Thanks! It's fixed and now throughput is consistent across all cases, even corner beltsboskid wrote: Tue Jun 23, 2026 6:40 pm Thanks for the report. I did some tiny adjustments to inserter hand rotation logic which hopefully will fix this issue.
Search found 11 matches
- Thu Jun 25, 2026 6:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.7] Inserter rotations now depend on belt direction
- Replies: 2
- Views: 2420
Re: [2.1.7] Inserter rotations now depend on belt direction
- Tue Jun 23, 2026 1:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.7] Inserter rotations now depend on belt direction
- Replies: 2
- Views: 2420
[2.1.7] Inserter rotations now depend on belt direction
This is adjacent to [https://forums.factorio.com/134061], which was marked as "not a bug" which makes sense (left relative lane preference is (was) a feature), but in 2.1.7 the inserter logic changed, which was undocumented in the changelog (or it's accidental and came from some another unrelated ...
- Tue Jun 23, 2026 12:34 pm
- Forum: Not a bug
- Topic: [2.0.77] Inserter throughput from corner belt changes with belt direction
- Replies: 9
- Views: 789
Re: [2.0.77] Inserter throughput from corner belt changes with belt direction
man, now parallel belts direction also affects throughput because of the rotation preference changes!! in 2.0.73 (I will test it at 2.0.77 a little later), they are fully symmetrical, throughput is practically the same (not sure why it differs by 3 items, maybe some rounding error, doesn't matter ...
- Tue Jun 23, 2026 12:14 pm
- Forum: Not a bug
- Topic: [2.0.77] Inserter throughput from corner belt changes with belt direction
- Replies: 9
- Views: 789
Re: [2.0.77] Inserter throughput from corner belt changes with belt direction
at stack size 12 bulk inserters, throughput is now higher at west inserter only by one stack (1320 vs 1272 in favor of the east one, ~3.6% higher) instead of like 25% in the first post, although still it's weird that the west inserter now inserts clockwise and returns counterclockwise which is ...
- Tue Jun 23, 2026 12:04 pm
- Forum: Not a bug
- Topic: [2.0.77] Inserter throughput from corner belt changes with belt direction
- Replies: 9
- Views: 789
Re: [2.0.77] Inserter throughput from corner belt changes with belt direction
and instead the east one now rotates all the way counter clockwise instead of making a half turn clockwise like the west does and the east did in the eugenekay's gif above but taking from the relative left lane?? lol
- Tue Jun 23, 2026 11:56 am
- Forum: Not a bug
- Topic: [2.0.77] Inserter throughput from corner belt changes with belt direction
- Replies: 9
- Views: 789
Re: [2.0.77] Inserter throughput from corner belt changes with belt direction
I guess it has something to do with which lane the inserter prioritizes.
Yes, from the Wiki again:
If the belt is the same/opposite orientation of the inserter or a curve, the inserter prefers taking from the left lane, from the belt's perspective.
https://forums.factorio.com/download/file ...
- Sat Jun 20, 2026 9:17 pm
- Forum: Not a bug
- Topic: [2.0.77] Inserter throughput from corner belt changes with belt direction
- Replies: 9
- Views: 789
[2.0.77] Inserter throughput from corner belt changes with belt direction
- What did you do?
I was testing inserter throughput when I stumbled upon weird behaviour when taking from corner belts going into an inserter.
- What happened?
Left to right belt going into an inserter has higher throughput than right to left belt in the same exact setup.
- What did you expect to ...
I was testing inserter throughput when I stumbled upon weird behaviour when taking from corner belts going into an inserter.
- What happened?
Left to right belt going into an inserter has higher throughput than right to left belt in the same exact setup.
- What did you expect to ...
- Sat Jun 20, 2026 7:32 pm
- Forum: Ideas and Suggestions
- Topic: Drawings on the Map
- Replies: 2
- Views: 279
Re: Drawings on the Map
+1, also temporary drawings (like in Valve's Deadlock) that disappear after some time would be lovely.
- Sat Jun 20, 2026 7:27 pm
- Forum: Ideas and Suggestions
- Topic: Increase big power pole circuit wire reach for all entities
- Replies: 1
- Views: 168
Increase big power pole circuit wire reach for all entities
TL;DR
Make big power poles' circuit wire reach equal to it's power wire reach for all entities
What?
For red and green wires, currently big power poles can reach each other easily, but for other connections it's the standard reach of 8 (9 because it's a 2x2 building) tiles as with all other ...
Make big power poles' circuit wire reach equal to it's power wire reach for all entities
What?
For red and green wires, currently big power poles can reach each other easily, but for other connections it's the standard reach of 8 (9 because it's a 2x2 building) tiles as with all other ...
- Sun Feb 21, 2021 7:32 pm
- Forum: Duplicates
- Topic: [1.1.22] Crash if much biters attacking my base
- Replies: 2
- Views: 2263
Re: [1.1.22] Crash if much biters attacking my base
Thank you, i didn't know about new update. Sorry!
- Sun Feb 21, 2021 7:10 pm
- Forum: Duplicates
- Topic: [1.1.22] Crash if much biters attacking my base
- Replies: 2
- Views: 2263
[1.1.22] Crash if much biters attacking my base
After some hours into the game close to my base (i think) spawned some biter nests. And they started attacking, but every time an army of them (20+: lvl1,2 biters, spitters, prolly) attacks me, or my base, and if i see them, the game crashes. As is said, it crashes only if there's so much of them ...