Search found 22 matches

by embermctillhawk
Sun Sep 13, 2026 9:29 pm
Forum: Ideas and Suggestions
Topic: Add "No Item" to Roboport requests
Replies: 41
Views: 2963

Re: Add "No Item" to Roboport requests


If the goal is to be able to set a roboport to purge itself of bots, I think it would be better to directly expose this as a feature rather than through "request no item". This is mostly for discoverability.

It never occurred to me that I could purge a roboport of bots by requesting 350 bots of a ...
by embermctillhawk
Mon Sep 07, 2026 6:14 pm
Forum: Ideas and Suggestions
Topic: Add "No Item" to Roboport requests
Replies: 41
Views: 2963

Re: Add "No Item" to Roboport requests


I feel you can use 2 different roboports to add bots in your network, one for logistic, one for construction , each with a request of 350 of their respective kind of bot, this way it's not possible for one kind of bot to nest in the wrong roboport and prevent the addition of new bots of of the ...
by embermctillhawk
Sun Sep 06, 2026 6:12 am
Forum: Ideas and Suggestions
Topic: Add "No Item" to Roboport requests
Replies: 41
Views: 2963

Re: Add "No Item" to Roboport requests


The first thing I tried was to set a request for Max 0 robots, and it didn't work. That would probably be the most obvious way to do it, since it mirrors how all other logistic requests work.


Yeah, the way the requests work is that defines the minimum request. Like, if you set "50 logistics ...
by embermctillhawk
Sat Sep 05, 2026 10:41 pm
Forum: Assigned
Topic: [raiguard][2.1.8] Fluid is not shared evenly
Replies: 72
Views: 23995

Re: [raiguard][2.1.8] Fluid is not shared evenly


This would be an anti-pattern. Players shouldn't need to interact with the implementation details of the system.


Interacting with the implementation details of the system is most of the fun of Factorio in the long run...

But I thought about it some more and yeah that would be an anti-pattern ...
by embermctillhawk
Sat Sep 05, 2026 10:27 pm
Forum: Ideas and Suggestions
Topic: Add "No Item" to Roboport requests
Replies: 41
Views: 2963

Add "No Item" to Roboport requests

Meta

Related but different prior suggestion; 689209

What?

nothingrobots.png

Why?

uncommonbots.png

Currently I use Uncommon Logistics Bots to force a Roboport to be empty.
This is the same underlying idea behind the Deconstruction Planner filter for Splitter trick; it's an impossible ...
by embermctillhawk
Sat Aug 29, 2026 1:03 am
Forum: Assigned
Topic: [raiguard][2.1.8] Fluid is not shared evenly
Replies: 72
Views: 23995

Re: [raiguard][2.1.8] Fluid is not shared evenly

Would it be possible to add a radio button to the gui which toggles the fluid box between "Reserved" and "Shared"?
So in reserved mode, the fluid box dynamically changes size to one recipe instance, and in shared the fluid box is set to not hold any?
Or would that be too complicated?
Or have I ...
by embermctillhawk
Sat Aug 29, 2026 12:19 am
Forum: Not a bug
Topic: [2.1.17] Inserter switching does not work while horizontal.
Replies: 3
Views: 429

Re: [2.1.17] Inserter switching does not work while horizontal.


This is not a bug. Inserters can not be told to drop on far/near lanes. Only when the drop position is ambiguous can you set left/right drop positions.

I believe you have misread the post. The complaint is not about near/far lanes, it is about relative-left and relative-right lanes, precisely ...
by embermctillhawk
Fri Jun 06, 2025 2:08 am
Forum: Ideas and Suggestions
Topic: Slot Filter in Rocket Silo to allow LDS/RF/PU loading
Replies: 0
Views: 1335

Slot Filter in Rocket Silo to allow LDS/RF/PU loading

TL;DR
Add the existing mechanic for filtering the inventory of vehicles to the Rocket inventory in Rocket silos to allow Low Density Structure and Rocket Fuel and Processing Units to be loaded.

What?
Change the inventory slots in the Rocket silo to be filterable, same as a tank or car or cargo ...
by embermctillhawk
Mon Nov 25, 2024 11:15 pm
Forum: Ideas and Suggestions
Topic: Fish Breeding Productivity Research
Replies: 7
Views: 7562

Re: Fish Breeding Productivity Research


You missed one thing: A net positive nutrient loop using fish would allow local nutrient production on Nauvis. And right now, that’s deliberately impossible. Before release, fish breeding was done with tree seeds, allowing people to farm nutrients on Nauvis. But that was removed, and biter eggs ...
by embermctillhawk
Mon Nov 25, 2024 1:30 am
Forum: Ideas and Suggestions
Topic: Fish Breeding Productivity Research
Replies: 7
Views: 7562

Fish Breeding Productivity Research

TL;DR
Add a productivity research for Fish Breeding.

What?
1000*2^n
2000, 4000, 8000, 16000...
At an exponential cost of Automation, Logistics, Chemical, Production, Utility, Space, and Agriculture science, increase the productivity of the Fish Breeding recipe by 4%.

Why?
Fish Breeding was ...
by embermctillhawk
Wed Nov 20, 2024 2:23 am
Forum: Duplicates
Topic: [2.0.20] smart bot update doesn't consider bots running out of power
Replies: 2
Views: 1042

[2.0.20] smart bot update doesn't consider bots running out of power

Minor graphical quirk, bots who are using the smart bot updating mechanism (FF#421) which run out of power may visually rubberband back to their proper location after the step.
by embermctillhawk
Fri Jul 05, 2024 6:20 pm
Forum: Modding interface requests
Topic: Add Sprite4Way to ContainerPrototype
Replies: 5
Views: 2068

Add Sprite4Way to ContainerPrototype

TL;DR
Topic name.

What?
Add an optional entry of type Sprite4Way to ContainerPrototype, similar to how CombinatorPrototype has the "sprites" entry, which will override the "picture" entry if present.
I don't remember if the game already will allow rotating the collision box if the entity is non ...
by embermctillhawk
Mon Oct 26, 2020 9:01 pm
Forum: Bob's mods
Topic: [1.0] bugs and balance issues.
Replies: 65
Views: 51740

Re: [1.0] bugs and balance issues.

I have found a mod incompatibility.

RitnLib breaks bob ore generation. Worldgen simply does not create any bob ore patches.

There doesn't seem to be anything interesting at all in the factorio log but I'll include it for completeness.

I'll go digging to see if I can find anything in that mod.
by embermctillhawk
Sun May 03, 2020 9:45 am
Forum: Resolved Problems and Bugs
Topic: [0.18.22] Multiplayer weird movement on belts
Replies: 1
Views: 3331

[0.18.22] Multiplayer weird movement on belts

This issue is in multiplayer, and only experienced by a client. The host does not see this, and this does not occur in singleplayer. Reproduced both on a public server and my friend hosting from his game.

- What did you do?
By placing Steel Chests and Transport Belts in the manner shown in the ...
by embermctillhawk
Thu Apr 30, 2020 9:39 am
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 513576

Re: MOD [ 0.17.x/0.18.x] Bio-Industries



I'm considering making a mod which adds pollution to nuclear reactors and the like, and I want it to play nicely with other mods. Your mod sets the pollution modifier of thorium-fuel-cell to 5.0, which isn't necessarily a bad thing, but it does seem odd as that's the only fuel cell that this is ...
by embermctillhawk
Mon Apr 27, 2020 10:19 pm
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 513576

Re: MOD [ 0.17.x/0.18.x] Bio-Industries

I'm considering making a mod which adds pollution to nuclear reactors and the like, and I want it to play nicely with other mods. Your mod sets the pollution modifier of thorium-fuel-cell to 5.0, which isn't necessarily a bad thing, but it does seem odd as that's the only fuel cell that this is done ...
by embermctillhawk
Sun Apr 26, 2020 6:14 am
Forum: Bob's mods
Topic: [0.18.x] Bob's Mods: General Discussion
Replies: 149
Views: 106278

Re: [0.18.x] Bob's Mods: General Discussion

Do you know where the Thorium Fuel Cell has the 500% pollution penalty specified? I can't seem to find it. I'm looking at making my own variant of polluting nuclear reactors, and I want it to play nicely, but, that means I have to find when and where that happens.

Or if that's not an intended ...
by embermctillhawk
Wed Mar 25, 2020 7:26 pm
Forum: Bob's mods
Topic: [0.18.x] Bob's Mods: General Discussion
Replies: 149
Views: 106278

Re: [0.18.x] Bob's Mods: General Discussion



Is it intended for the Fluid Burning Generators to not scale their fuel consumption in the same manner as the Fluid Burning Reactors?

What I mean is, for example, the mk3 burner can use up to 6 units per second of fluid. When burning Liquid Fuel, it maxes out at 3.5MW, and burns about 1.5 units ...
by embermctillhawk
Wed Mar 25, 2020 5:56 pm
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 513576

Re: MOD [ 0.17.x] Bio-Industries

__Bio_Industries__/control.lua:191: attempt to index global 'data' (a nil value)

This appears in 0.18 gameplay during the seed bomb explosion.

EDIT: It also causes all the saplings planted by the seed bomb to not grow, ever. Hand-planted saplings in the same area will grow, resulting in grown ...
by embermctillhawk
Wed Mar 25, 2020 5:27 pm
Forum: Bob's mods
Topic: [0.18.x] Bob's Mods: General Discussion
Replies: 149
Views: 106278

Re: [0.18.x] Bob's Mods: General Discussion

Is it intended for the Fluid Burning Generators to not scale their fuel consumption in the same manner as the Fluid Burning Reactors?

What I mean is, for example, the mk3 burner can use up to 6 units per second of fluid. When burning Liquid Fuel, it maxes out at 3.5MW, and burns about 1.5 units per ...

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