Search found 199 matches

by Khazul
Thu Jan 30, 2025 10:57 pm
Forum: Ideas and Requests For Mods
Topic: [Idea] Elevated Train Stop
Replies: 6
Views: 372

Re: [Idea] Elevated Train Stop

Elevated stops would probably only be workable by combining with a train bot loading/unloading mod at best currently.
by Khazul
Mon Jan 27, 2025 8:32 pm
Forum: Duplicates
Topic: [2.0.32] Science Count
Replies: 3
Views: 103

Re: [2.0.32] Science Count

I have been suspicious of thing going missing or even being duped for a while but have never been able to capture positive proof of it.
The symptom I normally see is with batches of 500 items sent up to a platform and those item being fed into a production machine via stack inserters set to a stack ...
by Khazul
Mon Jan 27, 2025 8:24 pm
Forum: General discussion
Topic: Congrats, you broke me
Replies: 24
Views: 1339

Re: Congrats, you broke me

I have to wonder how many people first ship out to aquilo and especially to system edge and beyond went splat into a big/huge asteroid at high speed and they just laughed it off and built something else with more guns and attitude on it?

I have lost count of the number of perfectly good ships that ...
by Khazul
Mon Jan 27, 2025 7:33 pm
Forum: General discussion
Topic: Congrats, you broke me
Replies: 24
Views: 1339

Re: Congrats, you broke me


I was willing to work around the pathetically anemic rockets, ridiculous asteroid densities, deliberately obtuse rocket engines, lazy coding of platform trains, too many cases of challenging my patience rather than intellect to even list. Then I faced big asteroids. Nope. I'm not finishing it. And ...
by Khazul
Mon Jan 27, 2025 12:55 am
Forum: General discussion
Topic: Gleba has killed the game for me.
Replies: 349
Views: 52868

Re: Gleba has killed the game for me.





The steam achievements speak 1000 words about gleba.


I would argue that Steam players are less invested in Factorio than non-Steam players


I call BS on that. There is no one I know on PC who doesnt have Steam and use it as their preferred game management platform (over any of the ...
by Khazul
Sun Jan 26, 2025 7:44 pm
Forum: Not a bug
Topic: [2.0.32] Parameters do not support quality.
Replies: 6
Views: 273

Re: [2.0.32] Parameters do not support quality.

Also fluid ingredients end with quality when they should not.
by Khazul
Sun Jan 26, 2025 6:11 pm
Forum: General discussion
Topic: Gleba has killed the game for me.
Replies: 349
Views: 52868

Re: Gleba has killed the game for me.



The steam achievements speak 1000 words about gleba.


I would argue that Steam players are less invested in Factorio than non-Steam players


I call BS on that. There is no one I know on PC who doesnt have Steam and use it as their preferred game management platform (over any of the publisher ...
by Khazul
Sun Jan 19, 2025 2:24 am
Forum: Ideas and Suggestions
Topic: Foundry slag or something similar, because Vulcanus feels like it’s missing something
Replies: 1
Views: 307

Re: Foundry slag, because Vulcanus feels like it’s missing something

The logical byproduct of slag processing with water would probably be calcite+stone and some polluted water.

Sound like this cold be done with a simple mod.
by Khazul
Sat Jan 18, 2025 8:52 pm
Forum: Ideas and Suggestions
Topic: Signal Compression or Encapsulation
Replies: 16
Views: 855

Re: Signal Compression or Encapsulation

I have long thought that ingredients and results of a recipe should be handled by a combinator. It would actually be a good extra function on the selector combinator along with an ingredient ordered means of indexing (ingredient by index and result by index) as the current indexing is based on the ...
by Khazul
Sat Jan 18, 2025 7:07 pm
Forum: Ideas and Suggestions
Topic: Complexes for UPS/bigger megabases
Replies: 5
Views: 274

Re: Complexes for UPS/bigger megabases

I am wondering what people are building to need this given many people seem to be able to build 60UPS 14.4k SPM setup (in SA at least) unless it is a case of low performance computers not being able to handle even moderate larger scale production?

A quick think of the use cases for this pre-SA ...
by Khazul
Wed Jan 15, 2025 12:17 pm
Forum: Ideas and Suggestions
Topic: Circuit conditions for Labs/Biolabs, letting us set current research from circuit network
Replies: 5
Views: 489

Re: Circuit conditions for Labs/Biolabs, letting us set current research from circuit network

I would be happy with just being able to read the ingredients of the current research (including amount remaining) without knowing/caring what that research is. One can sort of do this by monitoring belts, but that doesn't cover a use case where you may not want to produce the science at all unless ...
by Khazul
Tue Jan 14, 2025 7:46 pm
Forum: Ideas and Suggestions
Topic: Inactivity System to prevent Stack Inserters from getting stuck
Replies: 16
Views: 786

Re: Inactivity System to prevent Stack Inserters from getting stuck



Use a circuit to change the filter on it after inactivity.



I really shouldnt have to do that though, its such a simple thing that could be implemented


And the same argument applies to so many things in Factorio. So many thing I curse the devs for almost daily, but they are what they are ...
by Khazul
Mon Jan 13, 2025 8:49 pm
Forum: Ideas and Suggestions
Topic: Planetary logistics request from multiple planets
Replies: 5
Views: 290

Re: Planetary logistics request from multiple planets

I have often wished I could set the source planet at the group level instead of having to set it for every item - annoying number of extra clicks.
by Khazul
Sun Jan 12, 2025 8:07 pm
Forum: Mods
Topic: [Mod 2.0] Power Armor MK3+
Replies: 109
Views: 70728

Re: [Mod 1.1] Power Armor MK3

Audacious wrote: Thu Oct 17, 2024 1:09 pm Have you guys considered making it a jetpack of sorts?
https://mods.factorio.com/mod/jetpack
by Khazul
Sun Jan 12, 2025 7:19 pm
Forum: Balancing
Topic: 1x1 containers have never been so inadequate as they are now
Replies: 16
Views: 1009

Re: 1x1 containers have never been so inadequate as they are now

I find large container more useful in SA because of high speed epic/legendary production machines combined with dynamic recipe switching which is something many exploit on space platforms with direct insertion to/from platform hub.

To do the same otherwise there is the warehouse mod that I find ...
by Khazul
Sun Jan 12, 2025 6:49 pm
Forum: Ideas and Suggestions
Topic: Inactivity System to prevent Stack Inserters from getting stuck
Replies: 16
Views: 786

Re: Inactivity System to prevent Stack Inserters from getting stuck



Use a circuit to change the filter on it after inactivity.


Just add a couple combinators per inserter to your layout, no big deal?

One can also look at either using multiple output inserters - a stack filtered to the highest-volume output and a different type filtered to rest, for instance ...
by Khazul
Sun Jan 12, 2025 1:47 pm
Forum: Ideas and Suggestions
Topic: Inactivity System to prevent Stack Inserters from getting stuck
Replies: 16
Views: 786

Re: Inactivity System to prevent Stack Inserters from getting stuck

Use a circuit to change the filter on it after inactivity.
by Khazul
Sun Jan 12, 2025 5:38 am
Forum: Ideas and Suggestions
Topic: Automated landfill should be optional
Replies: 17
Views: 1299

Re: Automated landfill should be optional

+1 - annoying having water filled in when placing defensive wall blueprints etc.
by Khazul
Sun Jan 12, 2025 1:38 am
Forum: Not a bug
Topic: [2.0.28] Scrap recycling into a chest with stack inserter output gets stuck
Replies: 4
Views: 430

Re: [2.0.28] Scrap recycling into a chest with stack inserter output gets stuck


Both issues look to be working as expected.

An inserter can filter maximum of 5 items at one time. It takes first 5 signals, based on signals ID (identical to craft menu order, I believe).
(For ideas/suggestions to change that see e.g. Filter inserters priority list / Filter inserters: Prioritise ...

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