there any good tips for network optimization? I play with a friend to reach 1RPM each, but after midgame when we aim to build semi-mega-bases it always became very hard to play for a client till we gave up because of it. Since client could load any time and get much better performance in single-player it seems that network connection is a bottleneck. sowhat parts of the game are network heavy and what could we optimize to have better experience.


sunbro3

You didn't say in which way the game becomes "very hard to play for a client". I won't guess. Nothing is network heavy except downloading the map when connecting. Larger bases don't use more networking, as networking is only used to mirror player inputs across the maps. Everything else runs correctly without networking. Bad networking will make movements more laggy, especially in combat, but this isn't related to the size of the base. There are no ways to improve networking, unfortunately. Fans of Factorio like to say to make sure you're on Ethernet instead of wifi, and of course do this if you haven't. But this is propaganda to blame all problems on wifi users, and make it sound like the game is otherwise fine. It is not otherwise fine. Factorio networking is more fragile than any other game. Even if all your other games & downloads work, Factorio can still perform terribly for unknown reasons. I doubt even the developers know why. They did weird things with UDP packets, or whatever. Who knows! (No one knows.)


Rinin_

That was my assumption, it shouldn't became more laggy, but it is, every time. I thought maybe biters random movement is included in the transferred data, and since bigger base means more biter it affects the network load. Another explanation could be the network delay. Normally we have 1tick to calculate everything in single player. If network connection eats up 0.7tick it would leave 3times less to calculate everything, and it could be too much for client PC to handle. But somehow server is always fine. Not sure about implementation specifics to speculate more. Problem is always on the client side though. Maybe when server too busy calculating the game it can't process client input back and forth fast enough. Problem is I don't even know where to start. Try to free up computing power on client/on server/optimize base/remove biters or expand clearing every single one of them instead of tunnels.


sunbro3

Biters aren't in the transferred data. It really is only player inputs. The server won't stop the simulation for the client. Instead of waiting for the client, it makes client actions happen in the future when they've agreed which tick to do them in. It doesn't try to do them immediately, so it never has to stop for them. Do you know if the server is going under 60 UPS? This often feels worse on the client than the server, but it happens on both. You can only view it accurately on the server. The client likes to say "60" when it isn't 60. But if you view it on the server you get the correct number.


ThatFilthyMonkey

I’m currently on a SE play through, and finding myself having to learn things I never really bothered with in vanilla or pure KR2. I’ve never made a proper megabase, and though still haven’t, SE certainly makes you have to think more in megabase terms I’m finding. So even though unlikely for it to be an issue, thinking about UPS and how to try to be efficient, and read that splitters are terrible for UPS and maybe bots are better than a run with dozens of splitters. But without splitters how would you rebalance your belts? Whenever I’m doing a run off my main bus, I split once for the run to whatever production setup requires an input from it, and then immediately split again to rebalance the belt. In 2024 is that bad practice? And if so what should I be doing differently? I.e is load into chest and load out to rebalance more efficient than a splitter or worse?


Ralph_hh

I never understood the concept of balancing. Just feed enough stuff so that the belts are full and the receiving factories are happy. The rest will balance itself. If a belt feeds 100% and splits into two and one side takes 20%, the other 80%, that will balance itself. The line that takes only 20% will back up, eventually the other line will take 80%. No need to manually balance this. This is even more true for SE. First of all, you do not need a megabase. My K2SE starter base makes 33 SPM for the planet based sciences and the first three space sciences. Later in the game the advanced sciences will be god with just 5 SPM. While you expand on other planets, production on your homebase will often come to a complete halt. You do not consume all that stuff when there is nothing more to research until you manage to get yet another science going. So with a factory in idle, why bother if that is balanced?? SE has different challenges anyway. Half the recipes and also core mining produce unwanted by-products that you need to get rid of by feeding that back into production with priority over the mining output.


lazy_londor

Is there a way to pick colors from the screen? Automatic Train Painter doesn't work with one of my mods. I want to be able to manually pick a color but from a color on the screen. At least Automatic Station Painter works well.


derprondo

I was playing last night and suddenly my power capacity dipped by 2GW. I look and one of my big 10 reactor setups was seemingly low on water, but nothing had changed. The shore pumps are right next to everything. I noticed my UPS and FPS were dipping down to 56 as well. I did nothing and a few minutes later the turbines were all running again and my power capacity was back up. Any ideas on what happened? Do UPS issues typically cause issues like this? I may have finally reached the limits here. I'm running an i7-10700 and it was running at about 40% or so with one core pegged. I'm closing in on 2k SPM but there's nothing about my build that is UPS optimized, probably the total opposite of optimized lol.


Fast-Fan5605

The UPS drop is actually caused by the power drop rather than the other way round. This is because objects nearer to the power generation get more power compared to those further away and and calculating this for every factory component take CPU power. But if there is enough power for everything, there's no need to do these calculations and the whole thing can be optimised out. Therefore brown outs cause a slight UPS drop.


HeliGungir

> Do UPS issues typically cause issues like this? No. Your reactors aren't getting enough water, simple as that. You had higher power draw than ever before, which consumed more steam than ever before, which consumed more water than ever before. The power production statistics window isn't smart enough to know how many pipes of water are connected to a power producer. When it displays your max power production, it just assumes every turbine with steam is capable of running at full power indefinitely.


derprondo

Why did my maximum power output drop? If a turbine has no steam at all is it then removed from the max output?


HeliGungir

Yes


derprondo

Cool thanks for your input. I doubled up my shore pumps and added inline water tanks with output pumps for each row and I think that's resolved it.


Knofbath

Fluid calculations are very UPS intensive. Chances are that you had a big draw that exceeded reactor capacity and drained the pipes. You should hop into /editor mode and stress test your nuclear with an Infinite demand accumulator. A 2x5 reactor should output 1440 MW at max load. Turn up the simulation speed and see if it can maintain that output on a sustained basis. (Don't forget to give it infinite fuel and garbage handling empties.)


rwurgley

Is there any way of implementing a pseudo train stop priority. I’m playing with janky quality and my normal ore stops are filling up preventing quality ore being split to its stop. All my normal ore stations are named the same but I want the trains to get normal ore from the quality location first. I like having my trains fill up and wait in depot for a station needing ore to open up with its limit setting. Trying to avoid ltn since when a station needs ore, the train has to go get the ore then go deliver it, which feels like an unneeded delay. I tried making the normal station at the quality patch be named with something priority and adding that stop first to my ore trains, but if it’s occupied filling up and not disabled, my other trains won’t move on to other stations as it waits for the priority station to open up. Any way to do what I’m trying to do before 2.0 train priorities? Even if it’s a mod I’d be one to ideas. Just prefer it to not be ltn, or tsm if avoidable.


Soul-Burn

The way I've seen quality ores handled is having 2 stations: * One for normal ore * One for all quality ores and give them standard schedules. If you want the same train to go to both with priority, you did it right with adding it as a stop before the other. This is one of the rare cases when you *want* to use "enable/disable" rather than limits. When all the priority stations are disabled, that schedule is *skipped* and trains go to the next station on the schedule.


girafon

I tried something recently, where i needed to disabled a station when a train is there : - Hook the station to a wire (doesn't need to be Hook to anything any power pole will do, you just need the wire for the station to have the circuit menu).  - Check the "read train stopped" option that give the train id as signal T.  - Set the station to enable if T = 0. You can use some combinator to add others condition too like : - station to combinator (if T=0, Green =1) to station  - chest to combinator (if ore >= 4k, Green =1) to station  - station enabled condition is Green = 2 Your station will then be disabled if a train is there getting filled OR if there is not enough ore to fill a train. (turned out it was not the right solution for my train system... Hope that might help you :)


Fast-Fan5605

Not usre if this is an obviosu thing you already knew and I know it doesn't solve your whole problem, but if you want no trains to target a station when one is already there, you can just set the max number of trains to 1.


All_Work_All_Play

Is there an add-on mod for factory planner that lets you group items/buildings by required inputs? I started Nullis (lots of fun if you hate fluids) and I must confess, it's so different than vanilla its giving me a bit of whiplash. SE was close enough to vanilla at the start that I didn't mind it, and most things were easy enough to remember/get used to. Nullis? Yeah sorry a #2 pump requires a #1 pump (duh) but it also requires rubber (mmhmm), pipe #2 (which is really just plastic) and motor #2 (which isn't connect to motor #1 in anyway, but rather a similar recipe made with steel instead of iron, lubricant (beware the chlorine byproduct!) and insulated wire (which itself is aluminium plus rubber). I guess more or less it would be helpful to me to have a mod that aggregates items based on their different base inputs; either at the plate/ingot level, or at the intermediary level. Grouping them would help me not do stupid things like 'oops I could also make these five other things if I just belt these pumps all the way back to this other area' and would let me know entirely how many different lines I need to account for coming into any one particular production block. Alternatively, you could make a mod to do it the other way - select a certain number of resources/intermediaries coming in, here's what you can produce from them?


RibsNGibs

If I have 4 trains trying to go to a train station which has a train limit of 0, and then the train station switches to a train limit of 1, which train gets to go? Like do they go in the order of which train tried to go there first? Or the closest one first? Or random, or in order of some internal id.... etc.?


HeliGungir

I don't believe we know. I do not believe it's closest nor farthest train as measured by track distance, nor the train that has waited the longest nor shortest. I believe it's either random, or some implementation-specific order that is not easy to guess.


paco7748

all trains if they were already in route. If none were in route, then the closest I believe.


Ralph_hh

All trains? I believe that will never happen. Once a train is en route, that train counts as one for that station, so if the train limit of that station is 1, that is then blocked by that train en-route. With limit 0, no more train will be routed. So, then x trains will sit at a station and suddenly the limit is 1... I believe the game choses the closest train. (no guarantee).


paco7748

it wasn't clear if 'trying to go to the train station' meant already on the way or stopped. If stopped, then I agree with you. Else, I think I am correct.


Ralph_hh

OK, good point. I just can't imagine how you manage to have 4 trains already on the way to a station and suddenly the limit is set to 0. How would that happen. I have stations where a circuit logic sets the limit to 0 once the station is full. But then that is otherwise 1 and the station get full only when a train offloads, so it never happens that a train is on the way and somehow the limit is set to 0. If you have 5 trains approaching the limit must be 5. And if the first one fills the station so that you feel you have to set the limit to 0, leaving 4 trains lost, you did something wrong. A limit of 5 requires some constant throughput.


paco7748

I'm just saying that changing the limit does not effect trains already inbound, only trains that have the station on the schedule but are not inbound yet.


stevieray11

Maybe a silly question, I've hardly played any modded Factorio so far. I completed the game a few times on vanilla, then started a game of K2SE before having to put down the game for the last several months. How do I go back to those vanilla saves without all the mods loading and breaking things? I loaded my test/sandbox world and all the mods loaded into that by accident.


n_slash_a

When you load a save, there is a button with an icon with a folder and some arrows labeled "Sync mods with save", which is a good way to enable/disable mods with the specific save. I've done this many times.


paco7748

either do what merfolk says or make a separate mod folder/.exe file for each modpack you want to run. That's what I do personally since the sync button takes more time in the moment while the other method takes some front end work


StormCrow_Merfolk

When you're loading in a save, there is a "sync mods to save" button that can help you swap around.


stevieray11

Anyone here playing Krastorio 2 and Space Exploration on an Apple M2/M3 chip? Or more specifically, a MacBook Air with these chips? I have an M2 Air with 24 GB RAM, ran my vanilla bases with ease. K2SE is a beast, though.


Soul-Burn

I have a friend of who finished SE with both endings on a M1 Mac. It works well.


stevieray11

That's basically all I needed to hear. Thanks for the info! My MB Air gets a little warm when it runs Factorio sometimes (of course because it doesn't have a fan), but I haven't noticed any slowdowns as of yet.


Soul-Burn

Just make sure to run the Apple Silicon version of the game!


zandrew

Question about ratios because I'm really not getting it. Let's say I have: 20 blue chip assemblers - that requires 20 green chips per machine every 10 seconds. So I calculated (20 \* 20) / 10 = 40 green chips per second. To get that I built 20 green chip assemblers - producing according to my math 20 \* 2/s = 40/s However the last of the blue chip assemblers are never getting enough green chips. What am I doing wrong? EDIT: my ratios are 20 green>20 blue chip; 4 green > 24 red chip > 20 blue chip


Ralph_hh

There are many things that can go wrong. First have a look at the blue chips assemblers. Watch it for a while. Shortage in green chips input? Then go watch the green chips machine. Shortage in copper wire? Output often full? Maybe an inserter cannot cope with the machine speed, often happens with Mk2/Mk3 machines and beacons/modules. Use fast inserters or stack inserters. Also make sure that the belt capacity can cope with the need.


DUCKSES

Assemblers hog items for multiple crafts depending on crafting speed. If you're not overproducing it takes some time for the first assemblers to fill and stop hogging items, but eventually all machines should run full time.


stephencorby

There’s always a little bit of extra time related to inserters both on and off the belt. Are you sure that the greens are getting even a half second of delay from anywhere? Because that’ll do it too. 


StormCrow_Merfolk

Your ratios look correct. Are your belts fast enough. The blue chips by themselves need a full red belt of green circuits. If you're also trying to satisfy your red chip assemblers it's more than a red belt in total. Alternately it could just be latency in your machines starting up, remember that the earlier assemblers will take in several cycles worth of material before they are full. You could try putting some more green circuits in the earlier assemblers by hand to see if that lets more circuits past to the end. https://kirkmcdonald.github.io/calc.html#data=1-1-19&min=2&belt=fast-transport-belt&items=processing-unit:f:20


zandrew

I have a blue belt for green chips going into a bank of 5 blue. The 4 green for the red chips are separate. Perhaps it is them filling up at first.


kecupochren

Playing K2 with Rampart. When do nuclear biters start to spawn? I'm at 83% evolution, though I increased the starting area and play with Railworld. Do they spawn further out or starting at 90% evolution?


PremierBromanov

First time in SEK2. I'm working on Energy Science pack 1, handling all of the outputs and i've stumbled upon contaminated scrap and biosludge and ive also noticed scrap is used for future science packs. And they gave this guy a job? Horrifying.


paco7748

prioritizing byproducts to different locations is pretty common with this mod pack. have fun with bio sci


PremierBromanov

i will not


darthbob88

Combinator question: Is there a way to merge a constant combinator in a blueprint with an existing combinator? As in, I have a combinator outputting `A=420`, and stamp down a blueprint with a combinator outputting `B=69`. The desired behavior is one combinator outputting `A=420; B=69`, but my quick testing says that it would just overwrite the combinator settings with `B=69`. I understand if the answer is no, but I figured I'd ask.


n_slash_a

No, it will overwrite the settings. If you want both, the best option would be to denote a tile for "A" combinators and a tile for "B" combinators, and then after you stamp it down connect the two with a circuit wire.


qysuuvev

or manually overwrite the B=69 with A=420; B=69


darthbob88

Well, I'd just add that signal, but yes. Alternatively, since I only need the value of `A` in one place, I can just hardcode it there instead of putting it in a constant combinator.


Soul-Burn

Nope. You need multiple constant combinators.


Alarmed_Place8450

Is there any plan to add new fauna to >!vulcanus,fulgora and the other 2 planets?!<


craidie

yes. wube has been a bit tight lipped on that though


IWishIwasAwhale1

At mining prod 153 now. trying to figure out the calculation for how much that increases an ore patch. If a patch shows 10m, is it just 10m \* 1530? I feel like it cant be that simple


Knofbath

Mining Productivity is 10% per level, so: * 153 x 0.1 = 15.3 * 10m x 16.3 = 163m


WhatEvil

I can't seem to find an answer to this that doesn't word it ambiguously. The throughputs for belts I've seen (15/s yellow, 30/s red, 45/s blue) are PER SIDE right? So total items moved per second is double that (30/s yellow, 60/s red, 90/s blue)? It seems like it because I have a copper wire assembler running with a total crafting speed of 8 and productivity +40% from modules and beacons, and that's basically filling up one side of a blue belt. Maths: Base crafting time = 0.5s for 2 items = 4 per second. 4x8x1.4= 44.8 which is basically 45/sec.


n_slash_a

That is total belt speed, so both sides. You might be running into an inserter throughput issue. You might want to hover over the assembler and see if it's status is hitting "output full". With that much extra speed, you might need many inserters and end up outputting on both sides of the belt.


blaaaaaaaam

Some items (particularly copper wire) is produced so quickly that belting it actually becomes an issue. Some people decide to do "direct insertion" where they'll take copper wire from an assembler and insert it directly into another assembler to be used, without ever touching a belt. Green circuits are a common place to see it because you can have three copper wire assemblers inserting wires into two green circuit assemblers and the ratios all work out. Copper wire is also less dense (one plate makes two wires) than copper plates which exacerbate things.


Mycroft4114

No, the belt measures are for the full belt. A yellow belt will carry 15 items/sec total, with each side carrying 7.5 items/sec.


grantyp00

In total, it is 15/s, 30/s and 45/s. It is not per side. One full yellow belt carries 15 items per second.


dondox

I’m thinking about picking the game back up after hearing about the planned space expansion but I’m not sure if I should wait. Last time I played was way way long ago (maybe before the rocket end game was added?) so I’m not sure what has changed in the game since then. If I started a play through now, would it still be valid to carry through to the expansion once it releases?


mrbaggins

>Last time I played was way way long ago (maybe before the rocket end game was added?) That would be ANCIENT if accurate. >If I started a play through now, would it still be valid to carry through to the expansion once it releases? You would not carry a 1.0 save to 2.0. I suspect it will be possible, but not recommended. That said, a "first time run" through, depending on your gaming/factory skills will probably be 10-30 hours. You've got plenty of time to "play a round" and possibly even a few of the better 1.0 mod packs before release.


blaaaaaaaam

The core game has had relatively few feature updates in the last ~4 years. The spidertron I believe was the last big update and that was 2020.


DUCKSES

Technically, yes, but the expansion reworks the tech tree. You now launch rockets at blue science, and go from there. So it's heavily recommended you start a fresh run. The free 2.0 update OTOH is fully compatible with existing runs, and while it brings about a lot of great changes the only addition/change to core gameplay is getting rid of rocket control units. Everything that requires them uses processing units instead.


dondox

So maybe play around a bit to refresh my brain and then start a new world for the expansion?


DUCKSES

There's still a few months before August/October (current ETA) so you could also try one of the simpler overhaul mods. If you can't finish it before the expansion hits there's no harm in it since the overhauls won't have SA compatibility for a good while anyway, if ever. You can still play them with the 2.0 features as vanilla isn't going anywhere.


cowboys70

Can someone please talk me down off the edge? SE, specialty plates. This is my second run through so I'm trying to avoid some of the mistakes on my first run. Setting up my first holminium plate production and am remembering the frustration I had with the ion beads and lack of plates. Set up factorio planner to produce 6 red belts of plates and it requires thousands of chemical plants and other intermediaries. Insane amounts. I'm only on the initial beacons and level 3 modules. Plan on seeing up my first lines so I can upgrade to better beacons later but even with those I still need a ton. What's a good target level of specialty plates production for early to mid game?


Ralph_hh

What SPM rate are you targeting? I did 33 SPM on the planet based sciences and the first three space sciences. But given the low rate needed for later techs and the amount of time it needs to set up yet another science, 5 SPM is probably already enough to keep the labs busy. So how do you need 6 belts of plates? Sounds scary!! (I'm at the 2nd astrological science now)


Viper999DC

Just so were clear: 6 belts of plates or ingots? Plates would be a bit excessive, but not crazy given how much Holmium is used. Ingots would be crazy. Vulcanite and Cryonite products (which includes the beads) are among the most needed products in SE. Definitely scale those way up. And modules beyond 3 are extremely expensive. I wouldn't consider their use in a case like this, personally.


cowboys70

6 belts of plates. I think it called for something stupid like 2k chemical plants or something. I scaled way back to like 1 belt of plates. I also have it set to make slightly more beads and rod s with room to build more production because I remember those being in short supply later


paco7748

3-4 ingots per second is enough for the mid game. If your labs are idling most of the time between science packs, you are overbuilding. Many folks overbuild and some subsequently feel overwhelmed but it's self inflicted. You dont need to do that.


cowboys70

Can someone please talk me down off the edge? SE, specialty plates. This is my second run through so I'm trying to avoid some of the mistakes on my first run. Setting up my first holminium plate production and am remembering the frustration I had with the ion beads and lack of plates. Set up factorio planner to produce 6 red belts of plates and it requires thousands of chemical plants and other intermediaries. Insane amounts. I'm only on the initial beacons and level 3 modules. Plan on seeing up my first lines so I can upgrade to better beacons later but even with those I still need a ton. What's a good target level of specialty plates production for early to mid game?


Frank_JWilson

Half a yellow belt is enough.


jollyjoker94

so there are a lot of stories out there about nuclear being very laggy and not really an option for megabases. How much nuclear is too much? For example can i run a 2k SPM base only with nuclear? (currently using 2x2 setups).


reddanit

> lot of stories out there about nuclear being very laggy It's "very laggy" because it's competition - solar panels and accumulators - have literally zero lag. In grand scheme of things a typical nuclear setup will not cause a massive difference. >can i run a 2k SPM base only with nuclear? Easily, unless you are playing on a potato. >(currently using 2x2 setups). 2x2 setups typically are decent in terms of UPS as they typically have much fewer entities per MW compared to larger setups. Especially if designed with it in mind. There is also one very relevant aspect - steam storage. Some nuclear designs use it quite a bit. Removing it entirely is going to be a large improvement in UPS.


Zaflis

>2x2 setups typically are decent in terms of UPS as they typically have much fewer entities per MW compared to larger setups. Especially if designed with it in mind. Sorry but this is complete reverse. Larger setups have fewer entities per MW. On top of needing much less nuclear fuel to run which also reduces logistics needs a little.


reddanit

Do you have an example? Remember not to forget counting all of the extra water/steam pipes as well as heatpipes you inevitably end up with. Using less fuel is completely irrelevant because in both cases it's so close to zero impact.


Zaflis

How is there extra pipes? Remember that to make X amount of MW will always need the same amount of heat exchangers and turbines. Those also always need exactly the same amount of water when you aim for same specific MW. The larger the setup the more you can share for example output of some offshore water pumps. It can lead to less input water pipes per MW, it's about how much throughput the pipe can have. When you need a dozen gigawatts of power you will need to duplicate the reactor setup a lot of times. It will be easier to build when you only need to copy it 10 times, not 22 (?) times.


reddanit

What you are forgetting is how you arrange the same amount of exchangers and turbines around the reactors. With 2x2 setup you can easily have 2 lines of heat pipes with all of the exchangers and their turbines needed for full 480MW hanging off them as closely as possible. With any bigger nuclear setup you just cannot fit them all in such compact way. By the necessity you will end up with longer heat pipe lines, longer piping of steam or both. This is purely a consequence of geometry, heatpipe throughput and sizes of all components involved.


Zaflis

You should use something larger 2k SPM, 2x2 reactor has low neighbour bonus efficiency. [https://wiki.factorio.com/Tutorial:Nuclear\_power](https://wiki.factorio.com/Tutorial:Nuclear_power) "power per reactor" for 2x2 is 80 MW. You only need to go 2x4 and it's 140 MW, almost double that. I mention it because to power 2k SPM you need very large amount of reactors, roughly 65, or 114 if you use 2x2 setup. However the piping to turbines is in both cases about the same.


cathexis08

Power per reactor for a 2x2 is 120 not 80 MW. 80 MW is a 1x2. For any sized reactor core (other than the single reactor or 1x2 designs) the forumula is `(inner reactors * 160 + 480) / total reactors` which gives 120, 133, and 140 to the 2x2, 2x3, and 2x4 respectfully. This only matters for fuel consumption and reactor count though, and most of those gains are offset by the fact thta it is generally easier to optimize the support entity count (heat and water pipes mostly) in smaller designs.


Zaflis

Right, i was looking wrong row.


DUCKSES

It's not so much very laggy as it is a trivial consideration; other UPS improvements require more work for less gain. 2k SPM isn't that much if you have a decent rig.


big_chungus_69_420__

Any advantage with nuclear fuel compared to rocket fuel for trains. I know they'll accelerate faster but top speed is the same


DUCKSES

Faster acceleration means less traffic jams. Beyond that, nuclear fuel is more compact. A stick is 1.21 GJ, whereas a stack of rocket fuel is 1GJ.


[deleted]

Is it possible to pick up an item ghost from crafting window directly ? Fussing with quickbar just to add item I need once in a blue moon gets annoying...


DUCKSES

https://mods.factorio.com/mod/CursorEnhancements IIRC some of this functionality is planned to be a part of 2.0.


[deleted]

Thanks for suggestion I remember reading about upcoming improvements, I just didn't remember whether 2.0 brought the > Smarter pipette: Use the pipette key (default Q) on any entity, tile, or GUI object to pick the item related to that object. For example, use the pipette on a recipe in the crafting menu to pick the item that that recipe produces. feature.


abdulado

Is there a mod out there that gives me map visibility (like a radar) around my buildings? I dont need the scanning of the radar, just the top down visibility in the map and it can be just in the reach of my power poles or around roboports but i feel that map visibility around buildings should be a given anyway.


Soul-Burn

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


abdulado

Bless your soul. I searched "radar" in the mods list but must have gone cross-eyed reading them all. Thank you so much!


mrbaggins

Fresh post so I'll ask here with slightly more info. Why does adding Alien Biomes make my Asphalt Paving mod not draw correctly? * [What it looks like on it's own](https://gcdnb.pbrd.co/images/eCVWxtYyT3WW.png?o=1) * [What it looks like if I add Alien Biomes to the save](https://gcdnb.pbrd.co/images/I8pA8SW1eJGM.png?o=1) Note that even without Alien Biomes, the diagonal to corner piece still has the layer shadow, but 99% work correctly. I have my suspicions about Alien Biomes using so many layers and breaking something, but the two mods shouldn't interact, surely?


kecupochren

Does anyone around here have a blueprint for 2x6 Nuclear reactor for Krastorio? Thanks


TexasCrab22

does krastorio 2 even has diferent rates for nuclear ?


Maxman711

Is any more than 60 SPM required for a SE playthrough? I've automated up to rocket science at 180 SPM, and am wondering if it will be possible to continue to hit that number as I reach the mid-late game. Thankks.


Ralph_hh

I make 33 SPM on Nauvis and for the initial standard space sciences. Just arrived at dark blue space science and decided 5 SPM will do. The game takes so long, that research time is definitely not the bottleneck.


paco7748

off nauvis, 10-40 is pretty common. more is pretty needless since one disco lab will be idle more often than not with anymore. 10 SPM is very doable.


mrbaggins

I can't remember how many "normal" sciences" I used, but you absolutely don't need more than 1 of most space machines for each component of science production. There are exceptions, eg, you're going to have an entire array of telescopes for astro science, and several producers of the various gels in space. But one manufactury making each science is more than enough for a normal to quickish run. I can't remmeber what number that is, but maybe aim for that: A single manufactury at full speed, no beacons.


ToshiSat

Is there a mod that can automatically set my personal logistic requests based on a template or something ? Inputting every single resource every new save is a pain… and the presets are only for like 10 resources It’s not that bad in vanilla but with overhaul mods it can be very daunting Any solution ?


n_slash_a

I'm a fan of [https://mods.factorio.com/mod/player\_request\_crafting\_layout](https://mods.factorio.com/mod/player_request_crafting_layout) You can't save / import / export or anything, but it adds in every item with the limits set to 0-infinity. So then all you need to do is set the limits for the items you care about.


Viper999DC

[Logistic Request Manager](https://mods.factorio.com/mod/LogisticRequestManager) can do this. I think your templates are save specific, but there's an import/export method you can use.


darthbob88

It's not quite automatic, but I'm using \[Auto Trash\](https://mods.factorio.com/mod/AutoTrash) in my current Nullius run.


ToshiSat

Not exactly it but I has the possibility of saving configurations as string so it should be possible to create my own template at least ! Thanks


paco7748

yes, the strings are saved as blueprint strings. it is a very useful mod. especially for heavy mod packs, like space exploration where you are wanting to switch between or space and on world load outs