Factorio Screenshot 2025.08.03 - 00.24.14.01.png
Save: Mining to splitter build order bug.zip
Context: At high mining productivity, mining directly into a splitter is one way to increase the drill's output. The splitter must be oriented perpendicular to the miner for this to work ...
Search found 26 matches
- Sun Aug 03, 2025 11:18 am
- Forum: Bug Reports
- Topic: [2.0.62] Build order affects belt throughput of direct-to-splitter mining
- Replies: 0
- Views: 156
- Sun Aug 03, 2025 11:14 am
- Forum: Outdated/Not implemented
- Topic: Restore inserter-to-splitter item throughput to 1.1 speeds
- Replies: 1
- Views: 208
Restore inserter-to-splitter item throughput to 1.1 speeds
In 1.1 we could saturate a blue belt with 3 inserters if 1 of them was targeting a perpendicular splitter:
https://web.archive.org/web/20250614091919/https://wiki.factorio.com/Inserters#Chest_to_splitter
https://www.reddit.com/r/factorio/comments/s5qehh/faster_chest_to_express_belt_insertion/
In ...
https://web.archive.org/web/20250614091919/https://wiki.factorio.com/Inserters#Chest_to_splitter
https://www.reddit.com/r/factorio/comments/s5qehh/faster_chest_to_express_belt_insertion/
In ...
- Sat Jul 26, 2025 2:38 am
- Forum: Modding help
- Topic: Lifespan of globals created when using /c console command?
- Replies: 2
- Views: 207
Lifespan of globals created when using /c console command?
I was looking at https://wiki.factorio.com/Console and noticed some snippets define locals while others define globals.
Eg. global:
/c surface = game.player.surface
for _, ore in pairs(surface.find_entities_filtered({type="resource"})) do
ore.amount = 10000
end
vs. local:
/c local surface ...
Eg. global:
/c surface = game.player.surface
for _, ore in pairs(surface.find_entities_filtered({type="resource"})) do
ore.amount = 10000
end
vs. local:
/c local surface ...
- Fri Jul 18, 2025 6:41 am
- Forum: Gameplay Help
- Topic: Thrashing / timing issues with passback Kovarex
- Replies: 9
- Views: 846
Re: Thrashing / timing issues with passback Kovarex
I released a final ("final") design here: viewtopic.php?t=129925
I was able to remove all combinators, and improved the belt stacking
I was able to remove all combinators, and improved the belt stacking
- Fri Jul 18, 2025 5:12 am
- Forum: Show your Creations
- Topic: UPS-Focused, "Passback" Direct Insertion Kovarex Enrichment
- Replies: 1
- Views: 279
UPS-Focused, "Passback" Direct Insertion Kovarex Enrichment
passback thumb 3.png
https://i.imgur.com/cbt3a5b.mp4
Hmm, I wonder what UPS-efficient Kovarex would look like?
--Me (more hours ago than I would like to admit)
Features:
Direct insertion. Less inserter and belt activity
Max beacons and productivity. Less centrifuges
Tiling
Stacked ...
https://i.imgur.com/cbt3a5b.mp4
Hmm, I wonder what UPS-efficient Kovarex would look like?
--Me (more hours ago than I would like to admit)
Features:
Direct insertion. Less inserter and belt activity
Max beacons and productivity. Less centrifuges
Tiling
Stacked ...
- Mon Jul 14, 2025 9:17 am
- Forum: Gameplay Help
- Topic: Thrashing / timing issues with passback Kovarex
- Replies: 9
- Views: 846
Re: Thrashing / timing issues with passback Kovarex
I finally got back to working on this. Your (coffe-factorio's) design is the kind of breakthrough I needed, so thank you.
I know I tried free-feeding between the chem plants because that's the simplest thing which works fine for most ways of doing kovarex, and I remember it was jamming or thrashing ...
I know I tried free-feeding between the chem plants because that's the simplest thing which works fine for most ways of doing kovarex, and I remember it was jamming or thrashing ...
- Sun Jul 06, 2025 8:01 pm
- Forum: Gameplay Help
- Topic: Thrashing / timing issues with passback Kovarex
- Replies: 9
- Views: 846
Re: Thrashing / timing issues with passback Kovarex
Download the save file and take a look. They already move exactly 40 U-235 and 2 U-238, so what you're theorizing is not how it's designed and is not the problem I am trying to find a solution for.
- Sat Jul 05, 2025 10:55 pm
- Forum: Gameplay Help
- Topic: Thrashing / timing issues with passback Kovarex
- Replies: 9
- Views: 846
Thrashing / timing issues with passback Kovarex
Factorio Screenshot 2025.07.05 - 15.19.04.67.png
I'm working on a very fast, UPS-efficient (I think), "passback" direct insertion kovarex design.
For debugging purposes, I've added combinators and lamps that display red for 1 second when a centrifuge stops working.
In previous iterations of ...
I'm working on a very fast, UPS-efficient (I think), "passback" direct insertion kovarex design.
For debugging purposes, I've added combinators and lamps that display red for 1 second when a centrifuge stops working.
In previous iterations of ...
- Sat May 24, 2025 1:31 am
- Forum: Ideas and Suggestions
- Topic: Make Rail hand-placeable for all 8 rotations instead of the original 4
- Replies: 0
- Views: 326
Make Rail hand-placeable for all 8 rotations instead of the original 4
TL;DR
Make (straight) Rail hand-placeable for its 8 rotations in 2.0, rather than just the original 4 rotations.
What?
All 8 rotations of Rail Supports can be selected and hand-placed with the rotate / reverse rotate keybinds.
But only the original 4 rotations of Rail can be selected and hand ...
Make (straight) Rail hand-placeable for its 8 rotations in 2.0, rather than just the original 4 rotations.
What?
All 8 rotations of Rail Supports can be selected and hand-placed with the rotate / reverse rotate keybinds.
But only the original 4 rotations of Rail can be selected and hand ...
- Sat May 24, 2025 1:09 am
- Forum: Ideas and Suggestions
- Topic: Make "Toggle Rail Layer" keybind also toggle between Rail and Rail Support
- Replies: 0
- Views: 303
Make "Toggle Rail Layer" keybind also toggle between Rail and Rail Support
TL;DR
Make the "Toggle Rail Layer" keybind also toggle back and forth between Rail and Rail Support
What?
Currently the Toggle Rail Layer keybind does two things (to my knowledge):
When using the Rail Planner, it toggles between searching for a grounded vs. elevated destination
When ...
Make the "Toggle Rail Layer" keybind also toggle back and forth between Rail and Rail Support
What?
Currently the Toggle Rail Layer keybind does two things (to my knowledge):
When using the Rail Planner, it toggles between searching for a grounded vs. elevated destination
When ...
- Mon May 19, 2025 3:47 am
- Forum: Duplicates
- Topic: [2.0.50] Crash when shift-clicking Train Stop from zoomed-in train remote view when map editor is enabled
- Replies: 1
- Views: 418
[2.0.50] Crash when shift-clicking Train Stop from zoomed-in train remote view when map editor is enabled
Toy save attachedError Util.cpp:95: Unexpected error occurred.
Steps to reproduce:
- Load toy save
- (Verify /editor is enabled)
- Left_Click on train to open its schedule and train remote view
- Zoom in for normal view mode (rather than simplified view mode)
- Shift + Left_Click the Train Stop
- Crash
- Sun May 18, 2025 4:06 am
- Forum: Ideas and Suggestions
- Topic: Make railguns not hit opened gates
- Replies: 2
- Views: 431
Re: Make railguns not hit opened gates
I agree that entities which do not impede walking, driving, nor enemies should not be damaged by railguns.
- Mon May 12, 2025 7:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.15] Stompers do not take damage from land mines when attacking
- Replies: 6
- Views: 3739
Re: [2.0.15] Stompers do not take damage from land mines when attacking
The mines still do not explode if destroyed during the deployment period. They will only explode on destruction once they are armed.
Ah, that is good.
I thought Stompers were intentionally resilient/immune to Land Mines and that the "bug" was how they didn't destroy Land Mines when en-route to a ...
Ah, that is good.
I thought Stompers were intentionally resilient/immune to Land Mines and that the "bug" was how they didn't destroy Land Mines when en-route to a ...
- Mon May 12, 2025 6:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.15] Stompers do not take damage from land mines when attacking
- Replies: 6
- Views: 3739
Re: [2.0.15] Stompers do not take damage from land mines when attacking
Wasn't this the intended behavior? So that Land Mines are ineffective against Stompers? And so that Biters and Spitters can kill recently-placed Land Mines without blowing themselves up?
That deployment period was the only real downside Land Mines had, the only reason speedrunners and deathworld ...
That deployment period was the only real downside Land Mines had, the only reason speedrunners and deathworld ...
- Sun May 04, 2025 11:10 am
- Forum: Ideas and Suggestions
- Topic: Rename Personal Roboport to Portable Roboport
- Replies: 1
- Views: 294
Rename Personal Roboport to Portable Roboport
TL;DR
Rename Personal Roboport in the English locale to Portable Roboport
Why?
"Personal Roboport" brings forth concepts like "customized, unique to the user, one-of-a-kind;" and "singular ownership, not shared between multiple people or multiple places." But Personal Roboports aren't just used ...
Rename Personal Roboport in the English locale to Portable Roboport
Why?
"Personal Roboport" brings forth concepts like "customized, unique to the user, one-of-a-kind;" and "singular ownership, not shared between multiple people or multiple places." But Personal Roboports aren't just used ...
- Tue Apr 08, 2025 6:09 am
- Forum: Ideas and Suggestions
- Topic: Keep the Blueprint Library open after deleting a Blueprint Book
- Replies: 0
- Views: 177
Keep the Blueprint Library open after deleting a Blueprint Book
TL;DR
Keep the Blueprint Library open after deleting a Blueprint Book
What?
Currently, the library is closed when we delete a Blueprint Book stored in the Blueprint Library.
Instead, I would like the library to return to the next-higher nesting when a book is deleted.
Why?
This will improve ...
Keep the Blueprint Library open after deleting a Blueprint Book
What?
Currently, the library is closed when we delete a Blueprint Book stored in the Blueprint Library.
Instead, I would like the library to return to the next-higher nesting when a book is deleted.
Why?
This will improve ...
- Sun Apr 06, 2025 3:31 am
- Forum: Ideas and Suggestions
- Topic: Add Land Mine trigger range visualization
- Replies: 0
- Views: 163
Add Land Mine trigger range visualization
TL;DR: When placing or hovering a Land Mine, show a circle that visualizes their (or its) trigger area, similar to turrets.
Their trigger and damage radius are not the same. Trigger radius is 2.5 tiles, damage radius is 3.0 tiles.
I believe the trigger area is the most important thing to ...
Their trigger and damage radius are not the same. Trigger radius is 2.5 tiles, damage radius is 3.0 tiles.
I believe the trigger area is the most important thing to ...
- Fri Apr 04, 2025 9:48 pm
- Forum: Ideas and Suggestions
- Topic: Document the radar combinator mechanic in-game
- Replies: 5
- Views: 856
Re: Document the radar combinator mechanic in-game
I suggest to add the standard circuit icon on GUI: if you see the icon you know you can connect the radar to circuit.
Even the humble wooden chest has the circuit icon and the read-only checkbox that explains what it can do when connected to a circuit.
https://forums.factorio.com/download/file ...
- Thu Apr 03, 2025 7:42 am
- Forum: Assigned
- Topic: [v453000][2.0.34] New virtual signals sometimes hard to read
- Replies: 2
- Views: 666
Re: [v453000][2.0.34] New virtual signals sometimes hard to read
They have visibility problems in combinator description fields, too, but only when the text field is active. This case could be resolved by changing or removing the text field highlighting.
- Mon Mar 31, 2025 3:53 am
- Forum: Balancing
- Topic: Increase the health of Curved and Half-Diagonal Rails
- Replies: 2
- Views: 878
Re: Increase the health of Curved and Half-Diagonal Rails
Essentially: Curves are more fragile than straights. They cost more to build and have a larger surface area, yet they don't have more health.
When biters attack railroad tracks, they'll destroy 10 Curved Rails much more quickly than 30 Straight Rails, despite both requiring the same number of Rail ...
When biters attack railroad tracks, they'll destroy 10 Curved Rails much more quickly than 30 Straight Rails, despite both requiring the same number of Rail ...