Search found 76 matches

by Yodo
Tue Dec 09, 2025 11:27 pm
Forum: Ideas and Suggestions
Topic: [Switch] split-screen multiplayer
Replies: 4
Views: 663

Re: [Switch] split-screen multiplayer

Thanks for telling me. I've changed the thread title so its clearer. I didn't know that Switch-Switch local multiplayer existed since I don't play on the Switch much (I could have guessed, since I know the DS has it).
by Yodo
Sun Nov 30, 2025 2:01 pm
Forum: Ideas and Suggestions
Topic: [Switch] split-screen multiplayer
Replies: 4
Views: 663

[Switch] split-screen multiplayer

TL;DR
Add local multiplayer/coop to the Switch.

What?
In addition to the normal "single player" and "multiplayer" options in the start menu, add a "local multiplayer" option. Selecting this option allows 2-4 players to play Factorio on the same Switch device when it is docked by using multiple ...
by Yodo
Sat Nov 22, 2025 8:11 pm
Forum: Minor issues
Topic: [2.0.62] Build order affects belt throughput of direct-to-splitter mining
Replies: 5
Views: 1713

Re: [2.0.62] Build order affects belt throughput of direct-to-splitter mining


when it comes to setups involving side-loading, and splitters, and circular belts, there is no perfect "front" belt.


I don't quite see how side-loading and splitters preclude having a natural update order, but I agree that there's no way to fix looped belts. From what I understand, the lanes ...
by Yodo
Fri Nov 21, 2025 5:53 pm
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 513
Views: 376533

Re: 3 and 4 way intersections


Since now the highest preforming intersections are now larger than 1.1 intersections and perform worse then the best 1.1 intersections.

The 2- and 4-lane bilevel 2.0 intersections have higher scores than the corresponding buffered pre-2.0 intersections, so what you said isn't quite true (for ...
by Yodo
Thu Nov 20, 2025 8:08 pm
Forum: Minor issues
Topic: [2.0.72] Unpaired underground exit becomes entrance when pasted
Replies: 7
Views: 826

Re: [2.0.72] Unpaired underground exit becomes entrance when pasted

Sad, but thanks for considering it.
I have found a workaround that seems to work: super-force-build the blueprint on top of the ghosts after placing it once.
by Yodo
Thu Nov 20, 2025 10:35 am
Forum: Minor issues
Topic: [2.0.72] Unpaired underground exit becomes entrance when pasted
Replies: 7
Views: 826

Re: [2.0.72] Unpaired underground exit becomes entrance when pasted

Thanks for explaining. Is it a simple solution/improvement to change the collection order for blueprint-making so that unpaired undergrounds come after all paired undergrounds in the blueprint? (Or before, if the ghosts are placed in the reverse order.)

Of course I don't know how hard this would be ...
by Yodo
Wed Nov 19, 2025 10:18 pm
Forum: Minor issues
Topic: [2.0.72] Unpaired underground exit becomes entrance when pasted
Replies: 7
Views: 826

Re: [2.0.72] Unpaired underground exit becomes entrance when pasted

Not precisely, I think the main problem is that of the two blueprint pairs posted, one of each pair always works, while the other never works, and that it is possible to transform the working versions into a non-working version by repeated pasting and copying.

Here I define working as:
a) the ...
by Yodo
Wed Nov 19, 2025 7:17 pm
Forum: Minor issues
Topic: [2.0.72] Unpaired underground exit becomes entrance when pasted
Replies: 7
Views: 826

Re: [2.0.72] Unpaired underground exit becomes entrance when pasted

I tried to trim the blueprint down into something smaller that still behaves the same. I got the following blueprint that changes when pasted:
0eNql09uKgzAQBuB3metYqibW+CplWbQdSkCTkMNSkbz7Rgst1HUt5EoMyf9NZsgEXe9RGyEdNBOIi5IWmvMEVtxk289rsh0QGsC7Nmht5uUVzc2o+M067B0EAiKu3aHJA ...
by Yodo
Mon Nov 17, 2025 1:05 pm
Forum: Ideas and Suggestions
Topic: Space Age - Planet Gleba and Pollution contributing to Spoilage
Replies: 9
Views: 4055

Re: Space Age - Planet Gleba and Pollution contributing to Spoilage


I think it should be in the opposite direction: normal pollution cloud decreases spoilage, while spore increases it. All the chemicals combined could probably kill off whatever fungi / bacteria the Gleba spoilage constitutes.


For reference, the Factorio engine only supports one type of ...
by Yodo
Thu Nov 13, 2025 10:35 pm
Forum: Minor issues
Topic: [2.0.72] Unpaired underground exit becomes entrance when pasted
Replies: 7
Views: 826

[2.0.72] Unpaired underground exit becomes entrance when pasted

Steps to reproduce:
1. Import provided blueprint into Factorio:
0eNqll9+OoyAUxl+FcG2b+o9q32Cvd+82mwnV00rGggHsTNP03feokxkz2l2Uq6aEc358B86H3OmxbqHRQlp6uNMSTKFFY4WS9EB/WFJwSYqKyzOQI1T8qlpNrCK8tqAlt1DfiHnjTSPkmXBZEqns14CtgNg3RWouwZCyhS70yIvXRoMxrYYt ...
by Yodo
Thu Nov 13, 2025 9:37 pm
Forum: Ideas and Suggestions
Topic: Blueprint Library: More tabs
Replies: 1
Views: 606

Re: Blueprint Library: More tabs

+1 for the ability to symlink blueprint books. Or maybe add some kind of searching system that searches through the descriptions so that we can add tags. Tag-based file systems are superior to tree-based filesystems imo.

I don't think custom tabs are necessary as you can use books for the same ...
by Yodo
Fri Jun 20, 2025 2:21 pm
Forum: Not a bug
Topic: [2.0.55] Malformed changelog causes 1 second freeze
Replies: 2
Views: 479

Re: [2.0.55] Malformed changelog causes 1 second freeze

Ah, disabling that hidden setting solved the freeze for me. Thanks!

I think I enabled it for mod testing, or maybe just because it seemed nice when I saw it. I'm not sure if there's anything to fix then (except mod's change-logs).
by Yodo
Fri Jun 20, 2025 1:41 pm
Forum: Not a bug
Topic: [2.0.55] Malformed changelog causes 1 second freeze
Replies: 2
Views: 479

[2.0.55] Malformed changelog causes 1 second freeze

Steps to reproduce:
0. Open Factorio 2.0.55
1. Go to the mod portal and click on a mod with an incorrectly formatted changelog: https://mods.factorio.com/mod/Testbenchcontrols for example (I have reported the issue to them)

What happens:
The game freezes for about 1 second, after which the mod info ...
by Yodo
Thu May 22, 2025 8:33 pm
Forum: Ideas and Suggestions
Topic: Compound Combinators (complex logic in a single building)
Replies: 11
Views: 6831

Re: Compound Combinators (complex logic in a single building)

Decider combinators can already perform compound operations since 2.0, so this is already partially implemented. I think it would be nice if Arithmetic combinators could also do this though, I think the UI of the decider combinator could be copied: instead of AND and OR on the left, have the ...
by Yodo
Thu May 22, 2025 8:24 pm
Forum: Ideas and Suggestions
Topic: Tanks shouldn't bump into spidertrons following them
Replies: 3
Views: 744

Re: Tanks shouldn't bump into spidertrons following them

There's not that many reasons to use a tank if you have already unlocked and built spidertron. The only reason I can think of is to avoid using the auto-aim of the spidertron, or in if you are low on certain ammo.

I think radar vision equipment is the way to go, it could be added to the game as a ...
by Yodo
Thu May 22, 2025 8:08 pm
Forum: Ideas and Suggestions
Topic: Improve disabled achievements dialog
Replies: 0
Views: 472

Improve disabled achievements dialog

TL;DR
Improve the confirmation dialog for disabled achievements.


What?
The new confirm dialog with the achievements disabled by the map settings, added in version 2.0.46, is quite useful, but hard to read at a glance.
afbeelding.png

I think something like the following would be nicer ...
by Yodo
Wed Jan 22, 2025 11:19 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Flow Routers - UTU balancers without the balance
Replies: 22
Views: 21381

Re: Flow Routers - UTU balancers without the balance

I have been working with Factorio-SAT the last two days, and managed to make a version of my earlier 6-6 LFR that is not lopsided:
afbeelding.png
It also works with yellow belts as you can hopefully see.

I updated my LFR book:
0eNrtXUuP20YS/iuELrloDPabNJDDOrsGAviwcJLDYr0wNDP0mIiG1IqUx7OB ...
by Yodo
Wed Jan 22, 2025 4:31 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Controlled Unbalanced Sushi Belts
Replies: 7
Views: 3791

Re: Controlled Unbalanced Sushi Belts

Yep, they are quite nice for sushi. Another simple way to make rate limiters is by using different belt levels and/or side-loading:

red -> yellow 1/2
blue -> red: 2/3
blue -> yellow 1/3

red -> half yellow: 1/4
blue -> half red: 1/3
blue -> half yellow: 1/6

And with space-age's green turbo belts ...
by Yodo
Wed Jan 22, 2025 3:48 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Controlled Unbalanced Sushi Belts
Replies: 7
Views: 3791

Re: Controlled Unbalanced Sushi Belts

@Puppet, nice idea. You can make it work without circuits (this sub-forum is circuit-free after all) and for arbitrary ratios by using rate limiters.

Rate limiters are setups that provide a specified throughput limit, so that you can fill a specific fraction of a belt. Here is a blueprint book ...
by Yodo
Tue Jan 21, 2025 12:38 pm
Forum: Ideas and Suggestions
Topic: Dynamically change trainstop names richtext icons with circuit signals
Replies: 16
Views: 4297

Re: Dynamically change trainstop names richtext icons with circuit signals


As of now, having a wildcard in the name of the station and reading the parked train's content would cause problems. There was a suggestion (for assemblers, I think) to make those sorts of input-output signal configurable per color.


IIRC, either the assembler or the asteroid collector, I forgot ...

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