Search found 41 matches

by HeliGungir
Mon Sep 22, 2025 9:54 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.67] Underground belt exits are replaced by entrances after deconstruct-undo
Replies: 3
Views: 484

[2.0.67] Underground belt exits are replaced by entrances after deconstruct-undo



  1. Deconstruct any underground belt exit
  2. Wait for bots to remove it
  3. Undo it
  4. The underground belt exit will be replaced with an underground belt entrance. Has the wrong rotation too
by HeliGungir
Fri Sep 19, 2025 9:32 pm
Forum: Assigned
Topic: [kovarex][2.0.62] Inconsistency in undo rotation of belts and underground belts
Replies: 1
Views: 397

Re: [2.0.62] Inconsistency in undo rotation of belts and underground belts

This is still present in 2.0.66
Undo-redo does not rotate underground belts that were rotated by smart-belt dragging

by HeliGungir
Tue Sep 16, 2025 7:44 pm
Forum: Combinator Creations
Topic: Number Displays and Number Dashboards (Display Panels)
Replies: 3
Views: 959

Re: Number Displays and Number Dashboards (Display Panels)

mmmPI wrote: Fri Sep 12, 2025 6:07 am Looks like viewtopic.php?p=644584#p644584
My design is better. The design you linked doesn't display negative numbers, doesn't display 2147483647, and uses 2 more signals in the constant combinator.
by HeliGungir
Fri Sep 12, 2025 3:29 am
Forum: Combinator Creations
Topic: Number Displays and Number Dashboards (Display Panels)
Replies: 3
Views: 959

Number Displays and Number Dashboards (Display Panels)

display dashboard thumb 2.png

Feature-rich number displays and number dashboards, using display panels

Blueprint Book: https://www.factoriocodex.com/blueprints/132

Features:

Displays all numbers, including -2147483648 and 0
Leading whitespace (rather than leading zeros)
Floating sign ...
by HeliGungir
Mon Sep 08, 2025 4:59 am
Forum: Ideas and Suggestions
Topic: Allow Biolabs on every planet *except* Gleba
Replies: 32
Views: 2531

Re: Allow Biolabs on every planet *except* Gleba

In the first post I linked https://forums.factorio.com/129833 where Rseding explained their position about Biolabs on Gleba.

tl;dr:
They want to reward shipping spoilable Ag Science elsewhere
If you want to do research on Gleba, you can still do so with normal labs

Now I don't agree that ...
by HeliGungir
Thu Aug 28, 2025 11:56 pm
Forum: Ideas and Suggestions
Topic: Allow Biolabs on every planet *except* Gleba
Replies: 32
Views: 2531

Re: Allow Biolabs on every planet *except* Gleba


I understand you have a different opinion, based on your experience, where would you say is an easier place to produce plastic and stone product at megabase scale ?


Well Nauvis.

Yes, one planet will be best. It is human nature to seek out the optimal, even at the cost of fun.

But when you ...
by HeliGungir
Tue Aug 26, 2025 1:31 am
Forum: Ideas and Suggestions
Topic: Allow Biolabs on every planet *except* Gleba
Replies: 32
Views: 2531

Re: Allow Biolabs on every planet *except* Gleba


My opinion is that this incentivize players to make all their labs in Vulcanus and not on every planets.


Vulcanus struggles to produce stone products (rails, purple science) and coal products (plastic, circuits) at megabase speeds. Coal can be synthesized with orbital mining, but the point is ...
by HeliGungir
Sat Aug 23, 2025 5:12 am
Forum: Resolved Problems and Bugs
Topic: [Jerzy][2.0.65] Combinator's red and green wire connections overlap when built vertically
Replies: 3
Views: 1624

[Jerzy][2.0.65] Combinator's red and green wire connections overlap when built vertically

Hey, remember FFF-210 ?


[...] when you build entities vertically, they would very often only show one colour of wire. To prevent this from happening, I took a pixel grid in Blender and I tried to always have the connectors far away from each other to prevent this from happening. The same issue ...
by HeliGungir
Sat Aug 23, 2025 4:46 am
Forum: Ideas and Suggestions
Topic: Allow Biolabs on every planet *except* Gleba
Replies: 32
Views: 2531

Re: Allow Biolabs on every planet *except* Gleba


There is the issue of biters survive everywhere.

Survive? Biter Eggs spoil into a "Big Biter" with reduced health; not into a Spawner. Bacterium may "survive" in space, but they are not happy about it, and definitely not reproducing or usable for Scientific Research.


I am a strong believer ...
by HeliGungir
Fri Aug 22, 2025 7:20 pm
Forum: Ideas and Suggestions
Topic: Add an infinite technology to increase Cargo Landing Pad limit
Replies: 21
Views: 2063

Re: Add an infinite technology to increase Cargo Landing Pad limit


Rseding91 mentioned that it was an intentional tradeoff because Gleba https://forums.factorio.com/129833 (I agree with you that biolabs are really helpful and practically required for megabasing)


That thread got me thinking: They want to reward shipping spoilable Ag Science to other planets ...
by HeliGungir
Fri Aug 22, 2025 7:11 pm
Forum: Ideas and Suggestions
Topic: Allow Biolabs on every planet *except* Gleba
Replies: 32
Views: 2531

Allow Biolabs on every planet *except* Gleba

TL;DR:

Allow Biolabs on every planet except Gleba

If desired, this could be gated behind promethium science

Why?


This maintains only 1 landing pad per planet as a logistic puzzle, and to keep GUIs simple FFF-417
This maintains "it's cool to have a single location with lots of activity ...
by HeliGungir
Fri Aug 22, 2025 5:44 pm
Forum: Ideas and Suggestions
Topic: Add an infinite technology to increase Cargo Landing Pad limit
Replies: 21
Views: 2063

Re: Add an infinite technology to increase Cargo Landing Pad limit


Rseding91 mentioned that it was an intentional tradeoff because Gleba https://forums.factorio.com/129833 (I agree with you that biolabs are really helpful and practically required for megabasing)


Then Reseding needs to be convinced otherwise. Regular labs on Gleba are clearly suboptimal in the ...
by HeliGungir
Mon Aug 18, 2025 5:40 pm
Forum: Ideas and Suggestions
Topic: Add an infinite technology to increase Cargo Landing Pad limit
Replies: 21
Views: 2063

Re: Add an infinite technology to increase Cargo Landing Pad limit



1. Vanilla megabases do run into the throughput limits of a Cargo Landing Pad, and no solution is satisfactory. Bot-based unloading is UPS-intensive, while inserter handoff to wagons, cars, rocket silos, etc. is an ugly trick that feels like exploiting jank. Letting us unlock more Cargo Landing ...
by HeliGungir
Mon Aug 18, 2025 2:42 am
Forum: Ideas and Suggestions
Topic: Add an infinite technology to increase Cargo Landing Pad limit
Replies: 21
Views: 2063

Add an infinite technology to increase Cargo Landing Pad limit

TL;DR:
Add a "Cargo Landing Pad Count" infinite technology which lets us place more than 1 Landing Pad per surface.

What?
This new technology directly competes with Research Productivity. It requires every science pack, with a high cost for the first level and VERY steep scaling from there.

I ...
by HeliGungir
Sun Aug 03, 2025 11:18 am
Forum: Minor issues
Topic: [2.0.62] Build order affects belt throughput of direct-to-splitter mining
Replies: 2
Views: 1000

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

Factorio Screenshot 2025.08.03 - 00.24.14.01.png
Save: Mining to splitter build order bug.zip


Context: At high mining productivity, mining directly into a splitter is one way to increase the drill's output. The splitter must be oriented perpendicular to the miner for this to work ...
by HeliGungir
Sun Aug 03, 2025 11:14 am
Forum: Outdated/Not implemented
Topic: Restore inserter-to-splitter item throughput to 1.1 speeds
Replies: 1
Views: 533

Restore inserter-to-splitter item throughput to 1.1 speeds

In 1.1 we could saturate a blue belt with 3 inserters if 1 of them was targeting a perpendicular splitter:
https://web.archive.org/web/20250614091919/https://wiki.factorio.com/Inserters#Chest_to_splitter
https://www.reddit.com/r/factorio/comments/s5qehh/faster_chest_to_express_belt_insertion/

In ...
by HeliGungir
Sat Jul 26, 2025 2:38 am
Forum: Modding help
Topic: Lifespan of globals created when using /c console command?
Replies: 2
Views: 286

Lifespan of globals created when using /c console command?

I was looking at https://wiki.factorio.com/Console and noticed some snippets define locals while others define globals.

Eg. global:


/c surface = game.player.surface
for _, ore in pairs(surface.find_entities_filtered({type="resource"})) do
ore.amount = 10000
end


vs. local:


/c local surface ...
by HeliGungir
Fri Jul 18, 2025 6:41 am
Forum: Gameplay Help
Topic: Thrashing / timing issues with passback Kovarex
Replies: 9
Views: 1033

Re: Thrashing / timing issues with passback Kovarex

I released a final ("final") design here: viewtopic.php?t=129925

I was able to remove all combinators, and improved the belt stacking
by HeliGungir
Fri Jul 18, 2025 5:12 am
Forum: Show your Creations
Topic: UPS-Focused, "Passback" Direct Insertion Kovarex Enrichment
Replies: 1
Views: 698

UPS-Focused, "Passback" Direct Insertion Kovarex Enrichment

passback thumb 3.png
https://i.imgur.com/cbt3a5b.mp4
Hmm, I wonder what UPS-efficient Kovarex would look like?
--Me (more hours ago than I would like to admit)

Features:


Direct insertion. Less inserter and belt activity
Max beacons and productivity. Less centrifuges
Tiling
Stacked ...

Go to advanced search