Search found 12 matches

by FactorioFan822
Fri May 02, 2025 10:36 pm
Forum: Not a bug
Topic: [2.0.43] Damaged belts should not cause blockages when used as ingredients
Replies: 2
Views: 216

Re: [2.0.43] Damaged belts should not cause blockages when used as ingredients

Here's what I would except would happen, in this case:

a) The item should not be picked up, unless it can be inserted. Seems complicated to implement reliably if damaged belts are normally valid ingredients but cannot be mixed with non-damaged belts.

b) If an damaged item is stacked with non ...
by FactorioFan822
Fri May 02, 2025 10:27 pm
Forum: Not a bug
Topic: [2.0.43] Splitter with filter causes inserters to be unable to pick up item
Replies: 6
Views: 440

Re: [2.0.43] Splitter with filter causes inserters to be unable to pick up item

Sir, my setup is based on the very reasonable assumption that an inserter is able to pick up any item that is laying on a tile from which the inserter is picking up items from. To call that "inherently faulty" is rich, when it's based on a what-you-see-is-what-you-get cause and effect assumption ...
by FactorioFan822
Fri May 02, 2025 10:13 pm
Forum: Not a bug
Topic: [2.0.43] Damaged belts should not cause blockages when used as ingredients
Replies: 2
Views: 216

[2.0.43] Damaged belts should not cause blockages when used as ingredients

As per subject, the logistics system chose to deliver a damaged belt to my factory, but when it automatically attempts to insert the damaged belt that somehow confuses the factory or the inserter. The inserter cannot insert the damaged belt, as there is no room, but the factory cannot produce ...
by FactorioFan822
Wed Apr 09, 2025 8:22 am
Forum: Not a bug
Topic: [2.0.43] Splitter with filter causes inserters to be unable to pick up item
Replies: 6
Views: 440

Re: [2.0.43] Splitter with filter causes inserters to be unable to pick up item

If that is the case items ought not enter the splitter at all unless there is room for them at their output lane, so that they remain grabbable in the previous tile, or enter into the splitter immediately into a state where they are grabbable as well.

Items entering a state where they are ...
by FactorioFan822
Tue Apr 08, 2025 10:39 pm
Forum: Not a bug
Topic: [2.0.43] Splitter with filter causes inserters to be unable to pick up item
Replies: 6
Views: 440

[2.0.43] Splitter with filter causes inserters to be unable to pick up item

I have noticed many strange quantum bugs with inserters lately, but here is a very clear-cut, demonstrable case of what I think is a bug.

04-09-2025, 02-18-16.png

Allow me to explain. Notice the barely-visible Jellynuts sitting at the filter? One of the two inserters should be able to pick them ...
by FactorioFan822
Tue Oct 29, 2024 12:40 pm
Forum: Gameplay Help
Topic: Not understanding interrupts for Train servicing stations
Replies: 8
Views: 1723

Re: Not understanding interrupts for Train servicing stations


I would prefer to avoid using many combinators for what should be a relatively simple solution to a relatively simple request. I would also like to set up "If supply station doesn't have a full train load, wait until it does" (or find another that does, for something like iron or copper ore that ...
by FactorioFan822
Mon Oct 28, 2024 7:10 pm
Forum: Gameplay Help
Topic: [Resolved] Train pathing to disabled train stop
Replies: 7
Views: 1726

Re: Train pathing to disabled train stop

I believe the new behavior is that a disabled train stop is viewed as if the train limit was 0, according to https://factorio.com/blog/post/fff-395 , so no, there should be no practical difference.
by FactorioFan822
Sun Oct 27, 2024 6:02 pm
Forum: Gameplay Help
Topic: Not understanding interrupts for Train servicing stations
Replies: 8
Views: 1723

Re: Not understanding interrupts for Train servicing stations

I have not played with interrupts yet (but I have been reading up a little). Based on my understanding from https://factorio.com/blog/post/fff-389 and https://factorio.com/blog/post/fff-395 , whenever the train leaves the station it uses the interrupt scheduler first and foremost to decide where to ...
by FactorioFan822
Sun Oct 27, 2024 4:51 pm
Forum: Not a bug
Topic: [2.0.11] Offshore Pump does not consume electricity?
Replies: 2
Views: 308

Re: [2.0.11] Offshore Pump does not consume electricity?

Damn, you're right! I guess I'm brain-broken from too much playing Space Exploration, with their additional early tier of coal-only electricity generation, thanks!
by FactorioFan822
Sun Oct 27, 2024 4:42 pm
Forum: Not a bug
Topic: [2.0.11] Offshore Pump does not consume electricity?
Replies: 2
Views: 308

[2.0.11] Offshore Pump does not consume electricity?

Perhaps this is intended behavior, but it sure did surprise me to find that the Offshore Pump does not require electricity to function.
10-27-2024, 20-41-54.png
10-27-2024, 20-41-54.png (5.78 MiB) Viewed 308 times
Fresh game of standalone version 2.0.11, all non-official mods turned off.
by FactorioFan822
Sun Oct 27, 2024 4:34 pm
Forum: Ideas and Suggestions
Topic: Could non-gameplay-altering mods have Steam achievements allowed?
Replies: 0
Views: 254

Could non-gameplay-altering mods have Steam achievements allowed?

There are some mods that don't alter the gameplay, but provide UI-only useful features. Would it be possible to allow Steam achievements with these mods?

For example, I couldn't see myself playing without https://mods.factorio.com/mod/factoryplanner for planning how many factories building Widget X ...
by FactorioFan822
Sun Oct 27, 2024 4:25 pm
Forum: Spread the Word
Topic: Thank you for providing the Standalone Game Download for Steam users!
Replies: 0
Views: 1293

Thank you for providing the Standalone Game Download for Steam users!

Long-time fan and player, first-time poster. I just wanted to thank the Factorio developers for providing a standalone game download for Steam users, for no extra cost.

It's one of those little things that just makes me feel super appreciated as a player, and makes me happy to recommend Factorio ...

Go to advanced search