Search found 23 matches

by HeliGungir
Fri Jul 18, 2025 6:41 am
Forum: Gameplay Help
Topic: Thrashing / timing issues with passback Kovarex
Replies: 9
Views: 740

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: 0
Views: 140

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 ...
by HeliGungir
Mon Jul 14, 2025 9:17 am
Forum: Gameplay Help
Topic: Thrashing / timing issues with passback Kovarex
Replies: 9
Views: 740

Re: Thrashing / timing issues with passback Kovarex

I finally got back to working on this. Your (coffe-factorio's) design is the kind of breakthrough I needed, so thank you.

I know I tried free-feeding between the chem plants because that's the simplest thing which works fine for most ways of doing kovarex, and I remember it was jamming or thrashing ...
by HeliGungir
Sun Jul 06, 2025 8:01 pm
Forum: Gameplay Help
Topic: Thrashing / timing issues with passback Kovarex
Replies: 9
Views: 740

Re: Thrashing / timing issues with passback Kovarex

Download the save file and take a look. They already move exactly 40 U-235 and 2 U-238, so what you're theorizing is not how it's designed and is not the problem I am trying to find a solution for.
by HeliGungir
Sat Jul 05, 2025 10:55 pm
Forum: Gameplay Help
Topic: Thrashing / timing issues with passback Kovarex
Replies: 9
Views: 740

Thrashing / timing issues with passback Kovarex

Factorio Screenshot 2025.07.05 - 15.19.04.67.png

I'm working on a very fast, UPS-efficient (I think), "passback" direct insertion kovarex design.

For debugging purposes, I've added combinators and lamps that display red for 1 second when a centrifuge stops working.

In previous iterations of ...
by HeliGungir
Sat May 24, 2025 1:31 am
Forum: Ideas and Suggestions
Topic: Make Rail hand-placeable for all 8 rotations instead of the original 4
Replies: 0
Views: 320

Make Rail hand-placeable for all 8 rotations instead of the original 4

TL;DR
Make (straight) Rail hand-placeable for its 8 rotations in 2.0, rather than just the original 4 rotations.

What?
All 8 rotations of Rail Supports can be selected and hand-placed with the rotate / reverse rotate keybinds.
But only the original 4 rotations of Rail can be selected and hand ...
by HeliGungir
Sat May 24, 2025 1:09 am
Forum: Ideas and Suggestions
Topic: Make "Toggle Rail Layer" keybind also toggle between Rail and Rail Support
Replies: 0
Views: 292

Make "Toggle Rail Layer" keybind also toggle between Rail and Rail Support

TL;DR
Make the "Toggle Rail Layer" keybind also toggle back and forth between Rail and Rail Support

What?
Currently the Toggle Rail Layer keybind does two things (to my knowledge):


When using the Rail Planner, it toggles between searching for a grounded vs. elevated destination
When ...
by HeliGungir
Mon May 19, 2025 3:47 am
Forum: Duplicates
Topic: [2.0.50] Crash when shift-clicking Train Stop from zoomed-in train remote view when map editor is enabled
Replies: 1
Views: 397

[2.0.50] Crash when shift-clicking Train Stop from zoomed-in train remote view when map editor is enabled

Error Util.cpp:95: Unexpected error occurred.
Toy save attached
Steps to reproduce:
  1. Load toy save
  2. (Verify /editor is enabled)
  3. Left_Click on train to open its schedule and train remote view
  4. Zoom in for normal view mode (rather than simplified view mode)
  5. Shift + Left_Click the Train Stop
  6. Crash
by HeliGungir
Sun May 18, 2025 4:06 am
Forum: Ideas and Suggestions
Topic: Make railguns not hit opened gates
Replies: 2
Views: 384

Re: Make railguns not hit opened gates

I agree that entities which do not impede walking, driving, nor enemies should not be damaged by railguns.
by HeliGungir
Mon May 12, 2025 7:19 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.15] Stompers do not take damage from land mines when attacking
Replies: 6
Views: 3653

Re: [2.0.15] Stompers do not take damage from land mines when attacking

The mines still do not explode if destroyed during the deployment period. They will only explode on destruction once they are armed.

Ah, that is good.

I thought Stompers were intentionally resilient/immune to Land Mines and that the "bug" was how they didn't destroy Land Mines when en-route to a ...
by HeliGungir
Mon May 12, 2025 6:53 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.15] Stompers do not take damage from land mines when attacking
Replies: 6
Views: 3653

Re: [2.0.15] Stompers do not take damage from land mines when attacking

Wasn't this the intended behavior? So that Land Mines are ineffective against Stompers? And so that Biters and Spitters can kill recently-placed Land Mines without blowing themselves up?

That deployment period was the only real downside Land Mines had, the only reason speedrunners and deathworld ...
by HeliGungir
Sun May 04, 2025 11:10 am
Forum: Ideas and Suggestions
Topic: Rename Personal Roboport to Portable Roboport
Replies: 1
Views: 262

Rename Personal Roboport to Portable Roboport

TL;DR
Rename Personal Roboport in the English locale to Portable Roboport

Why?
"Personal Roboport" brings forth concepts like "customized, unique to the user, one-of-a-kind;" and "singular ownership, not shared between multiple people or multiple places." But Personal Roboports aren't just used ...
by HeliGungir
Tue Apr 08, 2025 6:09 am
Forum: Ideas and Suggestions
Topic: Keep the Blueprint Library open after deleting a Blueprint Book
Replies: 0
Views: 170

Keep the Blueprint Library open after deleting a Blueprint Book

TL;DR
Keep the Blueprint Library open after deleting a Blueprint Book

What?
Currently, the library is closed when we delete a Blueprint Book stored in the Blueprint Library.

Instead, I would like the library to return to the next-higher nesting when a book is deleted.

Why?
This will improve ...
by HeliGungir
Sun Apr 06, 2025 3:31 am
Forum: Ideas and Suggestions
Topic: Add Land Mine trigger range visualization
Replies: 0
Views: 156

Add Land Mine trigger range visualization

TL;DR: When placing or hovering a Land Mine, show a circle that visualizes their (or its) trigger area, similar to turrets.

Their trigger and damage radius are not the same. Trigger radius is 2.5 tiles, damage radius is 3.0 tiles.

I believe the trigger area is the most important thing to ...
by HeliGungir
Fri Apr 04, 2025 9:48 pm
Forum: Ideas and Suggestions
Topic: Document the radar combinator mechanic in-game
Replies: 5
Views: 825

Re: Document the radar combinator mechanic in-game


I suggest to add the standard circuit icon on GUI: if you see the icon you know you can connect the radar to circuit.

Even the humble wooden chest has the circuit icon and the read-only checkbox that explains what it can do when connected to a circuit.

https://forums.factorio.com/download/file ...
by HeliGungir
Thu Apr 03, 2025 7:42 am
Forum: Assigned
Topic: [v453000][2.0.34] New virtual signals sometimes hard to read
Replies: 2
Views: 656

Re: [v453000][2.0.34] New virtual signals sometimes hard to read

They have visibility problems in combinator description fields, too, but only when the text field is active. This case could be resolved by changing or removing the text field highlighting.
visibility problem with the new white icons.png
visibility problem with the new white icons.png (149.57 KiB) Viewed 285 times
by HeliGungir
Mon Mar 31, 2025 3:53 am
Forum: Balancing
Topic: Increase the health of Curved and Half-Diagonal Rails
Replies: 2
Views: 826

Re: Increase the health of Curved and Half-Diagonal Rails

Essentially: Curves are more fragile than straights. They cost more to build and have a larger surface area, yet they don't have more health.

When biters attack railroad tracks, they'll destroy 10 Curved Rails much more quickly than 30 Straight Rails, despite both requiring the same number of Rail ...
by HeliGungir
Sat Mar 29, 2025 11:46 pm
Forum: Resolved Problems and Bugs
Topic: [Pard] [2.0.43] Curved and Half-Diagonal Rails are missing from Factoriopedia / "Yields 1 Rail" is inaccurate
Replies: 1
Views: 1624

[Pard] [2.0.43] Curved and Half-Diagonal Rails are missing from Factoriopedia / "Yields 1 Rail" is inaccurate

Opening the Factoriopedia (with alt + left-mouse-button) on any Curved Rail or any Half Diagonal Rail opens the 'pedia entry for Straight Rail.

The 'pedia entry for Straight Rail states that it yields 1 Rail item, which is inaccurate for Curved Rail and Half Diagonal Rail. Instead, they yield 3 and ...
by HeliGungir
Sat Mar 29, 2025 11:43 pm
Forum: Balancing
Topic: Increase the health of Curved and Half-Diagonal Rails
Replies: 2
Views: 826

Increase the health of Curved and Half-Diagonal Rails

Currently, all rail shapes have the same base health: 200.
I suggest increasing the health of Curved and Half-Diagonal Rails to counterbalance their higher material cost and larger surface area.


Straight rails cost 1 Rail item and cover 4 tiles
Diagonal rails cost 1 Rail item and cover ~8 tiles ...
by HeliGungir
Wed Nov 13, 2024 1:28 am
Forum: Assigned
Topic: [Tobias] [2.0.9] Number value input overflow (negative/positive/large/big/combinator/integer) (MR)
Replies: 5
Views: 1022

Re: [2.0.9] Number value input overflow (negative/positive/large/big/combinator/integer) (MR)

This has been really bugging me. Large numbers are clamped, rather than overflow, in other parts of the UI, like constants in arithmetic combinators and constants in the conditions to enable/disable machines. And I do use this to set the max or min int32 without having to remember the actual values ...

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