Search found 46 matches

by zig1000
Mon Apr 13, 2026 6:23 pm
Forum: Gameplay Help
Topic: Vehicle weapons not manually fireable in remote drive in Single Player
Replies: 3
Views: 558

Re: Vehicle weapons not manually fireable in remote drive in Single Player

This was a false alarm due to my over-reading into that single/MP split in the users who could or couldn't confirm, I see now what I did wrong:

* When I tried both with and without the various gunner toggles enabled, I must have been clicking on ground tiles; I hadn't realized only an entity could ...
by zig1000
Mon Apr 13, 2026 1:02 am
Forum: Not a bug
Topic: [Kovarex] [2.0.15] Spoiled priority of inserters based on time not percentage
Replies: 5
Views: 5885

Re: [Kovarex] [2.0.15] Spoiled priority of inserters based on time not percentage

The way it works is fine, but the tooltip should still be updated to say 'remaining spoil time' instead of 'spoiled percentage'.
by zig1000
Sun Apr 12, 2026 10:15 pm
Forum: Gameplay Help
Topic: Vehicle weapons not manually fireable in remote drive in Single Player
Replies: 3
Views: 558

Vehicle weapons not manually fireable in remote drive in Single Player

The `shoot selected` (default: shift+space) control does not work while driving a vehicle in remote view, UNLESS the save is or has been a multiplayer save (distinguishable by the presence of a `Weapons control` toggle in the vehicle GUI - in single player, only the `Auto targeting` section exists ...
by zig1000
Sat Apr 11, 2026 10:35 pm
Forum: Ideas and Suggestions
Topic: Parameter "Output of" variable
Replies: 16
Views: 5491

Re: Parameter "Output of" variable

+1
by zig1000
Thu Mar 19, 2026 7:46 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Smallest possible Kovarex?
Replies: 65
Views: 7622

Re: Smallest possible Kovarex?

Image

My take (note the yellow belt between splitters). Forget if the extra passthrough splitters were necessary or if I just wanted it to be able to buffer if the output backs up.
by zig1000
Wed Jan 07, 2026 2:17 am
Forum: Ideas and Suggestions
Topic: Increase effect of mass on platform speed
Replies: 10
Views: 8970

Re: Increase effect of mass on platform speed

After thinking about and playing around with this, I would propose something like the following formula for speed (in km/s, mass in tons, thrust in MN):


max_speed = 500 + 200_000 / (mass + 200) # +200 avoids low-mass asymptotic speed silliness.
drag_efficiency = thrust / sqrt(thrust^2 + 5000*mass ...
by zig1000
Wed Dec 03, 2025 8:05 am
Forum: Not a bug
Topic: [2.0.72] Cargo pods don't damage enemies
Replies: 3
Views: 561

Re: [2.0.72] Cargo pods don't damage enemies

It's common knowledge that hardly bears repeating, but for completeness, note that cargo pod drops can target more than just the starting area via placing then deconstructing the landing pad / cargo bays.
by zig1000
Wed Dec 03, 2025 7:55 am
Forum: Not a bug
Topic: [2.0.72] Cargo pods don't damage enemies
Replies: 3
Views: 561

[2.0.72] Cargo pods don't damage enemies

Dropped cargo pods damage or kill any engineer caught underneath them.

However, if they land on top of enemies of any type, they do no damage.

It shocks me that such a game-breaking bug went unnoticed in one of the most obvious and intuitive methods for dealing with enemies.

Please rectify this ...
by zig1000
Sat Nov 08, 2025 10:46 pm
Forum: Fixed for 2.1
Topic: [2.0.72] Factoriopedia lists damage effect on biter eggs
Replies: 2
Views: 984

[2.0.72] Factoriopedia lists damage effect on biter eggs

In Factoriopedia, biter eggs show the same damage effect as the biters they spoil into. As far as I know there's no way to take damage from the eggs themselves.
by zig1000
Mon Oct 27, 2025 10:21 pm
Forum: Fixed for 2.1
Topic: [raiguard][2.0.69] Fluids get voided, even when switching to compatible recipe
Replies: 3
Views: 1284

Re: [raiguard][2.0.69] Fluids get voided, even when switching to compatible recipe

Note: It sounds like this solves the fluid case of viewtopic.php?t=118708

It'd be nice/consistent if solids got a similar change to stay in the ingredients slot for compatible recipes.
by zig1000
Sat Sep 27, 2025 4:11 am
Forum: Outdated/Not implemented
Topic: Don't show "no path" warnings when all stations on the local network are full, but the same name station exists elsewher
Replies: 8
Views: 1912

Re: Don't show "no path" warnings when all stations on the local network are full, but the same name station exists else

Some examples under their proposal, where A-target is the target station, A-duplicate is a non-target station of the same name, and B is a station with a different name.


train ==== A-duplicate <disconnect> A-target | TARGET FULL
train ==== B <disconnect> A-target | NO PATH
train <disconnect> A ...
by zig1000
Sat Sep 27, 2025 4:00 am
Forum: Outdated/Not implemented
Topic: Don't show "no path" warnings when all stations on the local network are full, but the same name station exists elsewher
Replies: 8
Views: 1912

Re: Don't show "no path" warnings when all stations on the local network are full, but the same name station exists else

I think their precise request is not "figure out whether that was the intended station via mind-reading", it's "do not show No Path if another station of the same name exists that IS reachable", which is unambiguous and seems completely feasible if performance weren't a concern.

Now, calculating ...
by zig1000
Fri Jun 20, 2025 10:18 am
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 285
Views: 83130

Re: Ban quality modules from asteroid crushers



This also gives more variety in how you get to high quality products. I already have to do upcycling a bunch of times, I don't see why that should have to be the solution in ALL cases. In return for having quality in crushers we get all this sweet extra complexity and interesting chains ...
by zig1000
Tue Apr 08, 2025 7:26 am
Forum: Ideas and Suggestions
Topic: Behaviour of Set Recipe for quality fluid-only recipes
Replies: 4
Views: 1305

Re: Behaviour of Set Recipe for quality fluid-only recipes

https://forums.factorio.com/viewtopic.php?t=127596 was closed as Not A Bug, stating this is intended behavior. I suspect that thread is graveyarded and will not be seen again.

I'd like to motion to appeal that decision, because at the end of the day there are two different behaviors happening:
Case ...
by zig1000
Sat Mar 29, 2025 6:46 am
Forum: Not a bug
Topic: [2.0.41] Set Recipe can set wrong recipe instead of no recipe in quality edge cases
Replies: 5
Views: 1460

Re: [2.0.41] Set Recipe can set wrong recipe instead of no recipe in quality edge cases

The use case is a make-anything mall that includes multiple machine types, BOTH foundry and assembler. I prefer the mall to use the Foundry when possible, due to the prod bonus. So, for example, the mall might try to set a regular gear recipe on the Foundry, see the recipe successfully get set (by ...
by zig1000
Fri Mar 28, 2025 9:54 pm
Forum: Not a bug
Topic: [2.0.41] Set Recipe can set wrong recipe instead of no recipe in quality edge cases
Replies: 5
Views: 1460

Re: [2.0.41] Set Recipe can set wrong recipe instead of no recipe in quality edge cases

> Circuit set-recipe will ignore quality for fluid-input-only recipes (as intended).

What are the upsides of this as intended behaviour? To my understanding, the game largely tries to treat different qualities as different items in most aspects (e.g., requests don't do any magic generalizations ...
by zig1000
Thu Mar 20, 2025 12:47 am
Forum: Gameplay Help
Topic: What are /m units in asteroid density?
Replies: 6
Views: 4639

Re: What are /m units in asteroid density?

Doesn't cover absolute units but code with rate scaling info from Rseding: https://old.reddit.com/r/factorio/comme ... ?context=2
by zig1000
Wed Mar 19, 2025 5:57 am
Forum: Not a bug
Topic: [2.0.41] Set Recipe can set wrong recipe instead of no recipe in quality edge cases
Replies: 5
Views: 1460

[2.0.41] Set Recipe can set wrong recipe instead of no recipe in quality edge cases

Cross-posting https://forums.factorio.com/viewtopic.php?t=127371 as I think this might be considered a bug not a feature quirk.

TL;DR set_recipe(foundry, uncommon_iron_gear) -> common_iron_gear recipe gets set, instead of no recipe like for other impossible items.

I think that a machine setting a ...
by zig1000
Fri Mar 14, 2025 5:12 am
Forum: Ideas and Suggestions
Topic: Behaviour of Set Recipe for quality fluid-only recipes
Replies: 4
Views: 1305

Re: Behaviour of Set Recipe for quality fluid-only recipes

Upon further reflection, failing to set even when quality modules are present is more consistent, because any intentional-gambling setup would already have to set machine recipes to one quality tier lower than what they're gambling for - so any machine setting a different tier than they send would ...

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