Search found 13 matches

by Xeinaemm
Tue Sep 23, 2025 9:01 pm
Forum: Ideas and Suggestions
Topic: Consistency of the loader
Replies: 2
Views: 202

Re: Consistency of the loader

Mods are required to use Loaders to begin with?
Mod is required to fix the belt stacking issue. In the picture, you have a vanilla loader from the editor with the applied fix.

Depending upon these items in a share-able Blueprint seems like a Bad Idea.
Recipes development and sharing testing ...
by Xeinaemm
Tue Sep 23, 2025 6:31 pm
Forum: Ideas and Suggestions
Topic: Consistency of the loader
Replies: 2
Views: 202

Consistency of the loader

Currently, loaders can load at a rate of up to 240/s, but can only unload at a rate of up to 60/s. The problem lies in the inconsistency, and belt stacking from SA should also be taken into account. Technically, mods can fix it by setting max_belt_stack_size = 4 , but to share blueprints, everyone ...
by Xeinaemm
Tue Sep 23, 2025 2:09 pm
Forum: Not a bug
Topic: [2.0.66] Loader should respect belt stacking for unload
Replies: 4
Views: 197

Re: [2.0.66] Loader should respect belt stacking for unload

So your bug report is actually a modding interface request in disguise to change a default value of the max_belt_stack_size
It's my only legal option to do that.

which would cause compatibility problems between vanilla executable and SA executable
SA added turbo loaders, so somewhere is a ...
by Xeinaemm
Tue Sep 23, 2025 1:44 pm
Forum: Not a bug
Topic: [2.0.66] Loader should respect belt stacking for unload
Replies: 4
Views: 197

Re: [2.0.66] Loader should respect belt stacking for unload

Yes, this is what mod does, changes to max_belt_stack_size = 4
by Xeinaemm
Tue Sep 23, 2025 1:30 pm
Forum: Not a bug
Topic: [2.0.66] Loader should respect belt stacking for unload
Replies: 4
Views: 197

[2.0.66] Loader should respect belt stacking for unload

Currently, loaders can load up to 240/s but can only unload up to 60/s.

It would mean a lot for me, save UPS, space, and share the testing lab without forcing others to install a specific mod.

Expected result after fix(currently mod):
Image
by Xeinaemm
Sat Dec 28, 2024 5:43 pm
Forum: Pending
Topic: [2.0.28] Water production with steam condensation recipe limited to ~2k/s
Replies: 3
Views: 1103

Re: [2.0.28] Water production with steam condensation recipe limited to ~2k/s

After some changes to the setup (extra inserters, belts, priority splitter overflow), the issue boiled down to a duplicate of 118644 Fluid transfer rates are capped even on directly connected entities as well.

You are right. This should be moved from pending to duplicated.

Regarding the idea of ...
by Xeinaemm
Sat Dec 28, 2024 5:37 pm
Forum: Duplicates
Topic: [2.0.28] Transport belt production limited to 180/s per Foundry
Replies: 2
Views: 718

Re: [2.0.28] Transport belt production limited to 180/s per Foundry


https://forums.factorio.com/118644


I believe you meant this one to tag as duplicate: https://forums.factorio.com/viewtopic.php?f=29&t=125052

This is a different case from what raiguard focuses on because there you are not hitting the 6k/s cap. Automated insertion limits for ingredients must be ...
by Xeinaemm
Tue Dec 24, 2024 11:12 am
Forum: Pending
Topic: [2.0.28] Water production with steam condensation recipe limited to ~2k/s
Replies: 3
Views: 1103

[2.0.28] Water production with steam condensation recipe limited to ~2k/s

As above, the buffer limit is too low to run without stall cycles up to 80% of machine time which causes pump fluctuations but also the recipe base is too high. It's confusing for beginners because there is no way to rely on UI values in this case.

This recipe should work well with chemical plants ...
by Xeinaemm
Tue Dec 24, 2024 10:08 am
Forum: Duplicates
Topic: [2.0.28] Transport belt production limited to 180/s per Foundry
Replies: 2
Views: 718

[2.0.28] Transport belt production limited to 180/s per Foundry

As above, mostly because of low insertion limits or lubricant buffer limits. Similar recipes scale with the crafting speed like splitters or underground belts but this doesn't. Good to unify this aspect across the board.

Recipe with functional test:
0eNrtPdtu47iSvzIwsFhgYc ...
by Xeinaemm
Tue Dec 10, 2024 9:08 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.16] Holmium Plate not producing at stated rate
Replies: 9
Views: 4972

Re: [2.0.16] Holmium Plate not producing at stated rate

Ok, someone else mentioned that all machines are limited to 4300 fluid/s input, and they are mostly correct.

I wrote automated stress tests for fluid blueprints and this is partially true. Depending on the number of inputs and outputs I have hit the machine's pipeline limits such as 6k/s or 9k/s ...
by Xeinaemm
Fri Dec 06, 2024 10:05 am
Forum: Releases
Topic: Version 2.0.24
Replies: 54
Views: 35014

Re: Version 2.0.24

I don't use reactive armor with landmines, but many do based on blueprint stats on factorioprints and factorio.school. It should be postponed to 2.1 and rethought, but it should not break hundreds of game runs or even more.
by Xeinaemm
Mon Nov 25, 2024 11:21 am
Forum: Frequently Suggested / Link Collections
Topic: Reading and setting the pumping speed
Replies: 0
Views: 1462

Reading and setting the pumping speed

There are two game places where it can be useful:
1. Control the thruster's speed or efficiency. Keep full speed in the solar system but slow down to survive the journey to the Solar system edge or Shattered planet.
2. For example easier light oil, and heavy oil management for rocket fuel factories ...
by Xeinaemm
Mon Nov 18, 2024 7:36 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.16] Holmium Plate not producing at stated rate
Replies: 9
Views: 4972

Re: [2.0.16] Holmium Plate not producing at stated rate

A similar problem is with acid neutralisation and steam condensation. Cryogenic plants cannot produce more than 2k water/s. There should be more proper implementation like functionality where machine-to-machine connection means 'unlimited' throughput. I assume that when a machine can produce 110k ...

Go to advanced search