this reddit thread and my comments to the OP and his responses explained it quite well for me
https://www.reddit.com/r/factorio/comme ... are_button
Search found 55 matches
- Sat Jul 05, 2025 3:41 pm
- Forum: Gameplay Help
- Topic: Average Asteroid Frequency
- Replies: 5
- Views: 4208
- Sun Jun 15, 2025 9:36 am
- Forum: Not a bug
- Topic: [2.0.55] Inserter won't remove spoilage from biochamber unless output empty
- Replies: 4
- Views: 634
Re: [2.0.55] Inserter won't remove spoilage from biochamber unless output empty
With the output full, the assembler won't do anything anyway. Removing the spoilage from the input slot will result in more Yumako being loaded, but nothing done with it, and it will just spoil, so I don't see any benefit of changing the current behaviour.
then why not block the nutrient slot ...
- Sat Jun 14, 2025 12:55 am
- Forum: Ideas and Suggestions
- Topic: Equal Priority Mode for Smarter Targeting
- Replies: 1
- Views: 261
- Wed Jun 11, 2025 12:19 pm
- Forum: Ideas and Suggestions
- Topic: Allow to set turret filters per groups/properties
- Replies: 4
- Views: 778
Re: Allow to set turret filters per groups/properties
+1, very relevant for prom ships too
- Wed Jun 11, 2025 12:15 pm
- Forum: Ideas and Suggestions
- Topic: Mech Armor Hover Toggle
- Replies: 1
- Views: 290
- Wed Jun 11, 2025 9:47 am
- Forum: Not a bug
- Topic: [2.0.55] Inserter won't remove spoilage from biochamber unless output empty
- Replies: 4
- Views: 634
Re: [2.0.55] Inserter won't remove spoilage from biochamber unless output empty
Wouldn't it be better if the code changed so that input slot spoilage could be moved to the trash slot anyway even if the output is not free?
- Wed Jun 11, 2025 9:29 am
- Forum: Not a bug
- Topic: [2.0.55] Inserter won't remove spoilage from biochamber unless output empty
- Replies: 4
- Views: 634
[2.0.55] Inserter won't remove spoilage from biochamber unless output empty
The outserter for spoilage will only remove spoiled nutrients, but not spoiled yumako mash from this biochamber, unless the carbon fiber in the output is completely emptied. I currently have the outserter for carbon fiber to enable only if there is 16+ carbon fiber in the biochamber. I assume it ...
- Tue Apr 29, 2025 10:53 pm
- Forum: Ideas and Suggestions
- Topic: Increase internal fluid output buffers of "assemblers" to at least 3x recipe
- Replies: 0
- Views: 302
Increase internal fluid output buffers of "assemblers" to at least 3x recipe
Every fluid recipe has internal fluid buffers for both inputs and outputs.
For example, for molten copper from lava, the internal input buffer for lava is 2x the recipe (500 lava per craft, so 2x500=1000), and also 2x the recipe for the molten copper internal output buffer.
04-30-2025, 01-35-18 ...
For example, for molten copper from lava, the internal input buffer for lava is 2x the recipe (500 lava per craft, so 2x500=1000), and also 2x the recipe for the molten copper internal output buffer.
04-30-2025, 01-35-18 ...
- Tue Apr 29, 2025 11:39 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.46] Rocket silo launches are broken
- Replies: 7
- Views: 2497
[2.0.46] Rocket silo launches are broken
I think its whenever 2+ ships are requesting the same item, even if request is fulfilled on some of them (and guessing it has to do with the bugfix regarding negative orbital request amounts), the rocket silos will take longer to launch.
Examples in the savefile are the gleba (agricultural science ...
Examples in the savefile are the gleba (agricultural science ...
- Tue Apr 29, 2025 11:15 am
- Forum: Releases
- Topic: Version 2.0.46
- Replies: 45
- Views: 20632
Re: Version 2.0.46
Lots of stuff, nice but this "broke" rocket silo throughput a lot.
If there is a request in orbit and the rocket is full (at least from direct insertion) it will wait ~5 seconds, instead of being insta-launched. This breaks a lot in my base
Mine don't auto launch at all. The silos request ...
- Tue Apr 29, 2025 10:51 am
- Forum: Releases
- Topic: Version 2.0.46
- Replies: 45
- Views: 20632
Re: Version 2.0.46
Lots of stuff, nice but this "broke" rocket silo throughput a lot.
If there is a request in orbit and the rocket is full (at least from direct insertion) it will wait ~5 seconds, instead of being insta-launched. This breaks a lot in my base. Seems to only happen with 2+ ships in orbit with the same ...
If there is a request in orbit and the rocket is full (at least from direct insertion) it will wait ~5 seconds, instead of being insta-launched. This breaks a lot in my base. Seems to only happen with 2+ ships in orbit with the same ...
- Mon Apr 21, 2025 8:01 am
- Forum: Ideas and Suggestions
- Topic: Change huge asteroid explosive resistance to 100%
- Replies: 54
- Views: 4785
Re: Change huge asteroid explosive resistance to 100%
bad faith argumentation
The thing that is so frustrating is that initially you think the person you're talking to is just misunderstanding your point, so you go to great effort trying to articulate your argument. And it's only after a while you realize they aren't even trying to understand ...
- Mon Apr 21, 2025 7:09 am
- Forum: Ideas and Suggestions
- Topic: Change huge asteroid explosive resistance to 100%
- Replies: 54
- Views: 4785
Re: Change huge asteroid explosive resistance to 100%
If you think nothing should change in the game, go ahead.
I think this is the crux of the argument, and the difficult thing in public discourse to understand, and the point of conflict. There's no right or wrong answer - it's a difference in opinion. On one side there are people who think the ...
- Mon Apr 21, 2025 3:08 am
- Forum: Ideas and Suggestions
- Topic: Change huge asteroid explosive resistance to 100%
- Replies: 54
- Views: 4785
Re: Change huge asteroid explosive resistance to 100%
I wanted to bring attention to how the targeting algorithm has "issues" with regards to HP/closest target when it comes to one-shotting cases, such as railguns + huge asteroids. The very spirit of the algorithm was to make it a really good one and it works in most cases. This is one case where ...
- Sun Apr 20, 2025 7:43 pm
- Forum: Ideas and Suggestions
- Topic: Change huge asteroid explosive resistance to 100%
- Replies: 54
- Views: 4785
Re: Change huge asteroid explosive resistance to 100%
If your railguns are failing their targeting because of rocket splash, have you tried moving your rockets back a few tiles?
no, but my guess is this would only marginally help but then it would probably take damage from other smaller asteroids instead.
Really though, I'm not looking for help ...
- Sat Apr 19, 2025 8:50 pm
- Forum: Ideas and Suggestions
- Topic: Change huge asteroid explosive resistance to 100%
- Replies: 54
- Views: 4785
Re: Change huge asteroid explosive resistance to 100%
unless you meme with nukes or with way too many rockets/lasers and with a ship that goes super slow or something
Thank you for recognizing that my argument is correct, that some ship design that are perfectly fine right now would break because you want your currently failing ship to work ...
- Sat Apr 19, 2025 8:29 pm
- Forum: Ideas and Suggestions
- Topic: Change huge asteroid explosive resistance to 100%
- Replies: 54
- Views: 4785
Re: Change huge asteroid explosive resistance to 100%
So your point is people have railguns that oneshot huge asteroids, but they rely on the 50-250 damage the explosive rockets do to a 5k/10k health target. If this sentence doesn't make sense to you, either think for an hour before responding till it does, or you just have never made a prom ship ...
- Sat Apr 19, 2025 8:11 pm
- Forum: Ideas and Suggestions
- Topic: Change huge asteroid explosive resistance to 100%
- Replies: 54
- Views: 4785
Re: Change huge asteroid explosive resistance to 100%
.
I'll only address your last point and then I'm done with you.
So your point is people have railguns that oneshot huge asteroids, but they rely on the 50-250 damage the explosive rockets do to a 5k/10k health target. If this sentence doesn't make sense to you, either think for an hour before ...
- Sat Apr 19, 2025 7:50 pm
- Forum: Ideas and Suggestions
- Topic: Change huge asteroid explosive resistance to 100%
- Replies: 54
- Views: 4785
Re: Change huge asteroid explosive resistance to 100%
I guess all the tests and reasoning didn't demonstrate it, now its about popularity.
Yeah since my first post on this thread i thought this was not a good idea because it was a niche case you want to solve, when there are as you say yourself many method that could work, and your proposal isn ...
- Sat Apr 19, 2025 6:11 pm
- Forum: Ideas and Suggestions
- Topic: Change huge asteroid explosive resistance to 100%
- Replies: 54
- Views: 4785
Re: Change huge asteroid explosive resistance to 100%
I think you should publish the mod that makes huge asteroid immune to explosions, because although i don't expect it to be popular, it may be and thus demonstrate how useful the change could be.
I guess all the tests and reasoning didn't demonstrate it, now its about popularity.
I wouldn't ...