Search found 38 matches
- Tue Nov 19, 2024 10:49 pm
- Forum: Ideas and Suggestions
- Topic: Logistic requests - "inf" behaves as "none" rather than infinity
- Replies: 1
- Views: 67
Logistic requests - "inf" behaves as "none" rather than infinity
Currently, setting the maximum on a logistic request to "inf" does not actually behave as if the request has a maximum of infinity. Rather, it behaves as if there is no maximum set. The difference is relevant when Trash Unrequested is enabled, as a request from N to inf will auto trash any...
- Tue Nov 19, 2024 9:51 pm
- Forum: Not a bug
- Topic: Trash Unrequested ignores inf. maximum
- Replies: 21
- Views: 749
Re: Trash Unrequested ignores inf. maximum
Okay, and? Being able to work around them with an ugly kludge doesn't mean obviously wrong things shouldn't be fixed.computeraddict wrote: βTue Nov 19, 2024 9:40 pmYou can set a maximum of 2^32-1 and get an effective infinity, or just mash 9 5-6 times /shrug
- Tue Nov 19, 2024 9:37 pm
- Forum: Not a bug
- Topic: Trash Unrequested ignores inf. maximum
- Replies: 21
- Views: 749
Re: Trash Unrequested ignores inf. maximum
... If this is the intended behavior, then the value is not named correctly. It currently behaves as if no maximum is set on the request, which is not the same as setting a max of infinity. It should be renamed to "none," or "n/a," or something similar, and then "inf" ...
- Tue Nov 19, 2024 8:39 pm
- Forum: Not a bug
- Topic: Trash Unrequested ignores inf. maximum
- Replies: 21
- Views: 749
Re: Trash Unrequested ignores inf. maximum
It trashes what I didn't request. I only set one value. No, you didn't. You created a request with max of infinity, and requests with a max of infinity shouldn't have special behavior that doesn't make sense just because you happen to find that behavior more useful than what should logically happen...
- Tue Nov 19, 2024 8:19 pm
- Forum: Not a bug
- Topic: Trash Unrequested ignores inf. maximum
- Replies: 21
- Views: 749
Re: Trash Unrequested ignores inf. maximum
I'm not the Factorio team, but "trash unrequested" not overriding "to inf" would make it almost useless. 99% of my use for it is "set max to min on all requests". It doesn't make any sense for that use case to be satisfied by Trash Unrequested. If I create a request fo...
- Tue Nov 19, 2024 8:10 pm
- Forum: Duplicates
- Topic: 0-to-inf logistic request causes items to be trashed if Trash Unrequested is enabled
- Replies: 3
- Views: 105
Re: 0-to-inf logistic request causes items to be trashed if Trash Unrequested is enabled
I strongly disagree and request this be changed. The way logistic requests work is that items above the configured max get trashed. The way Trash Unrequested works is that items without an active request get trashed. If I create a 0-to-inf request, I am requesting between 0 and infinity of the item ...
- Tue Nov 19, 2024 7:19 pm
- Forum: Duplicates
- Topic: 0-to-inf logistic request causes items to be trashed if Trash Unrequested is enabled
- Replies: 3
- Views: 105
0-to-inf logistic request causes items to be trashed if Trash Unrequested is enabled
With personal logistic requests, at least, setting a request to have a min of 0 and a max of inf while Trash Unrequested is enabled causes all items of that type to be moved to trash slots. The expected behavior in this case is that the items would not be trashed because they are part of an active l...
- Mon Nov 18, 2024 7:25 pm
- Forum: General discussion
- Topic: Beacon diminishing returns
- Replies: 9
- Views: 1072
Re: Beacon diminishing returns
Personally I've never seen the point of efficiency modules in beacons even if they were a net positive. Power generation is really just not an issue once you've either teched out of coal or expanded to extra coal patches. Efficiency modules in general are used to reduce pollution rather than power ...
- Mon Nov 18, 2024 6:48 pm
- Forum: Ideas and Suggestions
- Topic: Advanced Circuit Network Functionality to Solve Space Platform Logistics
- Replies: 9
- Views: 397
Re: Advanced Circuit Network Functionality to Solve Space Platform Logistics
This definitely should not be implemented via logistic groups. There's no need to pollute the logistic group selection menu with a bunch of virtual groups only used for signal transmission, and constant combinators should not double as universal wireless receivers. There are problems with that both ...
- Tue Nov 12, 2024 7:57 pm
- Forum: General discussion
- Topic: Feels like certain changes were made to the game 'just because'
- Replies: 26
- Views: 3070
Re: Feels like certain changes were made to the game 'just because'
I don't think speedruns are the right metric here. The complaint is really about the play experience being awkward, not about it being literally slower.
- Mon Nov 11, 2024 3:19 pm
- Forum: General discussion
- Topic: Space Age feels too scripted
- Replies: 4
- Views: 985
- Mon Nov 11, 2024 3:14 pm
- Forum: Ideas and Suggestions
- Topic: Cliff explosives
- Replies: 86
- Views: 3878
Re: Cliff explosives
I don't have to imagine it, that is literally what I did when I made the argument. Or did you miss the part of my last post where I mentioned techs from other planets?
- Mon Nov 11, 2024 3:13 pm
- Forum: General discussion
- Topic: Grumpy Quitting
- Replies: 10
- Views: 1106
- Sun Nov 10, 2024 10:23 pm
- Forum: General discussion
- Topic: Grumpy Quitting
- Replies: 10
- Views: 1106
Re: Grumpy Quitting
BlueTemplar wrote: βSun Nov 10, 2024 7:23 pm Then just don't, andbring (most of) your science to Gleba ?
Which seems to be hinted by the game, as that's where you unlock the super-labs ?
Bio labs can only be built on Nauvis, despite being unlocked on Gleba.
- Sun Nov 10, 2024 10:18 pm
- Forum: Ideas and Suggestions
- Topic: Cliff explosives
- Replies: 86
- Views: 3878
Re: Cliff explosives
This is what I'm saying. I don't think it needs to be this way. I don't feel this way about any tech other than cliff explosives. You don't feel this way about any tech other than cliff explosives. Others don't feel this way about cliff explosives at all, or may feel this way about some other tech....
- Fri Nov 08, 2024 3:31 pm
- Forum: Ideas and Suggestions
- Topic: Cliff explosives
- Replies: 86
- Views: 3878
Re: Cliff explosives
The problem is feeling forced to go to Vulcanus first. For the record I would support cliff explosives being a late Nauvis tech, or having per-planet cliff explosive researches. But you very much are not forced to go to Vulcanus first. You personally feel the benefit of cliff explosives on Gleba is...
- Mon Nov 04, 2024 4:23 am
- Forum: Ideas and Suggestions
- Topic: Making quality more accessible without reducing its complexity
- Replies: 10
- Views: 768
Re: Making quality more accessible without reducing its complexity
I can also just open the console and spawn a tank. If someone wants to waste their time watching a progress bar, let them... "Why bother having restrictions when I can just cheat?" isn't the compelling argument you think it is, and even if it was, if it was possible to get double rare/epi...
- Sun Nov 03, 2024 8:13 am
- Forum: Ideas and Suggestions
- Topic: Making quality more accessible without reducing its complexity
- Replies: 10
- Views: 768
Re: Making quality more accessible without reducing its complexity
What you're suggesting likely will not be done, as it allows productivity to be exploited by running lower quality crafts on a machine until the productivity bar is nearly full, then running a higher quality craft to complete the productivity bar and get two items of the higher quality for the price...
- Sun Nov 03, 2024 8:03 am
- Forum: Duplicates
- Topic: [2.0.13] Copying a rotated assembling machine doesn't copy the rotation if no recipe is set
- Replies: 2
- Views: 180
[2.0.13] Copying a rotated assembling machine doesn't copy the rotation if no recipe is set
1. Place an assembling machine 2, wire it to a constant combinator, and enable Set Recipe 2. Set a blue circuit signal on the combinator and rotate the assembling machine 3. Copy and paste the assembling machine and combinator, and note that the rotation is preserved 4. Clear the combinator, which a...
- Fri Nov 01, 2024 3:01 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 141
- Views: 9449
Re: Add option for mixed Quality in Assemblers
Crafting something with the average quality of the inputs isn't going to happen, because it's exploitable. But there could be an option for lower quality recipes to accept higher quality inputs. That wouldn't be exploitable.