Search found 37 matches

by tinker9
Sat Mar 22, 2025 8:19 am
Forum: Resolved Problems and Bugs
Topic: [Rseding][2.0.42] Running out of cliff explosives makes cliff destruction stop forever
Replies: 3
Views: 724

Re: [Rseding][2.0.42] Running out of cliff explosives makes cliff destruction stop forever

Thanks, I appreciate the quick fix! It was annoying to try and find all the stuck cliffs.
by tinker9
Fri Mar 21, 2025 7:02 am
Forum: Resolved Problems and Bugs
Topic: [Rseding][2.0.42] Running out of cliff explosives makes cliff destruction stop forever
Replies: 3
Views: 724

[Rseding][2.0.42] Running out of cliff explosives makes cliff destruction stop forever

What did you do?

Built a lot of roboports/radars/poles/lasers in a grid using bots, some were over cliffs. During that build, my cliff explosives ran out.

What happened?

Some builds over cliffs got stuck forever, even when new cliff explosives were produced.

What did you expect to happen ...
by tinker9
Wed Mar 19, 2025 2:08 am
Forum: Bug Reports
Topic: [2.0.41] Biter stuck near roboport, possibly due to large build
Replies: 0
Views: 101

[2.0.41] Biter stuck near roboport, possibly due to large build

What did you do?
I built out my base into areas that biters were regularly walking through, using a blueprint or copy/paste containing roboports, radars, and electricity poles.

What happened?
Most of the biters attacked the buildings being built by the bots. One of the biters just didn't do ...
by tinker9
Fri Mar 07, 2025 11:34 pm
Forum: Resolved Problems and Bugs
Topic: [StrangePan][2.0.39] fulgora lightning visual artifact
Replies: 4
Views: 1887

Re: [2.0.39] fulgora lightning visual artifact

I can confirm the same issue, also on 2.0.39 on a MacBook Pro M1 Max.

What did you do?

Go to Fulgora remotely and wait for lightning. Zoom to a level where you can still see objects.

What happened?

The whole chunk lights up weirdly when there is a lightning strike.

What did you expect to happen ...
by tinker9
Fri Feb 28, 2025 12:36 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Simple, Easy, and Efficient Kovarex Enrichment
Replies: 4
Views: 6111

Re: Simple, Easy, and Efficient Kovarex Enrichment


I really like the look of this design. However, I don't understand the two green inserters between the two centrifuges which are doing Kovarex enrichment. Could you clarify what they are doing? Thanks.


They save belt space on the upper belt, by feeding the outputs of one enrichment run into the ...
by tinker9
Thu Feb 27, 2025 9:32 am
Forum: Minor issues
Topic: [2.0.37] Pasted inserter does not take from train on curve
Replies: 1
Views: 214

[2.0.37] Pasted inserter does not take from train on curve

What did you do?

I copy-pasted a train stop with an inserter taking from the rear of the last train carriage, where that train carriage is on a slight curve.

What happened?

That specific inserter does not take anything from the train carriage, but the other inserter at right angles to that ...
by tinker9
Sun Feb 02, 2025 11:34 pm
Forum: Not a bug
Topic: [2.0.33] casting-steel recipe incorrect?
Replies: 2
Views: 218

Re: [2.0.33] casting-steel recipe incorrect?

There's a whole wiki section about the efficiency of the alternative Foundry recipes:
https://wiki.factorio.com/Foundry#Efficiency

I'm not a dev, but changing this balance would break factories.
by tinker9
Sun Jan 19, 2025 2:01 am
Forum: Not a bug
Topic: [2.0.31] Display panel doesn't have a button to access hidden circuit settings
Replies: 1
Views: 262

[2.0.31] Display panel doesn't have a button to access hidden circuit settings

This might be intended behaviour, but it seems weird to have hidden persistent circuit settings, without a button to access them, unlike every other circuit enabled entity.

If this isn't a bug, can you please move it to feature requests?

1. What did you do?

Set up a display panel, configured its ...
by tinker9
Sun Jan 19, 2025 2:01 am
Forum: Bug Reports
Topic: [2.0.31] Display panel settings don't update immediately, like all other combinator/display items
Replies: 0
Views: 224

[2.0.31] Display panel settings don't update immediately, like all other combinator/display items

This might be intended behaviour, but it seems weird to have all the other circuit items update immediately, except for the display panel, which requires two confirmations (the text/item edit box, then the display panel settings themselves).

If this isn't a bug, can you please move it to feature ...
by tinker9
Sat Jan 18, 2025 3:05 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.28] Placing higher quality roboport over existing roboport causes lag/stutter
Replies: 7
Views: 6458

Re: [2.0.28] Placing higher quality roboport over existing roboport causes lag/stutter

MagicHat42 wrote: Thu Jan 16, 2025 3:21 am Odd...the .zip is nowhere near the file size limit. ~65MB, actually. Hopefully I've got it attached now, but I'll keep my fingers crossed.
The attachment limit is actually 30 MB, but some parts of the forums still say 1 GB.

Ref viewtopic.php?f=55&t=124919
by tinker9
Sat Jan 18, 2025 2:21 am
Forum: Duplicates
Topic: [StrangePan][2.0.14] Factorio hangs if you switch users (MacOS)
Replies: 8
Views: 663

Re: [strangepan] [2.0.14] Factorio hangs if you switch users (MacOS)


So, my hope is to...

* Play the game, locally, single user.
* Pause briefly to switch to my "work" user.
* Return after a very short time.
* Continue the same, all without quitting.


Factorio currently hangs when you do this, which is a bug.


Does adding this "server" line help with that ...
by tinker9
Tue Jan 14, 2025 10:36 am
Forum: Not a bug
Topic: [2.0.30] Deconstruction planner "Straight rail" also deletes curved rail
Replies: 3
Views: 434

Re: [2.0.30] Deconstruction planner "Straight rail" also deletes curved rail

Seems like an easy fix to change the filter name to "Ground rail" instead.
by tinker9
Mon Jan 13, 2025 12:24 am
Forum: Not a bug
Topic: [2.0.30] Deconstruction planner "Straight rail" also deletes curved rail
Replies: 3
Views: 434

[2.0.30] Deconstruction planner "Straight rail" also deletes curved rail

1. What did you do?

Filtered by "Straight rail" in the deconstruction planner, then tried to delete straight rail overlapping curved rails

2. What happened?

Straight and curved rails were deleted.

3. What did you expect to happen instead? It might be obvious to you, but do it anyway!

Only ...
by tinker9
Sun Jan 12, 2025 4:31 am
Forum: Not a bug
Topic: [Kovarex] [2.0.15] Spoiled priority of inserters based on time not percentage
Replies: 4
Views: 987

Re: [Kovarex] [2.0.15] Spoiled priority of inserters based on time not percentage

But if you're trying to make minimally spoiled agricultural science packs, you'll want it to choose the freshest (percentage) items, because that's how the spoilage of the result is calculated.

In that case you might prefer to let the old bioflux and eggs just spoil on Gleba, rather than having the ...
by tinker9
Thu Jan 09, 2025 8:18 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis] Space platform request satisfied filter shows all qualities
Replies: 2
Views: 863

Re: Space platform request satisfied filter shows all qualities

If the question mark means "any quality", then it should be selectable.
by tinker9
Thu Jan 09, 2025 8:02 pm
Forum: Duplicates
Topic: [StrangePan][2.0.14] Factorio hangs if you switch users (MacOS)
Replies: 8
Views: 663

Re: [strangepan] [2.0.14] Factorio hangs if you switch users (MacOS)

See also https://forums.factorio.com/viewtopic.php?p=645262#p645262 , which has a slightly simpler reproduction, and an analysis of which code is hanging (some graphics code).

It might not help in your specific situation, but running headless doesn't hang:

./factorio --verbose --start-server-load ...

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