Search found 66 matches

by JackTheSpades
Mon Sep 01, 2025 1:14 pm
Forum: Ideas and Suggestions
Topic: Atomic bomb should destroy ore patches in the explosion area
Replies: 15
Views: 855

Re: Atomic bomb should destroy ore patches in the explosion area


Lemme surround my base with a moat and solve the defense problem forever while i'm out there exploring space and getting infinite ressources ....


I think we can all agree that creating lakes on Nauvis is too broken but I think this idea has taken over the topic a bit.


In Aquilo you don't ...
by JackTheSpades
Sat Aug 30, 2025 9:01 am
Forum: Ideas and Suggestions
Topic: Use transparency when "Enable Warning Icons Blinking" is disabled.
Replies: 2
Views: 120

Use transparency when "Enable Warning Icons Blinking" is disabled.

tl;dr
Add transparency to the power/electricity warning icons when blinking is disabled.

Why?
So, I recently disabled the "Enable Warning Icons Blinking" setting because I was getting concerned about monitor burn in. Primarily on the quick-bar since that blinking icon is always in the exact ...
by JackTheSpades
Wed Aug 27, 2025 10:43 pm
Forum: Ideas and Suggestions
Topic: Belt Imunity rework if not redone
Replies: 7
Views: 661

Re: Belt Imunity rework if not redone


Yup - dozens of us! Once Construction Robots are unlocked I park my player-character in a circle of belts at 0,0.


That situations sound like it is solved by just not equipping or disabling the exoskeleton though, doesn't it?
Since my outline was specifically about the need to have the ...
by JackTheSpades
Tue Aug 26, 2025 7:44 am
Forum: Ideas and Suggestions
Topic: Belt Imunity rework if not redone
Replies: 7
Views: 661

Re: Belt Imunity rework if not redone

I'd suggest simply adding the behavior of belt immunity to the Exoskeleton.
That way it could also be extended to the spidertron. Given its eight legs it doesn't usually get dragged off by belts but I've actually equipped my spidertron with belt immunity before because the belts caused the 'tron to ...
by JackTheSpades
Tue Aug 26, 2025 2:28 am
Forum: Ideas and Suggestions
Topic: Atomic bomb should destroy ore patches in the explosion area
Replies: 15
Views: 855

Re: Atomic bomb should destroy ore patches in the explosion area

I like the idea. I've always hated building over ore patches for the same OCD reasons as everything being symmetrical.
Of course, you have to bite the bullet eventually since I know I'm not going to use the tiny patch that is square in the middle of my factory.

Especially since this mechanic ...
by JackTheSpades
Tue Jul 29, 2025 11:47 am
Forum: Gameplay Help
Topic: Fast Acid-Neutralisation and Steam-Condensation, throughput issue?
Replies: 10
Views: 770

Re: Fast Acid-Neutralisation and Steam-Condensation, throughput issue?

I hadn't considered using pumps to measure the output. So I based my design only on the idea of what design works continuously without ever triggering the "Fluid ingredient shortage". Mainly because all of the calculation tools I use expect the machines to run like that to produce their expected ...
by JackTheSpades
Tue Jul 29, 2025 8:25 am
Forum: Gameplay Help
Topic: Fast Acid-Neutralisation and Steam-Condensation, throughput issue?
Replies: 10
Views: 770

Re: Fast Acid-Neutralisation and Steam-Condensation, throughput issue?

You are definitely right that using legendary cryo plants is a waste.
But I think the actual speed limit seems to be 9.5.

I did a brute force setup in which I just checked how much I can push the speed with the condensation plant working continuously and this is what I found. I used a latch to ...
by JackTheSpades
Mon Jul 28, 2025 9:09 pm
Forum: Gameplay Help
Topic: Fast Acid-Neutralisation and Steam-Condensation, throughput issue?
Replies: 10
Views: 770

Re: Fast Acid-Neutralisation and Steam-Condensation, throughput issue?

A tank makes no difference since the problem seems to be that the Condensation doesn't fill fast enough.
The tank here holds 12k steam. If I use pumps I can get the fluid content higher (around 20k) but that doesn't make the SC work continuously either.
I can get the same result by using pumps ...
by JackTheSpades
Mon Jul 28, 2025 6:00 pm
Forum: Gameplay Help
Topic: Fast Acid-Neutralisation and Steam-Condensation, throughput issue?
Replies: 10
Views: 770

Fast Acid-Neutralisation and Steam-Condensation, throughput issue?

I'm trying to design a megabase but I've run into somewhat of an issue on Vlucanus.
For all the water I need to handle my oil processing, the calculator shows that two legendary Cryoplants powered by a legendary beacon with legendary speed modules would be enough.
And I suppose in raw numbers it ...
by JackTheSpades
Tue Jul 01, 2025 11:49 am
Forum: General discussion
Topic: Why no faster trains?
Replies: 11
Views: 1981

Re: Why no faster trains?

I'm afraid the basic idea of faster trains has gotten a bit derailed (Ba dum tss) through discussions on infinite research, whether that is infinite breaking force upgrades or speed upgrades.

My general question was just basic faster trains.
To sum up a few potential ideas on what could be used for ...
by JackTheSpades
Fri Jun 20, 2025 12:51 pm
Forum: General discussion
Topic: Why no faster trains?
Replies: 11
Views: 1981

Re: Why no faster trains?


1)One of the "problem" with trains is that they require "pathfinding" which from what i understand is a "costly-one-time-request-that-need-to-finish-in-less-than-16-ms" to the CPU and that scale with the complexity of the network


I don't think trains need to find the optimal path every frame ...
by JackTheSpades
Thu Jun 19, 2025 10:20 pm
Forum: General discussion
Topic: Why no faster trains?
Replies: 11
Views: 1981

Why no faster trains?

Have the devs ever stated that they didn't want to have faster trains in the base game?

Obviously there are mods abundant that can do this but given the suspicious lack of base game means to make the trains faster.
In 1.1 Factorio there used to be a number of things that you get early and never ...
by JackTheSpades
Sat May 24, 2025 12:03 pm
Forum: Ideas and Suggestions
Topic: Read Min/Max Spoilage Percentage from Storage
Replies: 0
Views: 380

Read Min/Max Spoilage Percentage from Storage

TL;DR
Optionally read spoilage percentage (either min or max) from storage instead of item count.

What?
When a belt/container is hooked up to circuit network you usually get the item count.
I think it would be beneficial if you had the option to read spoilage percentage instead, returning ...
by JackTheSpades
Fri Mar 21, 2025 8:51 am
Forum: General discussion
Topic: Should Gleba and Vulcanus have been swapped?
Replies: 3
Views: 1335

Should Gleba and Vulcanus have been swapped?

Vulcanus is the planet closest to the sun, thus providing the best solar panels of any planet.
Except, a single Chemical Plant making steam from calcite and acid is outperforming them all.
Solar panels feel completely wasted on Vulcanus given how trivial it is to make power from steam turbines ...
by JackTheSpades
Thu Nov 14, 2024 8:04 pm
Forum: Releases
Topic: Version 2.0.18
Replies: 22
Views: 16351

Re: Version 2.0.18

FactorioBot wrote: Thu Nov 14, 2024 5:55 pm [space-age] Container sizes increase with quality.
We actually got them... now we just need to convince the devs to give us longer underground connections for quality belts/pipes.
by JackTheSpades
Tue Nov 12, 2024 11:12 am
Forum: Not a bug
Topic: [2.0.15] Parameterized blueprint can set fluids in requester chest
Replies: 1
Views: 548

[2.0.15] Parameterized blueprint can set fluids in requester chest

When using the "Ingredient of:" parameter in a Requester Chest it can set the filter to a fluid.

11-12-2024, 12-09-59.png
11-12-2024, 12-11-01.png

Example Blueprint
0eNrFlN1qg0AQhV+lzPUa4voDEXrbB+htCcHoJB3QXbOupRJ89876lzYRQltK8UKcnXO ...
by JackTheSpades
Mon Nov 11, 2024 10:11 pm
Forum: Not a bug
Topic: [2.0.15] Repair Pack not registered in logistic network when in use
Replies: 1
Views: 439

[2.0.15] Repair Pack not registered in logistic network when in use

(This might be a feature request instead of a bug depending on the whether this is intentional or not)

When a Roboport is connected with a wire to read the logistic network content it correctly detects the Repair Pack sitting in its inventory.
But when a Construction Bot uses the Pack it ...
by JackTheSpades
Sun Nov 10, 2024 2:04 pm
Forum: General discussion
Topic: Gleba has killed the game for me.
Replies: 412
Views: 113082

Re: Gleba has killed the game for me.


I'm surprised Aquilo, the cryogenic research planet, doesn't add some form of refrigeration or other preservation technology.

Amen.
I haven't been to Aquilo yet as I'm currently revamping a lot of my infrastructure with the new machines from Fulgora, Vulcanus and Gleba. From what I can tell with ...
by JackTheSpades
Sat Nov 09, 2024 2:21 pm
Forum: General discussion
Topic: Gleba has killed the game for me.
Replies: 412
Views: 113082

Re: Gleba has killed the game for me.

Well, time for a correction!

I did some testing in a lab setting and as it turns out, all of the relevant Gleba recipes seem to a trash slot(s). This slot is shared with the actual output slot of the machine (e.g. Biochamber).
Inserters will not pick up "trash" items like spoilage but should they ...
by JackTheSpades
Sat Nov 09, 2024 11:47 am
Forum: General discussion
Topic: Gleba has killed the game for me.
Replies: 412
Views: 113082

Re: Gleba has killed the game for me.

So, another thing I discovered is the fun of deadlocking by accident.
I handfed Nutrients to one of my Biochambers since I had a ton in my inventory after cleaning a belt.
Well, turns out that an inserter was just trying to insert some Nutrients before I filled the Biochamber to the brim, causing ...

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