Search found 67 matches

by evanrinehart
Mon Feb 02, 2026 6:59 pm
Forum: Balancing
Topic: Underground Pipes should have reach increased by 1.
Replies: 4
Views: 525

Re: Underground Pipes should have reach increased by 1.

It would be funny if the recipe did match the underground length, but the argument that it would make all the buildings match up exactly is not great. This would lead future people to always build to grid, making posted designs even more samey than they are. If everything was 3x3 it would also make ...
by evanrinehart
Sun Feb 01, 2026 10:38 pm
Forum: General discussion
Topic: My space age review
Replies: 40
Views: 3556

Re: My space age review

If the point was to find the one optimal design that beats all, and you couldn't immediately find it. Sounds like a game worth buying. If you eventually found it and felt like that was the end, immediately quit retired champion. I really feel like maybe you missed a few things along the way ...
by evanrinehart
Sat Jan 31, 2026 6:51 am
Forum: Gameplay Help
Topic: Insert a Processing Unit in the Rocket silo
Replies: 19
Views: 12828

Re: Insert a Processing Unit in the Rocket silo

When I first saw your screenshot, I despaired that you won't find a convenient way to load the processing units using inserters! The amount of bots to make sure things go smoothly looks excessive.

But you might be in luck: https://forums.factorio.com/viewtopic.php?t=132595

It's about quality ...
by evanrinehart
Sat Jan 31, 2026 6:42 am
Forum: Minor issues
Topic: [Rseding91] [2.0.8 + SA] Data dump JSON floats off
Replies: 9
Views: 2123

Re: [Rseding91] [2.0.8 + SA] Data dump JSON floats off

The magic number for the needed digits of precision in C is DBL_DECIMAL_DIG from float.h

or std::numeric_limits<double>::max_digits10 in C++

which happens to be 17.

Though algorithms to get it smaller and still round trip conveniently exist in other languages, they usually fall back to arbitrary ...
by evanrinehart
Mon Jan 26, 2026 7:36 pm
Forum: Fixed for 2.1
Topic: [Klonan] [2.0.69] Non-explosive cannon shell +25% range modifier is not working
Replies: 9
Views: 1425

Re: [Klonan] [2.0.69] Non-explosive cannon shell +25% range modifier is not working

There are some modded weapons already using this feature, but I think non-explosive tank cannon is the only ammo in vanilla game has this property.
Also the uranium cannon shell and atomic bomb have a range modifier.
by evanrinehart
Mon Jan 26, 2026 7:18 pm
Forum: General discussion
Topic: Appreciation for better car snapping
Replies: 2
Views: 311

Re: Appreciation for better car snapping

Confirmed this is makes driving on straight "roads" much easier and doesn't interfere with any off grid driving that I've seen.

(Not to mention you can properly drive a car in multiplayer now, an unrelated bonus feature)

Great work for something seemingly so minor
by evanrinehart
Mon Jan 26, 2026 7:04 pm
Forum: Duplicates
Topic: [2.0.73] Artificial yumako soil can take prod modules.
Replies: 1
Views: 135

Re: [2.0.73] Artificial yumako soil can take prod modules.

Duplicates

123627
viewtopic.php?p=649527

for more on the reasoning behind the what can and can't take prod modules

viewtopic.php?p=671367
viewtopic.php?p=643332
by evanrinehart
Sat Jan 24, 2026 11:00 pm
Forum: Ideas and Suggestions
Topic: Let us dump fluids into corresponding oceans
Replies: 7
Views: 670

Re: Let us dump fluids into corresponding oceans

That means water is liquid when it is part of the solution, and freezes into ice when separated. If you throw ice into an ocean of solution, the ice will dissolve.
This is fascinating thanks. I retract the bit about throwing ice back. Which moves ice into the same category as throwing ammonia back
by evanrinehart
Sat Jan 24, 2026 7:51 am
Forum: Ideas and Suggestions
Topic: Let us dump fluids into corresponding oceans
Replies: 7
Views: 670

Re: Let us dump fluids into corresponding oceans

Observations about this suggestion, which I boil down to ammonia at end...

In space age you get at least 4 new ways to destroy excess stuff so that couldn't be counted against the suggestion.

Dumping water back in the oceans or lakes, ok
Dumping lava back into the lava, ok
Dumping ammoniacal ...
by evanrinehart
Thu Jan 22, 2026 8:36 am
Forum: Gameplay Help
Topic: Blueprint Parameters
Replies: 1
Views: 214

Re: Blueprint Parameters

This feature has been suggested elsewhere on the forum and doesn't seem to exist yet. But one thing you can do here is just "hardcode" the filters on one inserter to mash + jelly, the other one to both kinds of seeds. Then you only need 1 parameter to pick the recipe.
by evanrinehart
Sat Dec 27, 2025 7:30 am
Forum: Ideas and Suggestions
Topic: Remove fast inserter
Replies: 17
Views: 1598

Re: Remove fast inserter

I use slower inserters in cases where I want a split with a very small overflow threshold.

Certain factory blueprints don't benefit from faster inserters, so don't need them, making them cheaper to build.

The slower inserters famously use less electricity, so they can compete when the object is to ...
by evanrinehart
Tue Dec 09, 2025 7:29 am
Forum: Ideas and Suggestions
Topic: Solenoid valve
Replies: 6
Views: 788

Re: Solenoid valve

The regular pump can be connected to the circuit network to enable or disable on condition. But it only lets the fluid flow one direction, and throttles the flow to 1200/s or more likely less
by evanrinehart
Sat Dec 06, 2025 8:14 pm
Forum: Ideas and Suggestions
Topic: [Switch] split-screen multiplayer
Replies: 4
Views: 1521

Re: [Switch] local multiplayer

Maybe change this to "couch coop / split screen"
by evanrinehart
Fri Dec 05, 2025 9:23 pm
Forum: Ideas and Suggestions
Topic: Belt upgrade planner
Replies: 3
Views: 449

Re: Belt upgrade planner

Sounds interesting but gameplay tip, you can put your saved upgrade planners in the B menu for later playthroughs, to avoid ever clicking 3 times again
by evanrinehart
Fri Dec 05, 2025 6:43 pm
Forum: Wiki Talk
Topic: Train status icons
Replies: 0
Views: 478

Train status icons

I looked around the wiki looking for a table of train status icons, such as Zzz, and their meaning. If it's not anywhere right now, would be nice to add it to the locomotive page?
by evanrinehart
Fri Dec 05, 2025 6:39 am
Forum: Ideas and Suggestions
Topic: Fulgora bootstrap
Replies: 7
Views: 1886

Re: Fulgora bootstrap

I bootstrapped myself on fulgora twice, and this most recent time I found myself not knowing how to fuel the stone furnace to get bricks! I spent a whole minute not remembering you get solid fuel from recycling scrap!

It was fun, don't fix.
by evanrinehart
Wed Dec 03, 2025 6:42 am
Forum: Balancing
Topic: Moving Green Belts to Gleba
Replies: 14
Views: 3283

Re: Moving Green Belts to Gleba

I got the impression that Vulcanus was associated with speed, like Mercury is. Fast day night cycle, speed module 3 is unlocked, turbo belt unlocked. And the steam recipe you can use there is ridiculously fast. The foundry has a default crafting speed of 4x (!)

Meanwhile the recipes on Gleba are ...
by evanrinehart
Tue Dec 02, 2025 4:40 pm
Forum: Ideas and Suggestions
Topic: Disable damage alerts for specific spaceships/surfaces
Replies: 2
Views: 445

Re: Disable damage alerts for specific spaceships/surfaces

Ships "designed" to get damaged and continually repair themselves is similar to a defense wall on a planet which is continually supplied by repair packs. Seems like they'd both satisfy this desire to disable their damage warning, or neither.

Since the warning becomes kind of pointless in both cases ...
by evanrinehart
Fri Nov 21, 2025 9:36 pm
Forum: General discussion
Topic: Gleba has killed the game for me.
Replies: 433
Views: 156059

Re: Gleba has killed the game for me.

There are many strategies on this planet. It sounds like you tried a few that didn't work.

1. Building the factory incrementally without fully planning everything out. You can still do this on gleba. Assuming you want "stuff on the belt" all the time, the most obvious way will just lead to more ...

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