How to recreate?
1.On a platform let a hub be filled from a belt by a item1 with a low speed of 1-3 item/s.
2.Create a request on a cargo landing pad for a stack of item1.
3.Add an inserter which immediatelly removes any of item1 from a pad.
4. Repeat 1-3 for item1-item3. (carbon, iron ore, space ...
Search found 141 matches
- Sat Dec 14, 2024 7:09 pm
- Forum: Pending
- Topic: [2.0.23] Can't drop items manually from a platform
- Replies: 4
- Views: 1295
- Sat Dec 14, 2024 2:39 pm
- Forum: Not a bug
- Topic: [2.0.20] Bacteria cultivation doesn't see bacteria as catalyst
- Replies: 13
- Views: 1209
Re: [2.0.20] Bacteria cultivation doesn't see bacteria as catalyst
The answer from our game design is that we consider bacteria cultivation not using catalysts as being intended.
Well I guess not big deal breaking this mechanic sinse it isn't even mentioned in game itself, only in wikipidea. Just a tiny exception for an unwritten rule.
By the way, if I ...
- Sat Dec 14, 2024 1:26 pm
- Forum: Not a bug
- Topic: [2.0.20] Bacteria cultivation doesn't see bacteria as catalyst
- Replies: 13
- Views: 1209
Re: [2.0.20] Bacteria cultivation doesn't see bacteria as catalyst
Hm.... i could fix that, i will ask in our game design channel about this, it always felt gleba is too easy.
-- edit:
Given this is already recognized and described on factorio wiki, i am going to move this to Not a bug.
Don't know why someone decided to describe on a wiki reported bug a day ...
- Sat Dec 14, 2024 1:18 pm
- Forum: Minor issues
- Topic: [2.0.16] Inconsistent recycle times for recipes that yield multiple items
- Replies: 10
- Views: 2126
Re: [2.0.16] Inconsistent recycle times for recipes that yield multiple items
Seems fixed?
On 2.0.24 the recycler with no modules or boosting is recycling concrete in 1.25 seconds. Which is consistent with the wiki, which says time cost is recipe time divided by 16, times 2 because of recycler speed 0.5
Concrete recipe = 10 sec. 10/16 = 0.625. 0.625 * 2 = 1.25.
Which is ...
- Tue Dec 10, 2024 5:56 pm
- Forum: Ideas and Suggestions
- Topic: Request (blue) chests should have 'priority' parameter
- Replies: 6
- Views: 981
Re: Request (blue) chests should have 'priority' parameter
You can effective already do this anyway by controlling the requests by checking against local need vs network availability.
What would seem more useful is if bots would divert on route and dump elsewhere if the request they were about to satisfy was cancelled.
Unless you means for non-circuit ...
- Mon Dec 09, 2024 6:22 pm
- Forum: Ideas and Suggestions
- Topic: Request (blue) chests should have 'priority' parameter
- Replies: 6
- Views: 981
Re: Request (blue) chests should have 'priority' parameter
One (mabye?) unintended consequence I can think of right away is that if you get bottlenecked on an ingredient, then only the single highest-priority requester chest will ever receive any of it.
Only if you intent it to be that way.
I'd suggest that default level of 'priority' would be 5, for ...
- Mon Dec 09, 2024 5:47 pm
- Forum: Ideas and Suggestions
- Topic: The +300% productivity cap should be documented in-game or removed
- Replies: 42
- Views: 11717
Re: The +300% productivity cap should be documented in-game or removed
Beacons are after modules in a tech tree, modules don't know about beacons.Module descriptions don't mention which modules cannot be used in beacons
A beacon mentions what kind of modules it can use.
Did you add this for a round number or what?
- Mon Dec 09, 2024 5:26 pm
- Forum: Ideas and Suggestions
- Topic: Request (blue) chests should have 'priority' parameter
- Replies: 6
- Views: 981
Request (blue) chests should have 'priority' parameter
Like splitters, I should have a way to prioritize my resourse flux for different production blocks.
Earlier simple "if there is a lot of product in a system, stop" and "if there is too little of resourse in a system, stop (let it be used by other block of production) was enough for me. Even in the ...
Earlier simple "if there is a lot of product in a system, stop" and "if there is too little of resourse in a system, stop (let it be used by other block of production) was enough for me. Even in the ...
- Mon Dec 09, 2024 4:40 pm
- Forum: Minor issues
- Topic: [2.0.16] Inconsistent recycle times for recipes that yield multiple items
- Replies: 10
- Views: 2126
Re: [2.0.16] Inconsistent recycle times for recipes that yield multiple items
Damn, nice one! Thank you!
- Sun Dec 08, 2024 3:53 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2014
- Views: 789791
Re: Simple Questions and Short Answers
Is there a way to destroy items automatically on Fulgora other than recyclers?
viewtopic.php?f=7&t=121103&p=650615#p650615
viewtopic.php?f=7&t=121103&p=650615#p650615
- Sun Dec 08, 2024 3:50 pm
- Forum: Minor issues
- Topic: [2.0.16] Inconsistent recycle times for recipes that yield multiple items
- Replies: 10
- Views: 2126
Re: [2.0.16] Inconsistent recycle times for recipes that yield multiple items
Wanted to report this bug as well. Searched the forum, it's already reported, month ago without response. Bummer.
Yep, the recycling time should take into account how much product recipe is making. Concrete should recycle 10 times faster.
It's annoyng how much recyclers I must put to destroy ...
Yep, the recycling time should take into account how much product recipe is making. Concrete should recycle 10 times faster.
It's annoyng how much recyclers I must put to destroy ...
- Sat Dec 07, 2024 2:30 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2014
- Views: 789791
Re: Simple Questions and Short Answers
I want to filter signals of all qualities of an item type (green chips, for example.) Maybe some function of new combinator I missed?
- Fri Dec 06, 2024 7:04 pm
- Forum: Ideas and Suggestions
- Topic: Belts, inserters, splitters mechanic... Again.
- Replies: 0
- Views: 320
Belts, inserters, splitters mechanic... Again.
One more recent change in how this behaviour triggered discussion, Boskid responded to it, said he did this.
https://forums.factorio.com/viewtopic.php?p=634472#p634472
Now behaviour is inconsistent and unpredictable. I don't think player should tweak and blueprint those parametrs if they just want ...
https://forums.factorio.com/viewtopic.php?p=634472#p634472
Now behaviour is inconsistent and unpredictable. I don't think player should tweak and blueprint those parametrs if they just want ...
- Thu Dec 05, 2024 8:43 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2014
- Views: 789791
Re: Simple Questions and Short Answers
I heard devs returned Sandbox mode. But I for some reason has god-mode (without a player) but not a creative-mode (I have all techs unresarched and don't have unlimited items). How to enable creative mode?
Try the command "/cheat all". I hope this is the answer you were looking for
Nice ...
- Thu Dec 05, 2024 7:01 pm
- Forum: Ideas and Suggestions
- Topic: Improve recycler belt stacking
- Replies: 23
- Views: 5383
Re: Improve recycler belt stacking
It's a bug because now you literally can't benefit from belt stack size bonus in one of three builds - recyclers. Like you do in two other - big grills and stack inserter.
For example, recycler gives 1.5 items/s, but you can't place more than 5 of them on one side of yellow belt even if you have ...
For example, recycler gives 1.5 items/s, but you can't place more than 5 of them on one side of yellow belt even if you have ...
- Thu Dec 05, 2024 6:53 pm
- Forum: Ideas and Suggestions
- Topic: Improve recycler belt stacking
- Replies: 23
- Views: 5383
Re: Improve recycler belt stacking
Now recyclers are bad working together int the same belt. First ones contaminate a belt laying items by one, while last ones don't have space to place.
Just let recyclers work like big mining drills. They don't lay ore on a belt until they have a full stack.
With quality modules that could ...
- Thu Dec 05, 2024 6:48 pm
- Forum: Ideas and Suggestions
- Topic: Improve recycler belt stacking
- Replies: 23
- Views: 5383
Re: Improve recycler belt stacking
I think this issue just have to be addressed. Maybe put in in bug section, I don't know.
- Thu Dec 05, 2024 6:44 pm
- Forum: Ideas and Suggestions
- Topic: Improve recycler belt stacking
- Replies: 23
- Views: 5383
Re: Improve recycler belt stacking
Now recyclers are bad working together int the same belt. First ones contaminate a belt laying items by one, while last ones don't have space to place.
Just let recyclers work like big mining drills. They don't lay ore on a belt until they have a full stack.
Just let recyclers work like big mining drills. They don't lay ore on a belt until they have a full stack.
- Thu Dec 05, 2024 6:14 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2014
- Views: 789791
Re: Simple Questions and Short Answers
I heard devs returned Sandbox mode. But I for some reason has god-mode (without a player) but not a creative-mode (I have all techs unresarched and don't have unlimited items). How to enable creative mode?
- Tue Dec 03, 2024 11:14 pm
- Forum: Implemented Suggestions
- Topic: Decider combinator should have ability to output "constant"
- Replies: 14
- Views: 2111
Re: Decider combinator should have ability to output "constant"
Searched a forum before suggesting exactly this.
Fully agreed, it should be implemented, even though there is a hack to solve the problem.
Fully agreed, it should be implemented, even though there is a hack to solve the problem.