My take (note the yellow belt between splitters). Forget if the extra passthrough splitters were necessary or if I just wanted it to be able to buffer if the output backs up.
After thinking about and playing around with this, I would propose something like the following formula for speed (in km/s, mass in tons, thrust in MN):
It's common knowledge that hardly bears repeating, but for completeness, note that cargo pod drops can target more than just the starting area via placing then deconstructing the landing pad / cargo bays.
In Factoriopedia, biter eggs show the same damage effect as the biters they spoil into. As far as I know there's no way to take damage from the eggs themselves.
Some examples under their proposal, where A-target is the target station, A-duplicate is a non-target station of the same name, and B is a station with a different name.
train ==== A-duplicate <disconnect> A-target | TARGET FULL train ==== B <disconnect> A-target | NO PATH train <disconnect> A ...
I think their precise request is not "figure out whether that was the intended station via mind-reading", it's "do not show No Path if another station of the same name exists that IS reachable", which is unambiguous and seems completely feasible if performance weren't a concern.
This also gives more variety in how you get to high quality products. I already have to do upcycling a bunch of times, I don't see why that should have to be the solution in ALL cases. In return for having quality in crushers we get all this sweet extra complexity and interesting chains ...
https://forums.factorio.com/viewtopic.php?t=127596 was closed as Not A Bug, stating this is intended behavior. I suspect that thread is graveyarded and will not be seen again.
I'd like to motion to appeal that decision, because at the end of the day there are two different behaviors happening: Case ...
The use case is a make-anything mall that includes multiple machine types, BOTH foundry and assembler. I prefer the mall to use the Foundry when possible, due to the prod bonus. So, for example, the mall might try to set a regular gear recipe on the Foundry, see the recipe successfully get set (by ...
> Circuit set-recipe will ignore quality for fluid-input-only recipes (as intended).
What are the upsides of this as intended behaviour? To my understanding, the game largely tries to treat different qualities as different items in most aspects (e.g., requests don't do any magic generalizations ...
Upon further reflection, failing to set even when quality modules are present is more consistent, because any intentional-gambling setup would already have to set machine recipes to one quality tier lower than what they're gambling for - so any machine setting a different tier than they send would ...
When cutting and pasting a mid-craft assembling machine on a space platform, instead of being re-built at the destination, a ghost at the destination remains and the assembler is nowhere to be seen in the platform's inventory. I also checked and didn't see it getting dropped to the planet.
* Failing to set is more consistent. Machines already set no recipe if given an item they cannot create.
* Failing to set is more visible. This sort of circuitry is often fulfilling random logistic requests, not necessarily something the player directly set and is checking the status on. If I run ...
TL;DR Machines can set an incorrect recipe in some Set Recipe edge cases, when they should set no recipe.
What? Current behaviour: When using circuit Set Recipe to request a quality item (e.g. uncommon iron gear), if the machine's matching recipe has only fluid ingredients (e.g. the Foundry's ...