Search found 32 matches

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: 456

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: 421

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: 421

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: 1908

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: 421

[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: 456

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 ...
by zig1000
Wed Mar 12, 2025 2:12 pm
Forum: Not a bug
Topic: [2.0.39] Cut/paste a mid-craft assembler on space platform deletes it
Replies: 2
Views: 140

[2.0.39] Cut/paste a mid-craft assembler on space platform deletes it

When cutting and pasting a mid-craft assembling machine on a space platform, instead of being re-built at the destination, a ghost at the destination remains and the assembler is nowhere to be seen in the platform's inventory. I also checked and didn't see it getting dropped to the planet.

As best ...
by zig1000
Mon Mar 10, 2025 11:04 pm
Forum: Ideas and Suggestions
Topic: Behaviour of Set Recipe for quality fluid-only recipes
Replies: 4
Views: 456

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

* Failing to set is more consistent. Machines already set no recipe if given an item they cannot create.

* Failing to set is more visible. This sort of circuitry is often fulfilling random logistic requests, not necessarily something the player directly set and is checking the status on. If I run ...
by zig1000
Mon Mar 10, 2025 7:32 am
Forum: Ideas and Suggestions
Topic: Behaviour of Set Recipe for quality fluid-only recipes
Replies: 4
Views: 456

Behaviour of Set Recipe for quality fluid-only recipes

TL;DR
Machines can set an incorrect recipe in some Set Recipe edge cases, when they should set no recipe.

What?
Current behaviour: When using circuit Set Recipe to request a quality item (e.g. uncommon iron gear), if the machine's matching recipe has only fluid ingredients (e.g. the Foundry's ...
by zig1000
Sat Jan 11, 2025 8:22 am
Forum: Ideas and Suggestions
Topic: Quality wagons do NOT need to break designs
Replies: 2
Views: 427

Re: Quality wagons do NOT need to break designs

Yes, but as far as I can see, there's literally no downside to enabling it in vanilla too with this approach. The design-breakages are the only major reason I've seen given not to do this, which this bypasses. The worst I can see is that it makes the lack of upgrades to fluid wagons even more ...
by zig1000
Sat Jan 11, 2025 8:01 am
Forum: Ideas and Suggestions
Topic: Quality wagons do NOT need to break designs
Replies: 2
Views: 427

Quality wagons do NOT need to break designs

This is Yet Another thread requesting that quality train wagons have increased inventory capacity.

However, every other topic on this seems to get mired down by the claim that upgrade-planning wagons would break existing builds that depend on the max capacity. There is a simple solution that avoids ...
by zig1000
Tue Dec 17, 2024 8:51 pm
Forum: Ideas and Suggestions
Topic: Issue with Chemical Plants, "Read ingredients" circuit
Replies: 4
Views: 742

Re: Issue with Chemical Plants, "Read ingredients" circuit

As noted, but actually true for all chem plants recipes, not just cracking, is that in every case where two liquid inputs are required, one is always water, and always the same side. So, you can hardcode that pipe, which saves a lot of time spent flushing pipes. Do note that if your water pipe is ...
by zig1000
Fri Dec 13, 2024 12:25 am
Forum: Ideas and Suggestions
Topic: Quality options for chests and trains
Replies: 37
Views: 4922

Re: Quality options for chests and trains


Before you push for this, go do a megabase run with Bob's trains where you start with the MK1s and move up through the tiers.

Changing tier is a NIGHTMARE without LTN/CyberSyn doing your scheduling for you.


Reminder that this is always an option if that is the biggest blocker:


when ...
by zig1000
Sat Dec 07, 2024 4:22 am
Forum: Resolved Problems and Bugs
Topic: [2.0.24] Changing circuit signal quality resets count / other fields
Replies: 2
Views: 1396

[2.0.24] Changing circuit signal quality resets count / other fields

In e.g. a static combinator, pick an item and set the count of it to 2.

Then, change the item's quality.

The count of the item will reset to 1. I expected it to keep its existing value.

Per e.g. https://www.reddit.com/r/factorio/comments/1h52p2f/why_does_switching_the_quality_reset_the_planet ...
by zig1000
Tue Dec 03, 2024 1:15 am
Forum: Ideas and Suggestions
Topic: Circuit-readable pipes
Replies: 1
Views: 471

Re: Circuit-readable pipes

Duplicate of 117402
by zig1000
Sat Nov 23, 2024 7:17 am
Forum: Ideas and Suggestions
Topic: Don't trash shared ingredients on recipe change / Improve 'Set Recipe' throughput
Replies: 34
Views: 5554

Re: Improve 'Set Recipe' throughput/simplicity


Also switching using circuits on a Foundry wastes all input molten metal input with the result that using foundries with "Set Recipe" circuit results in a huge waste or much more complex circuits than necessary.


I believe this is only true if the attached pipe contains a different fluid / is ...
by zig1000
Fri Nov 22, 2024 12:49 am
Forum: Ideas and Suggestions
Topic: The +300% productivity cap should be documented in-game or removed
Replies: 42
Views: 9390

Re: The +300% productivity cap should be documented in-game or removed

No doubt the ship has sailed, but one idea might be for the recycler to return an amount of ingredients inversely proportional to the global productivity level of the given item. This is theoretically bypassable by some loop involving two different recipe chains, but in practice I'm not sure whether ...
by zig1000
Thu Nov 21, 2024 12:26 am
Forum: Ideas and Suggestions
Topic: Add 2 outputs to Decider Combinator
Replies: 27
Views: 4083

Re: Add 2 outputs to Decider Combinator

+1
A static combinator isn't sufficient because you might want both outputs to be based on the input.
For example, a very simple case is 'pass on either the red signal or the green signal based on [condition]' - this currently requires at least 2 combinators afaik.

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