Search found 38 matches

by nzer
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...
by nzer
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

computeraddict wrote: ↑Tue 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
Okay, and? Being able to work around them with an ugly kludge doesn't mean obviously wrong things shouldn't be fixed.
by nzer
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" ...
by nzer
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...
by nzer
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...
by nzer
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 ...
by nzer
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...
by nzer
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 ...
by nzer
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 ...
by nzer
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.
by nzer
Mon Nov 11, 2024 3:19 pm
Forum: General discussion
Topic: Space Age feels too scripted
Replies: 4
Views: 985

Re: Space Age feels too scripted

Roshi wrote: ↑Sun Nov 10, 2024 1:42 pm The new rails? These are somewhere on another planet
No? Elevated rails are a Nauvis tech.
by nzer
Mon Nov 11, 2024 3:14 pm
Forum: Ideas and Suggestions
Topic: Cliff explosives
Replies: 86
Views: 3878

Re: Cliff explosives

quineotio wrote: ↑Mon Nov 11, 2024 2:22 amImagine if the circuit network was locked behind Vulcanus tech, and then imagine me making your argument to you.
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?
by nzer
Mon Nov 11, 2024 3:13 pm
Forum: General discussion
Topic: Grumpy Quitting
Replies: 10
Views: 1106

Re: Grumpy Quitting

GrumpyJoe wrote: ↑Mon Nov 11, 2024 5:37 am Built or crafted?
Built. If you want to use
bio labs
, you must
ship your science to Nauvis
, full stop.
by nzer
Sun Nov 10, 2024 10:23 pm
Forum: General discussion
Topic: Grumpy Quitting
Replies: 10
Views: 1106

Re: Grumpy Quitting

BlueTemplar wrote: ↑Sun Nov 10, 2024 7:23 pm Then just don't, and
bring (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.
by nzer
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....
by nzer
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...
by nzer
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...
by nzer
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...
by nzer
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...
by nzer
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.

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