Search found 103 matches

by macdjord
Fri Mar 06, 2026 11:37 am
Forum: Ideas and Suggestions
Topic: Roboport Contents
Replies: 7
Views: 2577

Re: Roboport Contents


In my opinion, this request can be closed, because it is obsolete.

About the inventory: It's now possible to request bots into the roboport. You can read the bot statistics. So to balance bot amounts in the network, you request a small amount of bots into one roboport and read bot statistics. You ...
by macdjord
Fri Mar 06, 2026 3:14 am
Forum: Ideas and Suggestions
Topic: Roboport Contents
Replies: 7
Views: 2577

Re: Roboport Contents

+1
by macdjord
Fri Mar 06, 2026 3:10 am
Forum: Ideas and Suggestions
Topic: Train interrupt station wildcard match
Replies: 6
Views: 4517

Re: Train interrupt station wildcard match


In this other thread , it's explained that wildcards are only filled when leaving a station. I also show a proof of concept, that allows you to send trains to wildcard stations and keep the icons in your station names. (So we don't need to add any new features to solve this problem.)

That system ...
by macdjord
Fri Mar 06, 2026 2:43 am
Forum: Ideas and Suggestions
Topic: Train total Fuel / Energy (MJ) interput parameter
Replies: 2
Views: 1051

Re: Train total Fuel / Energy (MJ) interput parameter

An option that might be simpler to implement would be to allow the fuel interrupt to be configured in number of stacks rather than number of individual items.
by macdjord
Fri Mar 06, 2026 2:41 am
Forum: Ideas and Suggestions
Topic: Additional train interrupt conditions
Replies: 17
Views: 8464

Re: Additional train interrupt conditions

Note that if you add 'is damaged' as an interrupt condition, you also need to add it as a train stop departure condition, both so that you can depart immediately if you're getting damaged, and so that you can wait at the depot until fully repaired before heading out again.
by macdjord
Fri Mar 06, 2026 2:13 am
Forum: Ideas and Suggestions
Topic: Deconstruction planner: coal rocks only
Replies: 1
Views: 470

Re: Deconstruction planner: coal rocks only

This has been done and can be moved to the 'Implemented' board
by macdjord
Tue Aug 19, 2025 10:38 pm
Forum: General discussion
Topic: Theorycrafting: Maximum Possible SPM Without Bots
Replies: 11
Views: 5150

Re: Theorycrafting: Maximum Possible SPM Without Bots


I remember legendary biter nests producing more eggs per bioflux, so it should be 1 bioflux per 225 promethium, compared to 1 legendary holmium per 405 effective cryogenic. Stack inserter is limited by stack size so the non-stacking mech armour doesn't make sense as each swing can only take one ...
by macdjord
Mon Aug 11, 2025 1:50 am
Forum: General discussion
Topic: Theorycrafting: Maximum Possible SPM Without Bots
Replies: 11
Views: 5150

Re: Theorycrafting: Maximum Possible SPM Without Bots


"Of course, just moving items from the landing pad to a chest doesn't help: we need to get them out onto belts"

Actually you can use legendary Stack inserters to unload from landing pad to Cargo wagon or to the Rocket silo, and then legendary Stack inserters to green belts, so you will have ...
by macdjord
Fri Aug 08, 2025 10:10 am
Forum: General discussion
Topic: Theorycrafting: Maximum Possible SPM Without Bots
Replies: 11
Views: 5150

Re: Theorycrafting: Maximum Possible SPM Without Bots


Cool analysis! The only factor I can spot that you're missing is rocket part ingredients import to Aquilo, but I doubt they'd make much of a difference at 300% productivity.

I think the theoretical maximum botless SPM is actually much higher if you put labs on your space platforms. In this case ...
by macdjord
Wed Aug 06, 2025 5:15 am
Forum: General discussion
Topic: Theorycrafting: Maximum Possible SPM Without Bots
Replies: 11
Views: 5150

Theorycrafting: Maximum Possible SPM Without Bots

Maximum Botless SPM

TL;DR: Without using bots, the maximum possible SPM, before Lab Productivity research, is somewhere between 'slightly less than 2154.5k' and 'slightly less than 1139.8k' normal packs of each type per minute.

So, this is an exercise in theorycrafting, looking at what the ...
by macdjord
Wed Dec 11, 2024 7:28 am
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [2.0.23] Parameterized blueprint cannot set certain biochamber recipes unless biochamber already exists
Replies: 2
Views: 1374

[Kovarex] [2.0.23] Parameterized blueprint cannot set certain biochamber recipes unless biochamber already exists

Here is a blueprint for a basic parameterized bot-served biochamber*. (Note: I play with Bob's Adjustable Inserters. This blueprint contains only basic straight inserters, so it should be compatible with vanilla Factorio, but if it doesn't work, then install 'bobinserters 1.3.2 ...
by macdjord
Wed Dec 11, 2024 7:28 am
Forum: Duplicates
Topic: [2.0.23] Blueprint where param is both machine recipe and logistics filter does not allow selecting recipe
Replies: 2
Views: 1496

[2.0.23] Blueprint where param is both machine recipe and logistics filter does not allow selecting recipe

If a parameterized blueprint has a parameter which sets the recipe for a machine, then normally when placing the blueprint the user is offered a dialogue which allows them to select from the recipes that machine can perform. It is even smart enough that, if the blueprint contains multiple types of ...
by macdjord
Tue Dec 10, 2024 8:02 pm
Forum: Translations
Topic: [2.0.21] (Most) Biological things do not recycle into spoilage
Replies: 2
Views: 1567

Re: [2.0.21] (Most) Biological things do not recycle into spoilage

You missed wood (obviously biological) and agricultural science packs (not prima facie biological, but they spoil into spoilage, so what else can they be?), which both also recycle into themselves.

I suspect that text might be a holdover from some earlier step in development, when it was planned ...
by macdjord
Fri Dec 06, 2024 10:33 pm
Forum: Gameplay Help
Topic: What is 'Lightning reach' and how do you improve it?
Replies: 2
Views: 1994

What is 'Lightning reach' and how do you improve it?

The range for normal-quality Lightning Rods and Lightning Collectors are listed as '15 + Lightning reach' and '25 + Lightning reach' respectively. When I saw this, I initially assumed it would be something like worker robot speed: 15/25 was the base value, but there would be some research (possibly ...
by macdjord
Sun Dec 01, 2024 2:32 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.21] Some signals cannot be parameterized
Replies: 1
Views: 1800

[boskid][2.0.21] Some signals cannot be parameterized

Certain signals cannot be parameterized in blueprints. If you hit 'parameterize blueprint' on a blueprint where these signals are set, the signal they are set to is not offered as a parameterizable value. If you have the same signal used elsewhere in the blueprint and make it a parameter, the value ...
by macdjord
Sat Nov 30, 2024 2:55 am
Forum: Duplicates
Topic: [2.0.21-5] Cannot parameterize inserter 'Set stack size' control signal
Replies: 5
Views: 1427

Re: [2.0.21-5] Cannot parameterize inserter 'Set stack size' control signal

Hrm. Looks like the same issue exists for the 'Read working' parameter on assemblers.
by macdjord
Fri Nov 29, 2024 7:47 am
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [2.0.15] Quality change ignored when placing parametrized blueprint
Replies: 8
Views: 5105

Re: [2.0.15] Quality change ignored when placing parametrized blueprint

I suspect this is the side-effect of an intended - and honestly quite useful, if poorly documented and explained - behaviour. Namely, the ability to make a blueprint that refers to a given item at multiple quality levels. For instance, I have a blueprint that I use to build a set of 5 storage chests ...
by macdjord
Fri Nov 29, 2024 4:11 am
Forum: Duplicates
Topic: [2.0.21-5] Cannot parameterize inserter 'Set stack size' control signal
Replies: 5
Views: 1427

Re: [2.0.21-5] Cannot parameterize inserter 'Set stack size' control signal

Loewchen wrote: Tue Nov 26, 2024 5:34 am 121360
This is not the same bug as the one you have linked. Please move this thread back to Bug Reports.
by macdjord
Tue Nov 26, 2024 7:00 pm
Forum: Ideas and Suggestions
Topic: Reduce Belt Immunity power draw and/or make it cost power only when on a belt
Replies: 9
Views: 2584

Re: Reduce Belt Immunity power draw and/or make it cost power only when on a belt


+1

Perhaps not necessarily a 10x reduction, but something to make it worth using at green tier. Right away when you unlock it, it's the only thing you can spend power on at all, but as soon as you unlock roboports it's in your interests not to use it until power armor.

I'd say 10kW makes sense ...

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