Search found 26 matches

by HeliGungir
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

[2.0.62] Build order affects belt throughput of direct-to-splitter mining

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 ...
by HeliGungir
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Forum: Outdated/Not implemented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 ...
by HeliGungir
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 ...
by HeliGungir
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
by HeliGungir
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 ...
by HeliGungir
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 ...
by HeliGungir
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.
by HeliGungir
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 ...
by HeliGungir
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 ...
by HeliGungir
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 ...
by HeliGungir
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

Error Util.cpp:95: Unexpected error occurred.
Toy save attached
Steps to reproduce:
  1. Load toy save
  2. (Verify /editor is enabled)
  3. Left_Click on train to open its schedule and train remote view
  4. Zoom in for normal view mode (rather than simplified view mode)
  5. Shift + Left_Click the Train Stop
  6. Crash
by HeliGungir
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.
by HeliGungir
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 ...
by HeliGungir
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 ...
by HeliGungir
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 ...
by HeliGungir
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 ...
by HeliGungir
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 ...
by HeliGungir
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 ...
by HeliGungir
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.
visibility problem with the new white icons.png
visibility problem with the new white icons.png (149.57 KiB) Viewed 295 times
by HeliGungir
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 ...

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