I think I figured out what happens. It does send a rocket ... sigh. The level of Quantum processors dropped slightly since a few of them were used with the leftover of promethium chunks on the belts. I don't want to request them, but it tries to top up immediately.
For 2.1 It would be great to have ...
Search found 50 matches
- Wed Dec 10, 2025 4:28 am
- Forum: Duplicates
- Topic: [2.0.72]Ship (sometimes) ignores wait condition if request unfulfilled
- Replies: 4
- Views: 341
- Wed Dec 10, 2025 3:28 am
- Forum: Duplicates
- Topic: [2.0.72]Ship (sometimes) ignores wait condition if request unfulfilled
- Replies: 4
- Views: 341
Re: [2.0.72]Ship (sometimes) ignores wait condition if request unfulfilled
https://forums.factorio.com/127754
No it is not waiting for any incoming rockets! There is nothing being sent or requested from the planet (other than the water barrel, which does not exist there yet). Yes , this would be obvious answer. Sorry, if this comes arrogant, but I am a software guy ...
- Wed Dec 10, 2025 3:15 am
- Forum: Duplicates
- Topic: [2.0.72]Ship (sometimes) ignores wait condition if request unfulfilled
- Replies: 4
- Views: 341
[2.0.72]Ship (sometimes) ignores wait condition if request unfulfilled
Please, see the screenshot. The ship just dropped an empty legendary barrel on Aquillo and despite having all wait (i.e go go) conditions met continues to wait and completely stops at the planet waiting for the water barrel request. The planet has no barrels (or anything else) on the way (as this ...
- Fri Oct 03, 2025 4:52 pm
- Forum: Not a bug
- Topic: [2.0.68] Possible to set higher than maximum stack size by copying from inserters of different (higher) types
- Replies: 3
- Views: 471
Re: [2.0.68] Possible to set higher than maximum stack size by copying from inserters of different (higher) types
Is this behavior with blueprints intended for mods only? I do not see how a blue inserter can reach stack size of 16 (it' maximum with maximum research is 4) with research unless it is not a standard vanilla game. Thanks.
- Fri Oct 03, 2025 2:05 am
- Forum: Not a bug
- Topic: [2.0.68] Possible to set higher than maximum stack size by copying from inserters of different (higher) types
- Replies: 3
- Views: 471
[2.0.68] Possible to set higher than maximum stack size by copying from inserters of different (higher) types
Steps to reproduce: 1. Unlock (check override stack size) on the source inserter (presumably highest tier inserter). 2. Copy settings from the source inserter to some other type inserter of lower tier.
This way it is possible to set stack 16 from, for example, stack inserter on the green, blue or ...
This way it is possible to set stack 16 from, for example, stack inserter on the green, blue or ...
- Mon Jan 06, 2025 7:39 pm
- Forum: Not a bug
- Topic: [2.0.28] Typo in Data.raw AutoplaceControl for tungsten
- Replies: 1
- Views: 430
[2.0.28] Typo in Data.raw AutoplaceControl for tungsten
Tungsten is named "tungsten_ore" instead of "tungsten-ore" in AutoplaceControl against ORE convention. At the same time it is named differently (and correctly) "tungsten-ore" in Resource. This causes some problem with code where/if you rely on the tungsten ore named the same in map setting and ...
- Wed Nov 16, 2022 2:08 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.70] Inserters to belts behavior depends on belt orientation
- Replies: 12
- Views: 8043
Re: [boskid][1.1.70] Inserters to belts behavior depends on belt orientation
This is a very detailed anatomy of how 2 speedy inserters are failing when working as a team! It is quite unfortunate for the belt because all the other machines are now missing some deliveries and started blaming the belt for that. All drama because 2 inserters can't agree who should wait for just ...
- Tue Nov 15, 2022 2:34 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.70] Inserters to belts behavior depends on belt orientation
- Replies: 12
- Views: 8043
Re: [boskid][1.1.70] Inserters to belts behavior depends on belt orientation
Ok so my general understanding it is because items were inserted in slightly different locations (fore/aft) on the underground depending on which side inserter was located. Some directions (E, S) had an erroneous offset, which caused "better" syncing of the inserters for undergrounds. From the ...
- Tue Nov 15, 2022 12:09 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.70] Inserters to belts behavior depends on belt orientation
- Replies: 12
- Views: 8043
Re: [boskid][1.1.70] Inserters to belts behavior depends on belt orientation
Oh man... lol , I was hoping the other behavior was correct!
Actually why would it be more correct with gaps?
If 2 inserters (stack 8) place items on a belt it compresses it (no gaps) and it is working fine in any direction. Now for undergrounds it becomes different compared to belts. I would ...
Actually why would it be more correct with gaps?
If 2 inserters (stack 8) place items on a belt it compresses it (no gaps) and it is working fine in any direction. Now for undergrounds it becomes different compared to belts. I would ...
- Mon Nov 14, 2022 10:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.70] Inserters to belts behavior depends on belt orientation
- Replies: 12
- Views: 8043
Re: [1.1.70] Inserters to belts behavior depends on belt direction
There is a gap depending on where the belt is moving Up or Down. The image shows the gap.
I understand the mechanics of belts and where inserters place items (on the right etc). The problem here is that if facing North the top inserter hick ups at some point and there is a delay causing the gap ...
I understand the mechanics of belts and where inserters place items (on the right etc). The problem here is that if facing North the top inserter hick ups at some point and there is a delay causing the gap ...
- Mon Nov 14, 2022 10:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.70] Inserters to belts behavior depends on belt orientation
- Replies: 12
- Views: 8043
[boskid][1.1.70] Inserters to belts behavior depends on belt orientation
If belts are facing Up or Left 2 inserters do not fill a belt at stack 8, but surprisingly they do if you rotate the blueprint with belts going Down or Right.
There should be no preferable orientation all directions should be equal. Behavior must be consistent and ideally in both cases 2 inserters ...
There should be no preferable orientation all directions should be equal. Behavior must be consistent and ideally in both cases 2 inserters ...
- Mon Jan 03, 2022 11:06 pm
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 125
- Views: 80899
Re: Industrial Revolution 2 discussion
In vanilla Factorio there are only four furnace recipes and it makes sense for those particular recipes to have productivity enabled. A modded scenario can have many, many more furnace recipes (as well as other new machines and processes which have to use the furnace prototype) and it may not make ...
- Sun Jan 02, 2022 7:26 pm
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 125
- Views: 80899
Re: Industrial Revolution 2 discussion
In vanilla furnaces allow prod (any) modules so this is not an issue. The issue here is with the mod trying to disallow Prod modules for some recipes (in furnaces), which is not really possible to do completely. You are able to insert Prod modules before it starts smelting (i.e machine is clean ...
- Sat Jan 01, 2022 9:06 pm
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 125
- Views: 80899
Re: Industrial Revolution 2 discussion
Here is an odd bug with Prod modules...
First of it is possible to put Prod modules into Electric furnace at all times... However, this allows to accidentally bypass the restriction of Prod modules for some smelting recipes. The way it is working I am not even sure if it is the issue of not ...
First of it is possible to put Prod modules into Electric furnace at all times... However, this allows to accidentally bypass the restriction of Prod modules for some smelting recipes. The way it is working I am not even sure if it is the issue of not ...
- Fri Jun 25, 2021 8:46 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 137676
Re: Friday Facts #339 - Beacon HR + Redesign process
This new beacon design is the ugliest thing ever in factorio. I am not sure how anyone likes it compared to the classic beacon. The old beacon was creating a sense of dynamic with rotating tops and colors were matching. It was creating sense of volume for the entire factory. The new beacon does ...
- Mon Jun 21, 2021 9:54 pm
- Forum: Logistic Train Network
- Topic: Feature Request: Relative Request Threshold Signal
- Replies: 31
- Views: 19616
Re: Feature Request: Relative Request Threshold Signal
So after reading your post :shock: , I only got to say doh :roll: . Darn that's simple.
But, for sake of argument (and for all the hours spent finding this solution :D ), if you wanted to get a station with fluid, and 2 different types of items, with all 3 things being of different ordering ...
- Mon Jun 21, 2021 8:00 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 137676
Re: Friday Facts #339 - Beacon HR + Redesign process
This new beacon design is the ugliest thing ever in factorio. I am not sure how anyone likes it compared to the classic beacon. The old beacon was creating a sense of dynamic with rotating tops and colors were matching. It was creating sense of volume for the entire factory. The new beacon does not ...
- Tue Oct 27, 2020 3:56 pm
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 193703
Re: [MOD 0.18] KRASTORIO^2
Additionally looks like a common complaint is that loading trains is very slow (or that loaders can not do it) in Krastorio (compared to how strong production lines are) and this could help to address that. If you could have a stack size of 20-30 instead of 12 that would be much helpful ...
- Fri Oct 09, 2020 5:31 pm
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 124690
Re: Friday Facts #361 - Train stop limit, Tips and tricks
Before the train limit feature, the problem of stations imbalance could be solved by placing several rail signals before the station and enabling red depending on the level on that station. This impacted train pathing algorithm and trains would pick a station with fewer or no red signals on the way ...
- Mon Oct 05, 2020 4:25 pm
- Forum: Logistic Train Network
- Topic: Feature Request: Relative Request Threshold Signal
- Replies: 31
- Views: 19616
Re: Feature Request: Relative Request Threshold Signal
Actually, the solution of @lois could work. Only send the request amount (as negative value) to the station, if the threshold of the individual item is reached.
I had the same problem, when i was requesting barrels with low amount and plates, etc. with high amounts
My solution was to use 2 ...