Search found 61 matches

by GlassBricks
Wed Aug 20, 2025 2:21 pm
Forum: Ideas and Suggestions
Topic: Let's overhaul smart belt!
Replies: 21
Views: 1900

Re: Let's overhaul smart belt!

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
by GlassBricks
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 ...
by GlassBricks
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
by GlassBricks
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 ...
by GlassBricks
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 ...
by GlassBricks
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 ...
by GlassBricks
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! I’m volunteering to implement this.

What
I’ve drafted a complete redesign of smart belt, aiming for intuitive, consistent, and useful behavior, and handling all possible cases.
Yes ...
by GlassBricks
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 ...
by GlassBricks
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 ...
by GlassBricks
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 ...
by GlassBricks
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 ...
by GlassBricks
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 ...
by GlassBricks
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
by GlassBricks
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
by GlassBricks
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 ...
by GlassBricks
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?
by GlassBricks
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.
by GlassBricks
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.
by GlassBricks
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?
by GlassBricks
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

Go to advanced search