Imagine many more existing belts _before_ the splitter. do you attempt to underground over those too? (This also means not attempting to upgrade them)
Don't know the best answer, hence why I'm now asking
Search found 61 matches
- Wed Aug 20, 2025 2:21 pm
- Forum: Ideas and Suggestions
- Topic: Let's overhaul smart belt!
- Replies: 21
- Views: 1900
- Mon Aug 18, 2025 12:22 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.64] Crash with --run-replay when player crafts something
- Replies: 1
- Views: 462
[2.0.64] Crash with --run-replay when player crafts something
With the new (niche) --run-replay option, if the replay has the player craft something, the replay crashes.
Attached is save and log.
The save file replay consists of: starting Freeplay, mining 2 rocks, crafting furnaces, then moving items in/out of the crashed ship.
From the stacktrace, I'm ...
Attached is save and log.
The save file replay consists of: starting Freeplay, mining 2 rocks, crafting furnaces, then moving items in/out of the crashed ship.
From the stacktrace, I'm ...
- Thu Aug 14, 2025 4:40 pm
- Forum: Ideas and Suggestions
- Topic: Let's overhaul smart belt!
- Replies: 21
- Views: 1900
Re: Let's overhaul smart belt!
I suggest moving the discussion here, so more people can see it
- Thu Aug 14, 2025 3:10 pm
- Forum: Ideas and Suggestions
- Topic: Let's overhaul smart belt!
- Replies: 21
- Views: 1900
Re: Let's overhaul smart belt!
Asking for feedback on dealing with splitters
Here's some cases with splitters, where it might be ambiguous if want to underground over them.
- In the first row, it's reasonable to want to underground over the first bit
- In the second row, from feedback reasonable to _not_ underground over the ...
Here's some cases with splitters, where it might be ambiguous if want to underground over them.
- In the first row, it's reasonable to want to underground over the first bit
- In the second row, from feedback reasonable to _not_ underground over the ...
- Wed Aug 13, 2025 4:31 am
- Forum: Ideas and Suggestions
- Topic: Let's overhaul smart belt!
- Replies: 21
- Views: 1900
Re: Let's overhaul smart belt!
I've just updated the spec to have much more and cleaner explanations/motivations, with some images, to be readable by a wider audience!
That wider audience may include an LLM someday... Don't worry, there will be no vibe-coding here; my code quality standards are much higher that most LLMs have ...
That wider audience may include an LLM someday... Don't worry, there will be no vibe-coding here; my code quality standards are much higher that most LLMs have ...
- Sun Aug 10, 2025 7:30 pm
- Forum: Ideas and Suggestions
- Topic: Let's overhaul smart belt!
- Replies: 21
- Views: 1900
Re: Let's overhaul smart belt!
More on why do this:
Searching "smart belt bug", especially recent posts, will get you a glimpse into one motivation.
While playing around found a ton of questionable behaviors in the current implementation.
It's the "I can't tell if this is intended or not" part that gets me; hence trying to ...
Searching "smart belt bug", especially recent posts, will get you a glimpse into one motivation.
While playing around found a ton of questionable behaviors in the current implementation.
It's the "I can't tell if this is intended or not" part that gets me; hence trying to ...
- Sun Aug 10, 2025 6:53 pm
- Forum: Ideas and Suggestions
- Topic: Let's overhaul smart belt!
- Replies: 21
- Views: 1900
Let's overhaul smart belt!
TL;DR
Let's overhaul smart belt β fixing bugs, adding features, and making it handle all possible scenarios! Iβm volunteering to implement this.
What
Iβve drafted a complete redesign of smart belt, aiming for intuitive, consistent, and useful behavior, and handling all possible cases.
Yes ...
Let's overhaul smart belt β fixing bugs, adding features, and making it handle all possible scenarios! Iβm volunteering to implement this.
What
Iβve drafted a complete redesign of smart belt, aiming for intuitive, consistent, and useful behavior, and handling all possible cases.
Yes ...
- Tue Aug 05, 2025 3:17 pm
- Forum: Resolved Requests
- Topic: More lua api docs problems
- Replies: 1
- Views: 219
More lua api docs problems
I'm back!
Found a few more inconsistencies in lua-api docs, introduced recently. Last checked in [2.0.63]:
Problems:
- The new BlueprintEntity variant_parameter_groups is missing "rocket_silo", making RocketSiloBlueprintControlBehavior unused.
- In the new TechnologyModifier variant_parameter ...
Found a few more inconsistencies in lua-api docs, introduced recently. Last checked in [2.0.63]:
Problems:
- The new BlueprintEntity variant_parameter_groups is missing "rocket_silo", making RocketSiloBlueprintControlBehavior unused.
- In the new TechnologyModifier variant_parameter ...
- Tue Apr 22, 2025 8:01 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 237
- Views: 78239
Re: Version 2.0.45
Problem solved:
https://mods.factorio.com/mod/cheevos_base
https://mods.factorio.com/mod/cheevos_spage
Problem not quite fully "solved":
As a note, a potential mod to revert to pre-.45 behavior won't be simple.
Removing allowed_without_fight allows you to set map generation to anything ...
- Fri Apr 18, 2025 12:32 am
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 237
- Views: 78239
Re: Version 2.0.45
I see one main reason for the disapproval of the achievement is how sudden and arbitrary it feels: the biter achievement behavior has previously existed for nearly 10 years now, all through 1.0 and 1.1, and 6 months into space age; this behavior is even listed on the wiki. Then, it's suddenly ...
- Fri Apr 18, 2025 12:29 am
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 237
- Views: 78239
Re: Version 2.0.45
Adding to the "fix it with a mod" idea, speaking as a speedrun.com admin and one of the main contributes to 1.1 100% blueprints: I'm not sure that people would want to do runs with a mod. Having to run with that feels quite contrived. The same can be said of an "88%" category that excludes the biter ...
- Thu Apr 17, 2025 11:40 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 237
- Views: 78239
Re: Version 2.0.45
As a note, a potential mod to revert to pre-.45 behavior won't be simple.
Removing allowed_without_fight allows you to set map generation to anything including more favorable map settings than before (e.g. biter nest size <100%).
So such a mod may be possible, but would require re-implementing the ...
Removing allowed_without_fight allows you to set map generation to anything including more favorable map settings than before (e.g. biter nest size <100%).
So such a mod may be possible, but would require re-implementing the ...
- Sat Apr 12, 2025 12:56 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.44] Signals in Single combinator can no longer over or underflow
- Replies: 14
- Views: 3336
Re: [2.0.44] Signals in Single combinator can no longer over or underflow
If this is intended behavior and not a bug... I think it should be at least announced in the changelog.
Cuz this just broke a whole bunch of stuff
Cuz this just broke a whole bunch of stuff
- Thu Mar 06, 2025 12:16 am
- Forum: Resolved Requests
- Topic: Problems and inconsistences in lua api docs
- Replies: 10
- Views: 1517
Re: [2.0.21] Problems and inconsistences in lua api docs
[2.0.39] the newly LuaSchedule::get_records, set_records, and clear_records have parameters of type "uint: interrupt_index" instead of "interrupt_index: uint".
...have you considered making a compiler to check for type errors? I guess I accidentally have
...have you considered making a compiler to check for type errors? I guess I accidentally have
- Thu Mar 06, 2025 12:13 am
- Forum: Won't fix.
- Topic: productivity exploit +100%
- Replies: 18
- Views: 5533
Re: productivity exploit +100%
- only give bonus items once main item is complete.
Also possible fix: Count the ingredients as consumed for the current crafting cycle, whenever a bonus productivity item is created.
- doesn't give back item when cancel recipe like before (that could hurt player)
But please please don't ...
- Sun Mar 02, 2025 9:48 am
- Forum: Won't fix.
- Topic: productivity exploit +100%
- Replies: 18
- Views: 5533
Re: productivity exploit +100%
It requires manual input, but is possible to parallelize:
If this ends up _not_ getting fixed, factorio speedrunning may end up no longer "glitchless". Which may be an interesting world to live in?
If this ends up _not_ getting fixed, factorio speedrunning may end up no longer "glitchless". Which may be an interesting world to live in?
- Fri Feb 21, 2025 5:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.34] Crash on map load (checkSegmentedUnitCountsConsistency) "Fully-active segmented units count doesn't
- Replies: 10
- Views: 2875
Re: [StrangePan][2.0.34] Crash on map load (checkSegmentedUnitCountsConsistency) "Fully-active segmented units count doe
Thanks for the fix!
Not sure those 2 saves are based on the same version. I think I loaded an old game version and copied blueprints to a new save to continue.
In any case there weren't any issues loading the saves until updating to the new version.
Not sure those 2 saves are based on the same version. I think I loaded an old game version and copied blueprints to a new save to continue.
In any case there weren't any issues loading the saves until updating to the new version.
- Fri Feb 21, 2025 1:42 am
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.34] Crash on map load (checkSegmentedUnitCountsConsistency) "Fully-active segmented units count doesn't
- Replies: 10
- Views: 2875
Re: [StrangePan][2.0.34] Crash on map load (checkSegmentedUnitCountsConsistency) "Fully-active segmented units count doe
Narrator: it was, in fact, not fixed in 2.0.35.
(Or maybe the save was already doomed to fail in 2.0.34?)
Save file and log attached.
(Or maybe the save was already doomed to fail in 2.0.34?)
Save file and log attached.
- Fri Feb 07, 2025 2:04 am
- Forum: Duplicates
- Topic: [StrangePan][2.0.34] Crash loading 2.0.33 save "Minimally-active segmented units count doesn't match."
- Replies: 2
- Views: 596
Re: [2.0.34] and [2.0.33] Crash loading 2.0.33 save "Minimally-active segmented units count doesn't match."
update... the same error seems to occur when loading the save in 2.0.33, when adding a new mod.
This might point to it being in the migration logic somewhere?
This might point to it being in the migration logic somewhere?
- Fri Feb 07, 2025 1:25 am
- Forum: Duplicates
- Topic: [StrangePan][2.0.34] Crash loading 2.0.33 save "Minimally-active segmented units count doesn't match."
- Replies: 2
- Views: 596
[StrangePan][2.0.34] Crash loading 2.0.33 save "Minimally-active segmented units count doesn't match."
After updating to 0.34, get a crash loading a 0.33 save.
Crash message indicates this might be because I was doing demolisher shenanigans in editor mode (deleted some naturally spawning ones, added then deleted more).
Log and save are attached.
Edit: attached the correct log file this time
Crash message indicates this might be because I was doing demolisher shenanigans in editor mode (deleted some naturally spawning ones, added then deleted more).
Log and save are attached.
Edit: attached the correct log file this time