Search found 81 matches

by evanrinehart
Fri Jun 26, 2026 6:14 am
Forum: Ideas and Suggestions
Topic: one last new recipe for 2.1: "freeze water"
Replies: 3
Views: 297

Re: one last new recipe for 2.1: "freeze water"

thematically it's hard to move mass quantities of water into space, and ice would be even worse because it's less dense. However in the game ice is 4x more efficient in a rocket vs equivalent water barrels which might lead to unthematical advantage. Going out to the outer solar system to get mass ...
by evanrinehart
Fri Jun 26, 2026 5:47 am
Forum: Bug Reports
Topic: [2.1.8] Cannot transfer nukes or rocket silos between space platforms
Replies: 4
Views: 567

Re: [2.1.8] Cannot transfer nukes or rocket silos between space platforms

the lore expressed by the rocket capacity tooltips is a rocket can only lift so much weight into orbit. If you stretch your imagination you could also believe a cargo pod doesn't have the delta V to get between orbits holding a rocket silo, but can somehow survive a landing. Either way it's not ...
by evanrinehart
Thu Jun 25, 2026 5:58 pm
Forum: General discussion
Topic: Too many last minute changes?
Replies: 47
Views: 3392

Re: Too many last minute changes?

It's great space casino is now removed :lol:
by evanrinehart
Thu Jun 25, 2026 6:58 am
Forum: Ideas and Suggestions
Topic: Pick armor first when recovering corpse
Replies: 3
Views: 213

Re: Pick armor first when recovering corpse

I could have sworn this was already what happens when you loot the body containing armor while having nothing on you
by evanrinehart
Thu Jun 25, 2026 5:46 am
Forum: Ideas and Suggestions
Topic: Launch rocket circuit condition
Replies: 2
Views: 156

Re: Launch rocket circuit condition

This came up a lot in relation to mixed rockets not autolaunching (pre 2.1). One question I have is the semantics. When circuit goes from 0 to not 0, launch? What if there's nowhere suitable to launch to, and how does that interact with other normal (not circuit controlled) silos competing for the ...
by evanrinehart
Thu Jun 25, 2026 5:36 am
Forum: General discussion
Topic: 2.1: Kovarex hinted an achievement for getting all achievements in the same run
Replies: 9
Views: 2121

Re: 2.1: Kovarex hinted an achievement for getting all achievements in the same run

if achievements aren't supposed to be hard to get

they should have called them something else.

Steam Participation Trophy?
by evanrinehart
Thu Jun 25, 2026 5:24 am
Forum: Balancing
Topic: Fix Bugged Concrete Recycling Recipe
Replies: 6
Views: 949

Re: Fix Bugged Concrete Recycling Recipe

I was wrong about that part. To get the situation straight I did some numbers for the process of crafting (by hand) concrete then recycling it vs crafting engine unit then recycling it. Ignore that concrete nor engine units can be crafted by hand

0.1 gears per second consumed crafting engine unit
0 ...
by evanrinehart
Wed Jun 24, 2026 6:23 am
Forum: Ideas and Suggestions
Topic: [2.1] Allow high quality ingredients for low quality items
Replies: 13
Views: 744

Re: [2.1] Allow high quality ingredients for low quality items

You can use quality items for crafting. And accidentally losing your rare iron gears to the common engine factory sounds like its own kind of error prone. Though I agree this idea would make everything way easier. Which is why I don't like it.
by evanrinehart
Wed Jun 24, 2026 6:03 am
Forum: Balancing
Topic: Fix Bugged Concrete Recycling Recipe
Replies: 6
Views: 949

Re: Fix Bugged Concrete Recycling Recipe

There was an old bug report about concrete recycling and how it was "bugged", and didn't follow the formula. Except that when I looked at the formula, which factors in amount of item crafted explicitly, it seems to be acting exactly as described in the blog post introducing the recycler and the wiki ...
by evanrinehart
Sun May 03, 2026 5:43 am
Forum: Gameplay Help
Topic: Uncommon+ Satellite ROI?
Replies: 10
Views: 1495

Re: Uncommon+ Satellite ROI?

Hold on. In vanilla + quality, high quality satellites does something? This I gotta try
by evanrinehart
Mon Apr 20, 2026 4:15 am
Forum: Modding help
Topic: agricultural-tower radius is not reflected ingame
Replies: 3
Views: 489

Re: agricultural-tower radius is not reflected ingame

By the way showing the range of the agricultural tower was recently mentioned in "fixed in 2.1"
by evanrinehart
Sun Mar 01, 2026 5:10 pm
Forum: General discussion
Topic: Is steel furnance used by anyone?
Replies: 14
Views: 3577

Re: Is steel furnance used by anyone?

The steel furnace uses less coal per craft. So the question becomes is it worth the expense of creating the steel furnace itself before unlocking electric furnace (and modules, because without modules the electric furnace is much more inefficient). I did the math and with vanilla recipes, it takes ...
by evanrinehart
Tue Feb 10, 2026 3:41 am
Forum: Not a bug
Topic: [2.0.73][switch2] Flicker in 4k
Replies: 2
Views: 668

Re: [2.0.73][switch2] Flicker in 4k

For what it's worth, after connecting switch 1 with factorio to a 4k TV, I had to select one of the advanced video interpolations in the TV options before being able to ride the train zoomed in. Otherwise it would flicker quite bad. Luckily there were a few options which worked well. Try delving ...
by evanrinehart
Mon Feb 02, 2026 6:59 pm
Forum: Balancing
Topic: Underground Pipes should have reach increased by 1.
Replies: 4
Views: 1699

Re: Underground Pipes should have reach increased by 1.

It would be funny if the recipe did match the underground length, but the argument that it would make all the buildings match up exactly is not great. This would lead future people to always build to grid, making posted designs even more samey than they are. If everything was 3x3 it would also make ...
by evanrinehart
Sun Feb 01, 2026 10:38 pm
Forum: General discussion
Topic: My space age review
Replies: 63
Views: 14991

Re: My space age review

If the point was to find the one optimal design that beats all, and you couldn't immediately find it. Sounds like a game worth buying. If you eventually found it and felt like that was the end, immediately quit retired champion. I really feel like maybe you missed a few things along the way ...
by evanrinehart
Sat Jan 31, 2026 6:51 am
Forum: Gameplay Help
Topic: Insert a Processing Unit in the Rocket silo
Replies: 19
Views: 17452

Re: Insert a Processing Unit in the Rocket silo

When I first saw your screenshot, I despaired that you won't find a convenient way to load the processing units using inserters! The amount of bots to make sure things go smoothly looks excessive.

But you might be in luck: https://forums.factorio.com/viewtopic.php?t=132595

It's about quality ...
by evanrinehart
Sat Jan 31, 2026 6:42 am
Forum: Minor issues
Topic: [Rseding91] [2.0.8 + SA] Data dump JSON floats off
Replies: 9
Views: 3064

Re: [Rseding91] [2.0.8 + SA] Data dump JSON floats off

The magic number for the needed digits of precision in C is DBL_DECIMAL_DIG from float.h

or std::numeric_limits<double>::max_digits10 in C++

which happens to be 17.

Though algorithms to get it smaller and still round trip conveniently exist in other languages, they usually fall back to arbitrary ...
by evanrinehart
Mon Jan 26, 2026 7:36 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [2.0.69] Non-explosive cannon shell +25% range modifier is not working
Replies: 9
Views: 2295

Re: [Klonan] [2.0.69] Non-explosive cannon shell +25% range modifier is not working

There are some modded weapons already using this feature, but I think non-explosive tank cannon is the only ammo in vanilla game has this property.
Also the uranium cannon shell and atomic bomb have a range modifier.
by evanrinehart
Mon Jan 26, 2026 7:18 pm
Forum: General discussion
Topic: Appreciation for better car snapping
Replies: 2
Views: 733

Re: Appreciation for better car snapping

Confirmed this is makes driving on straight "roads" much easier and doesn't interfere with any off grid driving that I've seen.

(Not to mention you can properly drive a car in multiplayer now, an unrelated bonus feature)

Great work for something seemingly so minor

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