Search found 32 matches

by RockPaperKatana
Thu Nov 06, 2025 4:34 pm
Forum: Ideas and Suggestions
Topic: Make promethium spoil, and quickly
Replies: 38
Views: 8348

Re: Make promethium spoil, and quickly


I collect promethium in cargobays on my ship, not belts. Is it "efficient"? Probobly not. Do I care? Not at all.

I bring the prometium back to Nauvis where it's dumped to the surface, then it's shiped up to a different platform that does the science. Again, not efficient, but its my way and I ...
by RockPaperKatana
Thu Nov 06, 2025 4:31 pm
Forum: Ideas and Suggestions
Topic: Make promethium spoil, and quickly
Replies: 38
Views: 8348

Re: Make promethium spoil, and quickly



because belt storage encourages boring builds while being about 6x as effective as not using it. Giving them spoil time would make vastly different builds more interesting

With chunks spoiling you're adding a hard restriction, and hard restrictions lower the amount of possible and viable ...
by RockPaperKatana
Thu Nov 06, 2025 4:28 pm
Forum: Ideas and Suggestions
Topic: Make promethium spoil, and quickly
Replies: 38
Views: 8348

Re: Make promethium spoil, and quickly



because belt storage encourages boring builds while being about 6x as effective as not using it. Giving them spoil time would make vastly different builds more interesting, as more aspects of ships would matter instead of only size and belt density now, such as platform speed (both short term ...
by RockPaperKatana
Thu Nov 06, 2025 6:59 am
Forum: Ideas and Suggestions
Topic: Make promethium spoil, and quickly
Replies: 38
Views: 8348

Re: Make promethium spoil, and quickly



Two words: Belt storage. That terrible, brainless cheese strategy still exists, and people still use it, even after the recipe rebalance that was done before release.
For those unaware, allow me to explain. Promethium science packs are crafted from promethium asteroid chunks, quantum processors ...
by RockPaperKatana
Thu Nov 06, 2025 6:56 am
Forum: Ideas and Suggestions
Topic: Make promethium spoil, and quickly
Replies: 38
Views: 8348

Re: Make promethium spoil, and quickly



Maby not make it spoil to quick but give it a spoil timer of lets say 30 minutes so people have a choice as well.
You can collect the asteroids and then quickly fly back to process them, or bring the eggs and quickly process them when you collect the prometium.
Or you can combine the 2 solutions ...
by RockPaperKatana
Thu Nov 06, 2025 6:55 am
Forum: Ideas and Suggestions
Topic: Make promethium spoil, and quickly
Replies: 38
Views: 8348

Re: Make promethium spoil, and quickly


Factorio is a sandbox game, why do people want to unsandbox it? How lame would it be if everyone has to use the same strategies for everything? If promethium belts are not your thing then fine but don't ruin it for others.


because belt storage encourages boring builds while being about 6x as ...
by RockPaperKatana
Thu May 15, 2025 10:45 am
Forum: Duplicates
Topic: [2.0.49] New smart belt dragging bug just dropped
Replies: 3
Views: 606

Re: [2.0.49] New smart belt dragging bug just dropped

Loewchen wrote: Thu May 15, 2025 10:32 am 128740
Good to know, kinda hard to search up and keep track of all those belt drag bugs lol
by RockPaperKatana
Thu May 15, 2025 10:22 am
Forum: Duplicates
Topic: [2.0.49] New smart belt dragging bug just dropped
Replies: 3
Views: 606

[2.0.49] New smart belt dragging bug just dropped

Factorio Version: 2.0.49
Steps to reproduce:
1.build something like this:
05-15-2025, 18-19-06.png
2. make sure you have undergrounds in your inventory, then drag backwards from the left to right
05-15-2025, 18-20-54.png
3. belt is built in the opposite direction
05-15-2025, 18-22-00.png ...
by RockPaperKatana
Wed Feb 26, 2025 4:33 pm
Forum: Releases
Topic: Version 2.0.36
Replies: 15
Views: 9655

Re: Version 2.0.36

protocol_1903 wrote: Wed Feb 26, 2025 4:18 pm
FactorioBot wrote: Wed Feb 26, 2025 2:28 pm Scripting
  • Added LuaSchedule.
  • Added LuaSpacePlatform::get_schedule().
  • Added LuaTrain::get_schedule().
This. Is. Awesome.
Logistic Platform Network mod when
by RockPaperKatana
Tue Dec 10, 2024 10:32 pm
Forum: General discussion
Topic: Quality and Speed: How much waste does haste make?
Replies: 66
Views: 16294

Re: Quality and Speed: How much waste does haste make?

[Moderated by Koub : Off Topic]
by RockPaperKatana
Tue Dec 10, 2024 9:46 pm
Forum: Duplicates
Topic: ThrusterPrototype Crash bug
Replies: 2
Views: 454

Re: ThrusterPrototype Crash bug

it's fixed already in 2.0.24: 123284
by RockPaperKatana
Mon Dec 09, 2024 2:58 am
Forum: General discussion
Topic: Quality and Speed: How much waste does haste make?
Replies: 66
Views: 16294

Re: Quality and Speed: How much waste does haste make?



https://i.imgur.com/5qX2rPY.png
Which of these three setups produces the most legendary plastic per second?


None of the above.

I built models to see what a single plant could actually do. Based off 3 scenarios:

Plastic with no beacons and quality.
Plastic with 1 beacon and quality ...
by RockPaperKatana
Sat Dec 07, 2024 8:54 am
Forum: General discussion
Topic: Quality and Speed: How much waste does haste make?
Replies: 66
Views: 16294

Re: Quality and Speed: How much waste does haste make?

Just a suggestion, don't block everyone who told you you are wrong. Your hostility means nobody cares about your opinion and nobody wants to spend any effort to give you counterexamples, even though it's so simple and obvious.
by RockPaperKatana
Sat Dec 07, 2024 8:50 am
Forum: Not a bug
Topic: [2.0.23] Adjusting quality/speed values via mods breaks scaling completely (lol)
Replies: 4
Views: 1064

Re: [2.0.23] Adjusting quality/speed values via mods breaks scaling completely (lol)

The game does not scale quality with quality on prototypes... it should not exist on?
what
12-07-2024, 16-49-56.png
12-07-2024, 16-49-56.png (24.47 KiB) Viewed 1009 times
looks fine to me?
by RockPaperKatana
Thu Dec 05, 2024 1:00 pm
Forum: Not a bug
Topic: [2.0.23] Spawners don't animate in remote view
Replies: 4
Views: 672

Re: [2.0.23] Spawners don't animate in remote view

Since the current frame of the animation is a game state instead of being visual only I don't think this would be trivial to fix without causing performance problems, the non-animated ones are in "sleep" state to save processing power
by RockPaperKatana
Wed Dec 04, 2024 11:45 am
Forum: Implemented mod requests
Topic: Make platform.destroy_asteroid_chunks() return how many chunks are destroyed
Replies: 2
Views: 492

Make platform.destroy_asteroid_chunks() return how many chunks are destroyed

Currently the only way to access this information is by calling find_asteroid_chunks_filtered() and count the table size before calling destroy_asteroid_chunks(), which is not performance-friendly.
by RockPaperKatana
Tue Dec 03, 2024 8:15 am
Forum: Won't fix.
Topic: [2.0.23] Items doesn't trigger spoil effect if spoiled during crafting
Replies: 3
Views: 1180

Re: [2.0.23] Items doesn't trigger spoil effect if spoiled during crafting

I know this bug is somewhat obscure but a mod I'm making depends on the instant spoil trigger of an item, hope this can be fixed.
by RockPaperKatana
Tue Dec 03, 2024 8:04 am
Forum: Won't fix.
Topic: [2.0.23] Items doesn't trigger spoil effect if spoiled during crafting
Replies: 3
Views: 1180

Re: [2.0.23] Items doesn't trigger spoil effect if spoiled during crafting

test mod:
test_mod_0.1.0.zip
(1.53 KiB) Downloaded 109 times
test save:
test-platform.zip
(1.11 MiB) Downloaded 109 times
by RockPaperKatana
Tue Dec 03, 2024 8:00 am
Forum: Won't fix.
Topic: [2.0.23] Items doesn't trigger spoil effect if spoiled during crafting
Replies: 3
Views: 1180

[2.0.23] Items doesn't trigger spoil effect if spoiled during crafting

If an item with spoilable results is spoiled before crafting finishes, its trigger effect won't trigger.

How to reproduce:
1. Add a mod with following code in data.lua:

data.raw.item["captive-biter-spawner"].spoil_ticks = 1
data.raw.capsule["jelly"].spoil_ticks = 1


2. Build a infinity chest ...

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