Search found 25 matches

by Eddie the Jedi
Fri Apr 25, 2025 1:45 pm
Forum: Ideas and Suggestions
Topic: Refined flammables 7+ should not require agricultural science packs
Replies: 4
Views: 391

Re: Refined flammables 7+ should not require agricultural science packs

From a gameplay perspective, restricting the various Infinite researches between planet research packs makes them more expensive. It makes more sense than any of the other Planets -

The only other infinite technology research that doesn't feel especially tied to the planet where its science packs ...
by Eddie the Jedi
Fri Apr 25, 2025 1:28 pm
Forum: Ideas and Suggestions
Topic: Refined flammables 7+ should not require agricultural science packs
Replies: 4
Views: 391

Re: Refined flammables 7+ should not require agricultural science packs

The Pentapod Eggs that go into the Science Pack are flammable; ergo they are the key to researching ways to make oil somehow be even more flammable.

So you're saying the recipe for biodiesel should use Pentapod eggs? Sounds good :)

There’s no reason to ever touch simple liquefaction, you can ...
by Eddie the Jedi
Fri Apr 25, 2025 1:35 am
Forum: Ideas and Suggestions
Topic: Refined flammables 7+ should not require agricultural science packs
Replies: 4
Views: 391

Refined flammables 7+ should not require agricultural science packs

Nauvis is the only planet where flamethrower ammo can be manufactured without importing resources from another planet or from space. One can't even fuel a flamethrower turret on Gleba without either importing oil barrels, or setting up a long and otherwise pointless production chain for coal ...
by Eddie the Jedi
Thu Jan 02, 2025 9:38 pm
Forum: Ideas and Suggestions
Topic: Simple coal liquefaction should use only one fluid input and output, like basic oil processing
Replies: 5
Views: 1563

Simple coal liquefaction should use only one fluid input and output, like basic oil processing

The simple coal liquefaction recipe actually consumes coal at the same rate as the main coal liquefaction recipe. This makes it very convenient to build a complete set of refineries for simple coal liquefaction, with pipework in place for all three oil types, and then upgrade in place by changing ...
by Eddie the Jedi
Tue Dec 17, 2024 4:22 am
Forum: Not a bug
Topic: Reading contents of space platform hub is wonky - Schmitt trigger doesn't work
Replies: 11
Views: 1241

Re: Reading contents of space platform hub is wonky - Schmitt trigger doesn't work

The behavior of my Schmitt trigger is definitely not a bug (BTW thanks for the helpful tips on that), but the behavior of the space platform hub on the circuit network definitely is. Here are two screenshots from the tick when space science packs are inserted into the hub:




And from the tick ...
by Eddie the Jedi
Mon Dec 16, 2024 7:35 am
Forum: Not a bug
Topic: Reading contents of space platform hub is wonky - Schmitt trigger doesn't work
Replies: 11
Views: 1241

Re: Reading contents of space platform hub is wonky - Schmitt trigger doesn't work

In editor mode, I can see that on the tick when the input of the decider combinator in my Schmitt trigger is 200, the science pack count is not 1000 (which would produce that result) but much lower, because the space platform has already transitioned to the unload state and decremented its cargo ...
by Eddie the Jedi
Mon Dec 16, 2024 6:21 am
Forum: Not a bug
Topic: Reading contents of space platform hub is wonky - Schmitt trigger doesn't work
Replies: 11
Views: 1241

Re: Reading contents of space platform hub is wonky - Schmitt trigger doesn't work

Alright, I've found something. My two-combinator latch goes wonky when its input is the space platform hub contents, only if the space platform is also configured to transition from a non-unloading to an unloading state at the same high mark. eugenekay's one-combinator latch works fine, and my latch ...
by Eddie the Jedi
Mon Dec 16, 2024 3:50 am
Forum: Not a bug
Topic: Reading contents of space platform hub is wonky - Schmitt trigger doesn't work
Replies: 11
Views: 1241

Re: Reading contents of space platform hub is wonky - Schmitt trigger doesn't work

The same arrangement of combinators that works as a Schmitt trigger should when the input is a constant combinator, does not work when reading the hub's contents. That is what I'm reporting as a bug. I'm not asking how to make a nicer Schmitt trigger.
by Eddie the Jedi
Mon Dec 16, 2024 3:13 am
Forum: Not a bug
Topic: Reading contents of space platform hub is wonky - Schmitt trigger doesn't work
Replies: 11
Views: 1241

Reading contents of space platform hub is wonky - Schmitt trigger doesn't work

I set up a Schmitt trigger on my space science platform to regulate the assemblers. The assemblers should be deactivated when there's lots of space science packs and not reactivated until they run low. What happens instead is that, when the number of space science packs in the hub reaches the high ...
by Eddie the Jedi
Mon Mar 04, 2019 7:59 pm
Forum: Ideas and Suggestions
Topic: Craft non-storage logistic chests out of iron chests
Replies: 2
Views: 1241

Re: Craft non-storage logistic chests out of iron chests

Ranakastrasz wrote: Mon Mar 04, 2019 6:43 pm What do you plan to do with the new, fireproof wooden chests and power poles?
If this goes through then I'd plan on making a lot fewer wooden chests, or maybe none at all, unless I'm playing with expensive recipes and feeling constrained by my iron supply in the early game.
by Eddie the Jedi
Mon Mar 04, 2019 6:34 pm
Forum: Ideas and Suggestions
Topic: Craft non-storage logistic chests out of iron chests
Replies: 2
Views: 1241

Craft non-storage logistic chests out of iron chests

All logistic chests, except for storage chests, should be crafted from iron chests instead of steel chests, and have only 32 slots instead of 48. The reduced capacity seems more appropriate for most logistic uses: why do requester and active provider chests need all those slots anyway?? Also, this ...
by Eddie the Jedi
Wed May 30, 2018 1:40 pm
Forum: Ideas and Suggestions
Topic: Take bonuses into account when reporting available resources
Replies: 3
Views: 1893

Re: Take bonuses into account when reporting available resources

I'm more concerned with the circuit network output than the GUI display. The circuit network doesn't do "in brackets."
by Eddie the Jedi
Thu May 24, 2018 1:55 pm
Forum: Ideas and Suggestions
Topic: [0.16.43] [QoL] Chemical plants with no solid inputs
Replies: 2
Views: 1412

Re: [0.16.43] [QoL] Chemical plants with no solid inputs

Aha! I'd noticed that the chemical plant would sometimes overproduce its product (e.g. sulfur) and sometimes not (e.g. plastic) but couldn't see the pattern. Thank you ryani for the insight.

+1 MEE TO for this feature request.
by Eddie the Jedi
Thu May 24, 2018 1:49 pm
Forum: Ideas and Suggestions
Topic: Take bonuses into account when reporting available resources
Replies: 3
Views: 1893

Take bonuses into account when reporting available resources

Mining entities can output their available resource count (or output rate, for infinite resources) on the circuit network. In the late game, those numbers will be way off because they don't account for the mining productivity bonus. Can this behavior be changed to account for the productivity and ...
by Eddie the Jedi
Fri Mar 09, 2018 3:29 pm
Forum: Gameplay Help
Topic: Blueprinting cargo wagons with filters?
Replies: 1
Views: 1196

Blueprinting cargo wagons with filters?

I can't figure out how to do this, is that because there is no way or because I'm stupid? If the former, is there a mod that wiuld help?
by Eddie the Jedi
Fri Feb 16, 2018 5:54 am
Forum: Gameplay Help
Topic: HALP I ACCIDENTALLY A BLUEPRINT BOOK FROM MY LIBRARY WHAT DO
Replies: 3
Views: 3761

Re: HALP I ACCIDENTALLY A BLUEPRINT BOOK FROM MY LIBRARY WHAT DO

Well, I figured it out, kinda. The easy way to prevent anything from being uploaded to Steam sync is to disconnect the network before exiting the game, and then exit Steam right afterward. After that, I renamed my Factorio user data folder, then reconnected the network and ran Factorio again. Et ...
by Eddie the Jedi
Fri Feb 16, 2018 5:17 am
Forum: Gameplay Help
Topic: HALP I ACCIDENTALLY A BLUEPRINT BOOK FROM MY LIBRARY WHAT DO
Replies: 3
Views: 3761

Re: HALP I ACCIDENTALLY A BLUEPRINT BOOK FROM MY LIBRARY WHAT DO

No, none of my saves have the blueprint book in the player inventory.
by Eddie the Jedi
Fri Feb 16, 2018 4:56 am
Forum: Gameplay Help
Topic: HALP I ACCIDENTALLY A BLUEPRINT BOOK FROM MY LIBRARY WHAT DO
Replies: 3
Views: 3761

HALP I ACCIDENTALLY A BLUEPRINT BOOK FROM MY LIBRARY WHAT DO

I meant to delete a blueprint, but deleted the blueprint book instead. Woe and sadness.

I have Steam sync enabled for Factorio (on Windows), and I'm hoping that some sequence of disabling Steam sync/hard-killing Factorio/hard-killing Steam/re-enabling Steam sync will bring my blueprint book back to ...
by Eddie the Jedi
Tue Jan 23, 2018 3:03 pm
Forum: Resolved Problems and Bugs
Topic: [16.16] Splitter decompress still
Replies: 14
Views: 9850

Re: Splitter inconsistency

Slightly smaller case using vanilla loaders and infinity chests:

https://i.imgur.com/9ErgC7N.jpg

The top left splitter does not preserve compression.

I was able to reproduce this bug using a similar test setup: a drawn-out 4-blue-belt balancer with vanilla loaders and infinity chests. Then I ...

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