Search found 53 matches

by zig1000
Sun Aug 09, 2026 7:19 am
Forum: Ideas and Suggestions
Topic: Allow quality modules in biter egg nutrients recipe
Replies: 0
Views: 1344

Allow quality modules in biter egg nutrients recipe

Currently, biter eggs -> nutrients doesn't accept quality modules.

- Allowing them doesn't seem to risk any infinite loops nor eliminate Bioflux-dependency.
- Allowing them increases options for fish quality-ladder builds (steadily working up to and then maintaining each tier, as opposed to simple ...
by zig1000
Mon Aug 03, 2026 12:19 am
Forum: Ideas and Suggestions
Topic: planet selection on logistic request groups
Replies: 7
Views: 707

Re: planet selection on logistic request groups

+100

1. A LOT of players simply group logistic groups by export / import location in the first place.
2. The most common use case for platform-to-platform requests (the first example in fff-441 !), buffer platforms, now require duplicating every single planet export logistic group and manually ...
by zig1000
Sun Aug 02, 2026 11:19 pm
Forum: Ideas and Suggestions
Topic: Parameter "Output of" variable
Replies: 21
Views: 7108

Re: Parameter "Output of" variable

Implemented in 2.1.10.

I'll note that it would be nice if it were possible to have a build-time selectable 'ingredient of' parameter, such that when the user places the blueprint, they are offered a choice from among the recipe's ingredients and the BP handles their selected ingredient differently ...
by zig1000
Wed Jul 29, 2026 5:03 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.1.12] Inserter stuck w/ Target Full for non-full machine
Replies: 3
Views: 765

Re: [2.1.12] inserter stuck w/ Target Full for non-full machine

It reproduced after letting the same request loop keep churning, this save is paused 10-15 seconds before the same bottom-left inserter gets stuck in the same manner (drive link this time since save is large): https://drive.google.com/file/d/1iPfykq4M45IejrjYwsC_she1xiziw4Ws/view?usp=sharing

Looks ...
by zig1000
Wed Jul 29, 2026 4:07 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.1.12] Inserter stuck w/ Target Full for non-full machine
Replies: 3
Views: 765

[boskid][2.1.12] Inserter stuck w/ Target Full for non-full machine

1. What did you do?

[Guessing the events/order here based on end state and knowledge of my circuitry]
0. Be in sandbox mode (hope this doesn't matter).
1. Smart stack INserter, presumably with (whitelist) pipe filter + stack size 2, picks up 2 pipes, to feed Set-Recipe Engine Unit assembler.
2 ...
by zig1000
Tue Jun 30, 2026 11:21 pm
Forum: Ideas and Suggestions
Topic: Don't trash shared ingredients on recipe change / Improve 'Set Recipe' throughput
Replies: 40
Views: 15669

Re: Don't trash shared ingredients on recipe change / Improve 'Set Recipe' throughput

Since this was reasonably popular I'm going to bump it, would be great if some form of this could make it into 2.1 experimental.
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: 814

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: 6202

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: 814

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: 21
Views: 7108

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: 76
Views: 13276

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: 11
Views: 11143

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: 724

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: 724

[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: Resolved Problems and Bugs
Topic: [2.0.72] Factoriopedia lists damage effect on biter eggs
Replies: 2
Views: 1340

[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: Resolved Problems and Bugs
Topic: [raiguard][2.0.69] Fluids get voided, even when switching to compatible recipe
Replies: 3
Views: 2039

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: 2331

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: 2331

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 ...

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