Search found 14 matches
- Mon Jul 13, 2026 6:14 pm
- Forum: General discussion
- Topic: Towards a newer, better space casino in 2.1
- Replies: 10
- Views: 1409
Re: Towards a newer, better space casino in 2.1
In terms of leaking RNG state, what about recycling repair packs instead? This can leak 2 bits per recycle, right?
- Sat Jun 27, 2026 8:23 pm
- Forum: Outdated/Not implemented
- Topic: Floating-point inaccuracies permeate the game.
- Replies: 28
- Views: 1968
Re: Floating-point inaccuracies permeate the game.
...these things don’t matter at scale...
I don't agree.
There is a thing called "productivity", and another thing called "circuit-controlled recipe". When these two things come together, inaccuracies matter.
Because productivity bar can also stuck at 99% when it should give a bonus craft.
In ...
- Fri Jun 26, 2026 4:18 pm
- Forum: Assigned
- Topic: [raiguard][2.1.8] Fluid is not shared evenly
- Replies: 62
- Views: 17136
Re: [raiguard][2.1.8] Fluid is not shared evenly
I want to add: fluid ports on machines shouldn't apply their filters to the entire pipeline.
A fluid port applying it's filter to the entire pipeline is analogous to a filtered inserter taking items from a belt applying it's filter to the entire belt lane, completely invalidating any dynamic fluid ...
A fluid port applying it's filter to the entire pipeline is analogous to a filtered inserter taking items from a belt applying it's filter to the entire belt lane, completely invalidating any dynamic fluid ...
- Fri Jun 26, 2026 8:19 am
- Forum: Not a bug
- Topic: [2.1.7] Laser turret inconsistent behavior: power consumption, double beam
- Replies: 2
- Views: 473
Re: [2.1.7] Laser turret inconsistent behavior: power consumption, double beam
However, it doesn't explain why the power spikes are not matching the turret's attack,
I just discovered this power spike issue. Here is how it spikes:
Every machine that consumes power has an internal buffer for it, and can only consume power from it's internal buffer, not from the power ...
- Wed Jun 24, 2026 1:12 pm
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 244
- Views: 158585
Re: Version 2.1.7
viewtopic.php?t=132946Eulenberg wrote: Wed Jun 24, 2026 1:06 pm is there some context on why we needed a centrifuge stack nerf? seems very arbitrary
- Wed Jun 24, 2026 12:25 pm
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 244
- Views: 158585
Re: Version 2.1.7
The "dynamic setup with filtered input-output ports" was the exact bug that needed fixing. Passing lubricant through a water-filtered boiler but not having it show up in the GUI made absolutely zero sense.
You can use a pump to restore the EM plant's ability to "suck" fluids.
Are you sure the ...
- Tue Jun 23, 2026 5:11 pm
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 244
- Views: 158585
Re: Version 2.1.7
Any mod to revert this change?
As an alternative to a mod you can use /c game.player.insert("infinity-chest") and configure it to void items.
Are you sure you wanted to quote my post, not those complaining about hazard concrete recycling recipe?
As far as I know, an infinity chest voiding ...
- Tue Jun 23, 2026 3:51 pm
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 244
- Views: 158585
Re: Version 2.1.7
Attaching an entity with an filtered input-output port to a pipeline will lock the whole pipeline to that filter.
I hate this change. In my opinion, it caused too much collateral damage just to fix a minor issue.
One collateral damage it caused is that it's no longer possible to use dynamic ...
- Sat Jun 13, 2026 9:59 am
- Forum: Gameplay Help
- Topic: What good are explosive cannon shells?
- Replies: 2
- Views: 739
Re: What good are explosive cannon shells?
This is a historical problem. To understand it, you first need to know how things used to be in Factorio 1.1
In Factorio 1.1 :
Regular cannon shell only deals 200 physical and 100 explosion damage, and only has 300 piercing power.
Uranium cannon shell only deals 400 physical and 200 explosion ...
In Factorio 1.1 :
Regular cannon shell only deals 200 physical and 100 explosion damage, and only has 300 piercing power.
Uranium cannon shell only deals 400 physical and 200 explosion ...
- Fri Jun 12, 2026 1:37 pm
- Forum: News
- Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
- Replies: 386
- Views: 55555
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
Notably, fluid mixing only occurs on bidirectional connections; you can still create smoothie pipes by connecting pumps or unidirectional machine outputs with different fluids in them, and the game will not get in your way.
What about setups that use bidirectional connections as unidirectional ...
- Wed Jun 10, 2026 7:51 pm
- Forum: General discussion
- Topic: Energy shields on tank or spidertron are bad.
- Replies: 12
- Views: 1969
Re: Energy shields on tank or spidertron are bad.
You can equip many shields for even greater protection. You can easily fit four shields for 4 * 150 = 600hp of shield, alongside a fission reactor, batteries, and roboports. A spidertron has an even bigger equipment grid.
And it's not about how long your tank can last before it runs out of HP ...
- Wed Jun 10, 2026 1:13 pm
- Forum: General discussion
- Topic: Energy shields on tank or spidertron are bad.
- Replies: 12
- Views: 1969
Energy shields on tank or spidertron are bad.
Why? Because they don't benefit from damage resistances when put on tank or spidertron. (But they do when put on armor.)
This is probably not obvious, but there is a way to make it obvious, using map editor.
Put a flamethrower turret that belongs to enemy, then put a tank in it's range that belongs ...
This is probably not obvious, but there is a way to make it obvious, using map editor.
Put a flamethrower turret that belongs to enemy, then put a tank in it's range that belongs ...
- Sun Jun 07, 2026 3:14 pm
- Forum: Gameplay Help
- Topic: Which properties of tank are affected by exoskeleton?
- Replies: 0
- Views: 490
Which properties of tank are affected by exoskeleton?
Of course I checked the wiki, and found these information on this page :
Exoskeletons can also be installed into the tank's equipment grid to increase its top speed as though the tank was the player.
Increasing the tank's speed with exoskeletons does not affect the tank's acceleration or ...
Exoskeletons can also be installed into the tank's equipment grid to increase its top speed as though the tank was the player.
Increasing the tank's speed with exoskeletons does not affect the tank's acceleration or ...
- Fri Jun 05, 2026 8:16 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Smallest ship with an early-game technologies
- Replies: 16
- Views: 12128
Re: Smallest ship with an early-game technologies
Here is my ship, only 70.8 tons, just to beat your record: 0eNrtXFtyq0YQ3QvfKKUZQICrko2kXCqERvbU5aHwsON7ywvILvKRbCwrSfMQIAES6Ei2rEuVP2QYumf69Gt6oH8oKy8V20gGifLwQ5FuGMTKw+8/lFg+BY6XXQscXygPSrx1XDHbek6yCSN/9pyulHdVkcFa ...