As visible in the screenshot, it shows "Productivity = +1000%", as if it is not limited to +300%. However, the calculated values are appropriate to +300% prod, and so do the experimental results.
Search found 54 matches
- Sat Nov 23, 2024 12:18 pm
- Forum: Bug Reports
- Topic: With 100 scrap prod, recycler shows "Productivity = +1000%" rather than limit
- Replies: 0
- Views: 79
- Fri Nov 22, 2024 12:14 pm
- Forum: Ideas and Suggestions
- Topic: Allow reordering Map Pins
- Replies: 12
- Views: 505
Re: Allow reordering Map Pins
I am using pins as a sort of todo list. Reordering them would be incredibly helpful for this.
- Wed Nov 20, 2024 5:20 pm
- Forum: Ideas and Suggestions
- Topic: Automated landfill should be optional
- Replies: 5
- Views: 248
Automated landfill should be optional
TL;DR Automated landfill should not be the default for shift build. It should either be an option, or limited to super-force build, as it was in FFF-383. Why? While automated landfill is great when you *want* to build over water or in space, many times it's not wanted. For example: When building wa...
- Sun Nov 17, 2024 6:52 pm
- Forum: Ideas and Suggestions
- Topic: Items per minute under second to help with values
- Replies: 15
- Views: 703
Option for throughput tooltip to be per minute or second
TL;DR The throughput tooltip for crafting machines should allow seconds or minutes. Why? Currently, the throughput display is per second. This works great for high throughput buildings and fast recipes, as seen in FFF-426. https://cdn.factorio.com/assets/blog-sync/fff-426-recipe-speed-tooltip.png H...
- Thu Nov 14, 2024 10:55 pm
- Forum: Ideas and Suggestions
- Topic: Improve 'Set Recipe' throughput/simplicity
- Replies: 25
- Views: 1680
Keep same items when setting recipe to a similar recipe
TL;DR When switching recipes automatically, items which are shared between the recipes should remain in the machine What? When switching recipes, all ingredients and results are put into the dump inventory and have to be removed before the recipe changes. Many times, the other recipe uses similar i...
- Fri Nov 08, 2024 7:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.11] Portable solar panel not affected by per-planet insolation
- Replies: 5
- Views: 981
Re: [2.0.11] Portable solar panel not affected by per-planet insolation
Neither the tooltip for the solar panel itself nor the suit "Solar panel power" are updated. This is quite confusing on low solar planets e.g. Fulgora with 20% power.
- Fri Nov 08, 2024 1:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] Combinator with negative values shows as huge number when parameterized
- Replies: 1
- Views: 253
[Kovarex] Combinator with negative values shows as huge number when parameterized
Build a constant combinator with negative values. As seen here, -20 and -20. Create blueprint and try to parameterize. One of the values is correctly shown as -20 and the other is a huge number, probably an underflow. 11-08-2024, 15-33-21.png 11-08-2024, 15-33-31.png 11-08-2024, 15-33-56.png Bluepri...
- Thu Nov 07, 2024 2:19 pm
- Forum: Ideas and Suggestions
- Topic: Please, PLEASE make circuit connection behavior configurable per wire
- Replies: 38
- Views: 2032
Re: Please, PLEASE make circuit connection behavior configurable per wire
Adding my +1 to this. I wanted to use the asteroid catcher both for "read contents" to utilize the big buffer on it, and "set filters" to make it stop working when the system is loaded. When using just one catcher, this is easy. When trying to use many, this requires a combinator...
- Thu Nov 07, 2024 7:44 am
- Forum: Duplicates
- Topic: [2.0.15] Parametrised blueprints set fluid in requester chest
- Replies: 3
- Views: 223
Re: [2.0.15] Parametrised blueprints set fluid in requester chest
I think this is actually expected behavior.
Logistic groups are also shared with constant combinators, which can accept fluids and every other type of signal.
So yes, you can see a request with a request for [green square].
Logistic groups are also shared with constant combinators, which can accept fluids and every other type of signal.
So yes, you can see a request with a request for [green square].
- Tue Nov 05, 2024 4:12 pm
- Forum: Bug Reports
- Topic: It's possible to get science - softlocked on Vulcanus.
- Replies: 6
- Views: 758
Re: It's possible to get science - softlocked on Vulcanus.
In past versions (pre-release) you needed satellites, which needed accumulators, which needed power poles.
However since that change, indeed it seems you can get softlocked on Vulcanus.
Considering a softlock like this was fixed for Fulgora, I see this similar softlock fixed for Vulcanus as well.
However since that change, indeed it seems you can get softlocked on Vulcanus.
Considering a softlock like this was fixed for Fulgora, I see this similar softlock fixed for Vulcanus as well.
- Sat Nov 02, 2024 4:05 pm
- Forum: Ideas and Suggestions
- Topic: Allow blueprint & co to travel with us into space
- Replies: 17
- Views: 2845
Re: [SA] Allow blueprint-like entities while entering the rocket silo
None of these items should ever be in your inventory for long. They take up space, and can be lost when you die or trash your items by mistake. That's what the blueprint library is for. Press B and put them there. It has a tab for "global" blueprints for your player, and for "current ...
- Sat Nov 02, 2024 12:38 pm
- Forum: Modding interface requests
- Topic: find_entities_filtered: Support for "area" around "position"
- Replies: 0
- Views: 64
find_entities_filtered: Support for "area" around "position"
There are many times when I am looking for entities around another entity, e.g. mining area of mining drills or inserters around an assembler. For this, I have to use various bounding box functions to produce the area from the bounding box or position of the entity. I suggest that when "area&qu...
- Wed Oct 30, 2024 9:01 pm
- Forum: Ideas and Suggestions
- Topic: Train condition progress should look clearer when at 100%
- Replies: 11
- Views: 617
Train condition progress should look clearer when at 100%
TL;DR Conditions in train/platform schedules should show as clearly satisfied compared to 99% What? Progress of conditions currently looks almost the same between full and 99% full, requiring to look closely to see the missing 1%. When at 100%, the graphic should look differently, and easy to diffe...
- Tue Oct 29, 2024 5:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.12] Setting logistic group filters by section.filters = new_filters doesn't update the named group
- Replies: 1
- Views: 282
[2.0.12] Setting logistic group filters by section.filters = new_filters doesn't update the named group
In a mod I am maintaining (FilterHelper), I set logistic section filters by assigning section.filters = new_filters. On the entity I am updating, the group changes correctly. However, on other entities, the group with the same name does not change. Changing the group manually after the programmatic ...
- Tue Oct 29, 2024 4:55 pm
- Forum: Ideas and Suggestions
- Topic: Show arrow to pinned object when hovering over pin
- Replies: 4
- Views: 218
Show arrow to pinned object when hovering over pin
TL;DR The arrow to the pinned object should show when hovering over it, even if it is set to not always show. What? When a pin is set to "always show", the arrow and distance appears. When a pin is set not "always show", the arrow doesn't show. Hovering shows the camera at the p...
- Tue Oct 29, 2024 4:44 pm
- Forum: Ideas and Suggestions
- Topic: Add checkbox to every pin in the list. Enable/Disable pin always visible.
- Replies: 2
- Views: 163
Re: Add checkbox to every pin in the list. Enable/Disable pin always visible.
Otherwise, hide the pin automatically when you're in the car.
Also, hovering over the pin should show the arrow to the pin, even if it's set not to show.
Also, hovering over the pin should show the arrow to the pin, even if it's set not to show.
- Sat Oct 26, 2024 3:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.11] Super-force building that could have been an upgrade forces removal and insertion of items
- Replies: 10
- Views: 1183
Re: [2.0.11] Super-force building that could have been an upgrade forces removal and insertion of items
It was as a blueprint, and the storage chest had a filter set, to the same exact item.
- Sat Oct 26, 2024 12:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.11] Super-force building that could have been an upgrade forces removal and insertion of items
- Replies: 10
- Views: 1183
[2.0.11] Super-force building that could have been an upgrade forces removal and insertion of items
When super-force building a logistic storage chest over a steel chest, bots come and remove all items from the chest, something that doesn't happen when manually doing this upgrade or using an upgrade planner. My "mall" starts by using normal chests. When I get logistic chests I want to up...
- Fri Oct 25, 2024 6:56 am
- Forum: Balancing
- Topic: A clip of ammo does should not weigh 40 lbs
- Replies: 1
- Views: 309
Re: A clip of ammo does should not weigh 40 lbs
This is by design. The devs want you to produce ammo on the platform itself from space materials rather load up before a trip, so they are relatively heavy and stack just to 100.
- Fri Oct 25, 2024 6:55 am
- Forum: Not a bug
- Topic: [raiguard][2.0.10] Weird thruster fluid passthrough
- Replies: 5
- Views: 717
Re: [2.0.10]some bugs with space engine
Engines have their fluid inputs in X shape, so it makes sense the 2nd and 4th engines don't work.
That said, it's weird that the center engine works.
That said, it's weird that the center engine works.