Search found 119 matches

by thedoh
Fri Jul 31, 2026 4:35 pm
Forum: Ideas and Suggestions
Topic: Minimum payload should count for mixed rockets also
Replies: 15
Views: 2355

Re: Minimum payload should count for mixed rockets also

The biggest of +1s here.

The behaviour is non-deterministic. If your platform is missing x and y, you could get the minimum payload for x, or some other value if you're also getting y in the same rocket.
by thedoh
Thu Jul 16, 2026 3:59 am
Forum: General discussion
Topic: Concrete should take 10 times less times to recycle or give back refined concrete loop
Replies: 34
Views: 4472

Re: Concrete should take 10 times less times to recycle or give back refined concrete loop

It is far more efficient to do concrete recycling/upcycling on Vulcanus than it is, or would be on Fulgora. The limiting factor is only the upcycling of calcite, which is extremely abundant on Vulcanus. I've had this loop running for a long time and I'm drowning in stone bricks. Anybody need 2 ...
by thedoh
Mon Jul 13, 2026 5:43 pm
Forum: Not a bug
Topic: [2.1.9] Damaged platforms request common repair packs even when it has legendary repair packs
Replies: 7
Views: 464

Re: [2.1.9] Damaged platforms request common repair packs even when it has legendary repair packs



Wait, why isn't it a bug? The platform already has repair packs, so why should it want to get more, of a lesser quality?


It's not a bug because that doesn't happen. It won't request more repair packs unless there are none in the hub.


I've already had one Factorio dream this week (a ...
by thedoh
Mon Jul 13, 2026 4:33 pm
Forum: Not a bug
Topic: [2.1.9] Damaged platforms request common repair packs even when it has legendary repair packs
Replies: 7
Views: 464

Re: [2.1.9] Damaged platforms request common repair packs even when it has legendary repair packs

thedoh wrote: Mon Jul 13, 2026 11:56 am
Genhis wrote: Mon Jul 13, 2026 11:51 am Hello, post the save file, please.
Will do. Might be around midday Toronto time when I can catch a break at lunch.
Unfortunately I can't reproduce this, but I swear it happened! πŸ˜“
by thedoh
Mon Jul 13, 2026 4:29 pm
Forum: Not a bug
Topic: [2.1.9] Damaged platforms request common repair packs even when it has legendary repair packs
Replies: 7
Views: 464

Re: [2.1.9] Damaged platforms request common repair packs even when it has legendary repair packs

Rseding91 wrote: Mon Jul 13, 2026 1:55 pm
thedoh wrote: Mon Jul 13, 2026 11:46 am1. The platform shouldn't request common repair packs when it has higher quality repair packs onboard it already.
Thanks for the report however this part is not a bug.
Wait, why isn't it a bug? The platform already has repair packs, so why should it want to get more, of a lesser quality?
by thedoh
Mon Jul 13, 2026 11:56 am
Forum: Not a bug
Topic: [2.1.9] Damaged platforms request common repair packs even when it has legendary repair packs
Replies: 7
Views: 464

Re: [2.1.9] Damaged platforms request common repair packs even when it has legendary repair packs

Genhis wrote: Mon Jul 13, 2026 11:51 am Hello, post the save file, please.
Will do. Might be around midday Toronto time when I can catch a break at lunch.
by thedoh
Mon Jul 13, 2026 11:46 am
Forum: Not a bug
Topic: [2.1.9] Damaged platforms request common repair packs even when it has legendary repair packs
Replies: 7
Views: 464

[2.1.9] Damaged platforms request common repair packs even when it has legendary repair packs

I moved my 2.0.77 game over to 2.1.9 last night and let's just say there was an incident with one platform taking off from Nauvis before it should have, and encounter with some asteroids. I was able to get it back to Nauvis to before the entire thing was lost, but the platform auto requested common ...
by thedoh
Tue Jul 07, 2026 8:41 pm
Forum: Implemented Suggestions
Topic: Remove manual z-drop feeding into inserter hands
Replies: 9
Views: 792

Re: Remove manual z-drop feeding into inserter hands

+1

Hasn't happened to me specifically, but I have to think the case of hand feeding coal into burner inserters doesn't come up so often (with acknowledgement to Antipatience for being something he might be likely to do ;) ).
by thedoh
Wed Jul 01, 2026 1:04 pm
Forum: Not a bug
Topic: [2.1.9] Space platforms can request non-items
Replies: 4
Views: 450

Re: [2.1.9] Space platforms can request non-items

DeHackEd wrote: Wed Jul 01, 2026 12:33 pm Nearest I can tell, if you can put it into your cursor, you can set a request for that on a space platform. That includes fluids, planets, and anything in the "Virtual Signals" list.
Does that keep the "all requests are met" ship schedule from being completed?
by thedoh
Wed Jul 01, 2026 11:03 am
Forum: Not a bug
Topic: [2.1.9] Can't easily see circuit number on entities
Replies: 4
Views: 355

Re: [2.1.9] Can't easily see circuit number on entities


if you do not want to hover over R/G checkboxes to see the circuit number, you could use a `show-circuit-network-numbers` debug settings, you wont even need to open the entity itself.


That's true, but it can be visually noisy and lead to other kinds of confusion (is the annotation for this ...
by thedoh
Tue Jun 30, 2026 8:58 pm
Forum: Not a bug
Topic: [2.1.9] Can't easily see circuit number on entities
Replies: 4
Views: 355

[2.1.9] Can't easily see circuit number on entities

A change from 2.0 has resulted in the inability to click on an entity (such as an inserter or assembler) and seeing the circuit numbers to which it is a member. Well, not strictly true, but now we have to mouse over the checkbox. It is my opinion that way in 2.0 was better with the circuit numbers ...
by thedoh
Fri Jun 26, 2026 5:54 pm
Forum: Releases
Topic: Version 2.1.7
Replies: 304
Views: 199483

Re: Version 2.1.7



Also, a wall ship at 40km/s against a medium asteroid used to remove half the HP of walls. Now, 4 walls are destroyed on impact, and some are damaged.

Four walls horizontally, right? As in 1 Wall deep 4 Walls wide, on impact, right?

Just asking if Walls are at least useful to precent ONE ...
by thedoh
Fri Jun 26, 2026 1:09 pm
Forum: Releases
Topic: Version 2.1.7
Replies: 304
Views: 199483

Re: Version 2.1.7


Wait wait wait...
Fixed that turret shooting speed didn't work at higher speeds depending on the turret animations.
Does that mean the railgun animation limitation is gone?


Yes, and boy howdy you have to be careful with what you shoot at now, because if you're not careful, you'll blow your ...
by thedoh
Thu Jun 25, 2026 4:40 pm
Forum: Releases
Topic: Version 2.1.8
Replies: 9
Views: 13990

Re: Version 2.1.8

FactorioBot wrote: Thu Jun 25, 2026 12:47 pm Changes
  • Changed the technology price multiplier limit from 1000 to 100000.
Someone out there is an absolute maniac. And I love that this is available for them now.
by thedoh
Wed Jun 24, 2026 2:29 pm
Forum: Releases
Topic: Version 2.1.7
Replies: 304
Views: 199483

Re: Version 2.1.7

A minor nitpick for circuit designers: It was very nice and handy to have the circuit number(s) for an entity visible when you clicked on it. Now, you must hover over the appropriate checkboxes to see the circuit number for that wire. As a person with carpal tunnel syndrome, it was nice to have ...
by thedoh
Sat Jun 13, 2026 2:14 pm
Forum: News
Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
Replies: 388
Views: 63197

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

I hope the "fresh paint" will improve the visibility of Gleba. In my opinion it is very difficult to identify the tiles: What is water, what will have the planters work, what tiles can use special soil to grow, which tiles can use the fancy soil to grow (but not the normal kind).
by thedoh
Tue Jun 09, 2026 3:44 pm
Forum: Ideas and Suggestions
Topic: Output R/G settings for buildings
Replies: 40
Views: 10639

Re: Output R/G settings for buildings


instead of making a new post, I will add on my take on this, I made a graphic

Assembler Circuit Connection.png


This is great, though I would offer one minor suggestion for UI/UX: Just like how the circuit / logistic network connection information are hidden until you explicitly connect a wire ...
by thedoh
Fri Jun 05, 2026 1:16 pm
Forum: News
Topic: Friday Facts #441 - Space logistics improvements
Replies: 127
Views: 27074

Re: Friday Facts #441 - Space logistics improvements

I have been a vocal hater of space logistics in Space Age and I must admit: This FFF addresses (almost?) every complaint I had, and then some. I am looking forward to 2.1 once again!

Go to advanced search