Search found 43 matches

by evanrinehart
Wed Mar 12, 2025 6:53 pm
Forum: Assigned
Topic: [Kovarex] [2.0.28] Pasting Blueprints with trains on top of existing trains Replaces with Parameter 0
Replies: 4
Views: 375

Re: [Kovarex] [2.0.28] Pasting Blueprints with trains on top of existing trains Replaces with Parameter 0

I ran into this bug over the weekend. Here is a sandbox save ready to exhibit it. Paste the blueprint on the hotbar over the left train stop and select the parameter. The train stop name is correctly updated but the schedule in the train gets broken. Meaning parameter zero in the schedule doesn't ...
by evanrinehart
Thu Feb 20, 2025 4:42 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.34] Crash using clone tool in editor/sandbox between surfaces (TransportLine check fails)
Replies: 4
Views: 1590

Re: [boskid][2.0.34] Crash using clone tool in editor/sandbox between surfaces (TransportLine check fails)

Confirmed your steps in 2.0.34 reproduce the crash.
Confirmed the steps don't crash in 2.0.35!

And I tried some more aggressive versions of the original clone to gleba, waiting for the carbon to be in the underground as per description. Clone success every time.

Truly epic thanks
by evanrinehart
Thu Feb 20, 2025 6:25 am
Forum: Gameplay Help
Topic: Some items do not automatically send to the space platform
Replies: 6
Views: 419

Re: Some items do not automatically send to the space platform

The rocket will auto launch with 300 processing units if there's a platform in orbit with an unsatisfied request for processing units. It will also launch with less than 300 if the request has an alternative minimum payload.

Tested on 2.0.34

Also the 999kg is just for show. It's truncating the ...
by evanrinehart
Fri Feb 14, 2025 5:11 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.34] Crash using clone tool in editor/sandbox between surfaces (TransportLine check fails)
Replies: 4
Views: 1590

Re: [2.0.34] crash when using clone tool in editor / sandbox between surfaces

While trying to get a reliable reproduction I noticed something odd.

When it crashes, it happens shortly after pasting the cloned factory onto gleba the first and only time before crashing.

If it doesn't crash upon pasting, I can paste again many times with no problems. But every paste after the ...
by evanrinehart
Fri Feb 14, 2025 3:57 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.34] Crash using clone tool in editor/sandbox between surfaces (TransportLine check fails)
Replies: 4
Views: 1590

[boskid][2.0.34] Crash using clone tool in editor/sandbox between surfaces (TransportLine check fails)

Basically I tried to clone a small factory from nauvis to gleba using the /editor.

Edit: I can reproduce it now.
Edit: No I can't, not reliably. I just triggered it a few times and not other times. Maybe it has to do with the cloned factory's exact state when you do the pause step. Note that it is ...
by evanrinehart
Thu Jan 16, 2025 4:38 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.30] Inserter Deadlock when nutrients spoil in Inserter hand
Replies: 19
Views: 5507

Re: [2.0.30] Inserter Deadlock when nutrients spoil in Inserter hand

I was experiencing this bug a lot in 2.0.30, just updated to .31 and made a test rig in sandbox for sanity's sake

Yay it's fixed! But just to clarify what works and what doesn't...

Nutrient spoils in inserter's hand while it is going to insert: attempts to insert into the output slot (not waste ...
by evanrinehart
Wed Jan 15, 2025 5:44 am
Forum: Minor issues
Topic: [2.0.28] Non-latin character limit in combinator description is lower
Replies: 3
Views: 507

Re: [2.0.28] Non-latin character limit in combinator description is lower

It might be cool and feasible to accommodate the scripts that usually take 2 utf8 bytes per character by doubling the backend allocation then limit it to 500 characters (not bytes) anyway even though ASCII could fit 1000. Nothing would seem to change for existing notes which are 500 or less currently.
by evanrinehart
Mon Jan 13, 2025 4:50 pm
Forum: Ideas and Suggestions
Topic: PLEASE change the planet distances...
Replies: 19
Views: 1652

Re: PLEASE change the planet distances...

The current common understanding of space age's spaceship physics is that space is an ocean and obviously the ship can only reach a max speed limited by the resistance with the ambient water vs engine thrust. There's nothing wrong with that but I have a fun alternative head canon.

Space is not an ...
by evanrinehart
Sat Jan 11, 2025 3:33 pm
Forum: Ideas and Suggestions
Topic: The +300% productivity cap should be documented in-game or removed
Replies: 42
Views: 8455

Re: The +300% productivity cap should be documented in-game or removed

Is someone really going to silo themselves from all media complaining about this cap, work their way all the way to research level 30, not check any tooltips showing +300 (max) on certain things way sooner, and then be actually upset their infinite item loop failed. It seems contrived but I guess ...
by evanrinehart
Sat Jan 11, 2025 3:20 pm
Forum: Balancing
Topic: Move Epic Quality Research Unlock to Fulgora
Replies: 16
Views: 2906

Re: Move Epic Quality Research Unlock to Fulgora

Correction, if you went to gleba first you would not be limited to T2 epic quality. You could unlock efficiency modules 3 :lol:

Actually I like the quality system without setting up the cheesy recycling loop. Makes it feel more diablo-like where you choose where your epic stuff goes best. Of course ...
by evanrinehart
Sat Jan 11, 2025 3:10 pm
Forum: Gameplay Help
Topic: What is the point of productivity modules?
Replies: 22
Views: 8810

Re: What is the point of productivity modules?

Other posts covered the big ticket items on prod modules (smaller factory, more efficient with finite resources) but here's a concrete use case.

You hypothetically have 10 holmium ore per second. Doesn't matter how infinite holmium is or isn't. You just have this much per second and for whatever ...
by evanrinehart
Mon Jan 06, 2025 10:06 pm
Forum: Ideas and Suggestions
Topic: The +300% productivity cap should be documented in-game or removed
Replies: 42
Views: 8455

Re: The +300% productivity cap should be documented in-game or removed

Making recycling suck more when you're in the late game researching level 30 stuff kind of makes sense. You've already beat the game and need more of a challenge!

Seriously though I'm not sure there's an actual problem to be actually solved with the prod cap. It's good the way it is.
by evanrinehart
Thu Jan 02, 2025 4:13 pm
Forum: Balancing
Topic: Move Epic Quality Research Unlock to Fulgora
Replies: 16
Views: 2906

Re: Move Epic Quality Research Unlock to Fulgora

By moving rewards to a planet where it would be most useful you make that planet better and the other planet worse. Last month everyone found many reasons to avoid gleba at all costs. This would be another one :lol:

And this would seem to make fulgora really really good and an even more obvious ...
by evanrinehart
Thu Jan 02, 2025 3:49 pm
Forum: Duplicates
Topic: [2.0.21] Foundry at high speeds is fluid output bound
Replies: 17
Views: 3757

Re: [2.0.21] Foundry at high speeds is fluid output bound

I would believe there would be some increase in performance for the foundry (and chemical plant doing steam condensation, maybe others) but unless you can get 100% of the way to the theoretical rate predicted by calculators, people will still be posting "duplicate" complaints into the future at the ...
by evanrinehart
Thu Dec 19, 2024 4:49 pm
Forum: Show your Creations
Topic: Energy Optimization with Red Inserters
Replies: 34
Views: 5300

Re: Energy Optimization with Red Inserters

First section of FFF-309 where they lament the lack of understandable inserter performance and propose to simplify it. I for one glad they didn't!

https://www.factorio.com/blog/post/fff-309
by evanrinehart
Thu Dec 19, 2024 6:44 am
Forum: Show your Creations
Topic: Energy Optimization with Red Inserters
Replies: 34
Views: 5300

Re: Energy Optimization with Red Inserters

The pulsing might be related to the "fixed energy per cycle" thing I mentioned way back at the beginning of the thread. The config file shows fixed energy per rotation and energy per "movement." And they're the same amount. So if these different phases last very different amounts of time, the ...
by evanrinehart
Thu Dec 19, 2024 1:52 am
Forum: Show your Creations
Topic: Energy Optimization with Red Inserters
Replies: 34
Views: 5300

Re: Energy Optimization with Red Inserters

To be clear I was just looking at sustained moving of items from box to box, no idling at any time. To be sure, in this situation the drain is certainly costing you to move the items. And the amount differs depending on the inserter type. So ignoring it would give wrong answers in this case.

Many ...
by evanrinehart
Thu Dec 19, 2024 12:30 am
Forum: Duplicates
Topic: [2.0.27] Smart belt adds then removes your exit trying to cross a belt
Replies: 1
Views: 185

[2.0.27] Smart belt adds then removes your exit trying to cross a belt

I discovered this on nintendo switch 2.0.23 and then reproduced in on desktop Linux.

If you drag too far it deletes the underbelt exit after just having autoplaced it.

Having a gap of more than 1 makes it stay.
belt-bug.gif
belt-bug.gif (3.81 MiB) Viewed 185 times
by evanrinehart
Thu Dec 19, 2024 12:13 am
Forum: Wiki Talk
Topic: Recycler Formula / Description
Replies: 3
Views: 1039

Re: Recycler Formula / Description

That's why it importantly specifies that the random number might be 0 but is always less than 1. Or in some notation, [0,1)

(The letter r for that factor is also a common letter for remainder which can be zero or any number less than (but never equal to) the divisor.)

So when amounts are divisible ...
by evanrinehart
Thu Dec 19, 2024 12:01 am
Forum: Wiki Talk
Topic: Delete archived wiki items
Replies: 12
Views: 2702

Re: Delete archived wiki items

As somebody who's been playing factorio for like 10 years, and regularly links to "old useless irrelevant" stuff like the smart chest, alien artifacts, the old recipes for blue science, etc, I'm glad that stuff didn't get deleted in the end! Remember the ridiculous formula for the 1x1 boiler? :lol ...

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