Search found 40 matches

by zig1000
Wed Dec 03, 2025 8:05 am
Forum: Not a bug
Topic: [2.0.72] Cargo pods don't damage enemies
Replies: 3
Views: 290

Re: [2.0.72] Cargo pods don't damage enemies

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.
by zig1000
Wed Dec 03, 2025 7:55 am
Forum: Not a bug
Topic: [2.0.72] Cargo pods don't damage enemies
Replies: 3
Views: 290

[2.0.72] Cargo pods don't damage enemies

Dropped cargo pods damage or kill any engineer caught underneath them.

However, if they land on top of enemies of any type, they do no damage.

It shocks me that such a game-breaking bug went unnoticed in one of the most obvious and intuitive methods for dealing with enemies.

Please rectify this ...
by zig1000
Sat Nov 08, 2025 10:46 pm
Forum: Bug Reports
Topic: [2.0.72] Factoriopedia lists damage effect on biter eggs
Replies: 1
Views: 408

[2.0.72] Factoriopedia lists damage effect on biter eggs

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.
by zig1000
Mon Oct 27, 2025 10:21 pm
Forum: Fixed for 2.1
Topic: [raiguard][2.0.69] Fluids get voided, even when switching to compatible recipe
Replies: 3
Views: 852

Re: [raiguard][2.0.69] Fluids get voided, even when switching to compatible recipe

Note: It sounds like this solves the fluid case of viewtopic.php?t=118708

It'd be nice/consistent if solids got a similar change to stay in the ingredients slot for compatible recipes.
by zig1000
Sat Sep 27, 2025 4:11 am
Forum: Outdated/Not implemented
Topic: Don't show "no path" warnings when all stations on the local network are full, but the same name station exists elsewher
Replies: 8
Views: 1082

Re: Don't show "no path" warnings when all stations on the local network are full, but the same name station exists else

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 ...
by zig1000
Sat Sep 27, 2025 4:00 am
Forum: Outdated/Not implemented
Topic: Don't show "no path" warnings when all stations on the local network are full, but the same name station exists elsewher
Replies: 8
Views: 1082

Re: Don't show "no path" warnings when all stations on the local network are full, but the same name station exists else

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.

Now, calculating ...
by zig1000
Fri Jun 20, 2025 10:18 am
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 285
Views: 51937

Re: Ban quality modules from asteroid crushers



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 ...
by zig1000
Tue Apr 08, 2025 7:26 am
Forum: Ideas and Suggestions
Topic: Behaviour of Set Recipe for quality fluid-only recipes
Replies: 4
Views: 942

Re: Behaviour of Set Recipe for quality fluid-only recipes

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 ...
by zig1000
Sat Mar 29, 2025 6:46 am
Forum: Not a bug
Topic: [2.0.41] Set Recipe can set wrong recipe instead of no recipe in quality edge cases
Replies: 5
Views: 1068

Re: [2.0.41] Set Recipe can set wrong recipe instead of no recipe in quality edge cases

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 ...
by zig1000
Fri Mar 28, 2025 9:54 pm
Forum: Not a bug
Topic: [2.0.41] Set Recipe can set wrong recipe instead of no recipe in quality edge cases
Replies: 5
Views: 1068

Re: [2.0.41] Set Recipe can set wrong recipe instead of no recipe in quality edge cases

> 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 ...
by zig1000
Thu Mar 20, 2025 12:47 am
Forum: Gameplay Help
Topic: What are /m units in asteroid density?
Replies: 6
Views: 3592

Re: What are /m units in asteroid density?

Doesn't cover absolute units but code with rate scaling info from Rseding: https://old.reddit.com/r/factorio/comme ... ?context=2
by zig1000
Wed Mar 19, 2025 5:57 am
Forum: Not a bug
Topic: [2.0.41] Set Recipe can set wrong recipe instead of no recipe in quality edge cases
Replies: 5
Views: 1068

[2.0.41] Set Recipe can set wrong recipe instead of no recipe in quality edge cases

Cross-posting https://forums.factorio.com/viewtopic.php?t=127371 as I think this might be considered a bug not a feature quirk.

TL;DR set_recipe(foundry, uncommon_iron_gear) -> common_iron_gear recipe gets set, instead of no recipe like for other impossible items.

I think that a machine setting a ...
by zig1000
Fri Mar 14, 2025 5:12 am
Forum: Ideas and Suggestions
Topic: Behaviour of Set Recipe for quality fluid-only recipes
Replies: 4
Views: 942

Re: Behaviour of Set Recipe for quality fluid-only recipes

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 ...
by zig1000
Wed Mar 12, 2025 2:12 pm
Forum: Not a bug
Topic: [2.0.39] Cut/paste a mid-craft assembler on space platform deletes it
Replies: 2
Views: 390

[2.0.39] Cut/paste a mid-craft assembler on space platform deletes it

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.

As best ...
by zig1000
Mon Mar 10, 2025 11:04 pm
Forum: Ideas and Suggestions
Topic: Behaviour of Set Recipe for quality fluid-only recipes
Replies: 4
Views: 942

Re: Behaviour of Set Recipe for quality fluid-only recipes

* 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 ...
by zig1000
Mon Mar 10, 2025 7:32 am
Forum: Ideas and Suggestions
Topic: Behaviour of Set Recipe for quality fluid-only recipes
Replies: 4
Views: 942

Behaviour of Set Recipe for quality fluid-only recipes

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 ...
by zig1000
Sat Jan 11, 2025 8:22 am
Forum: Ideas and Suggestions
Topic: Quality wagons do NOT need to break designs
Replies: 2
Views: 812

Re: Quality wagons do NOT need to break designs

Yes, but as far as I can see, there's literally no downside to enabling it in vanilla too with this approach. The design-breakages are the only major reason I've seen given not to do this, which this bypasses. The worst I can see is that it makes the lack of upgrades to fluid wagons even more ...
by zig1000
Sat Jan 11, 2025 8:01 am
Forum: Ideas and Suggestions
Topic: Quality wagons do NOT need to break designs
Replies: 2
Views: 812

Quality wagons do NOT need to break designs

This is Yet Another thread requesting that quality train wagons have increased inventory capacity.

However, every other topic on this seems to get mired down by the claim that upgrade-planning wagons would break existing builds that depend on the max capacity. There is a simple solution that avoids ...

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