Well, since inserters aren't consistently prioritizing curved rail over other things, maybe conisder merge threads and move this bug out of minor issues?
Search found 16 matches
- Fri Oct 04, 2019 1:10 pm
- Forum: Duplicates
- Topic: [0.17.69] Inserters not waking up after construction
- Replies: 7
- Views: 3069
- Fri Oct 04, 2019 9:54 am
- Forum: Duplicates
- Topic: [0.17.69] Inserters not waking up after construction
- Replies: 7
- Views: 3069
Re: [0.17.69] Inserters not waking up after construction
OK I managed to reproduce this in vanilla.( 'gazillion mods' removed ) Import the following blueprint 0eNqVk9tugzAMQP/Fz6TiUujGr0xVFYJLrUHCkoCGKv59CXQda2mnPaGQ5Pg4ts9Q1B22mqSF/AwklDSQv53BUCV57f/ZoUXIgSw2EIDkjV9pTjWMAZAs8RPyaAz+vMKNwaaoSVas4eJEElmyQMTjPgCUlizhrDAthoPsmgK1i3ElGevCVyfLJosAWmXcLSV9aEdic...
- Thu Oct 03, 2019 7:12 am
- Forum: Duplicates
- Topic: [0.17.69] Inserters not waking up after construction
- Replies: 7
- Views: 3069
[0.17.69] Inserters not waking up after construction
Pretty much what the title says. So I built this oil facility with blueprint and bots. Then I found one of the inserters idling, not recognizing the assembler next to it, As shown in the pic below. inserter.png assembler.png I'm able to manually activate this inserter (rotate/rebuild/etc.) I probabl...
- Sat Jan 06, 2018 6:06 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 396395
Re: Friday Facts #224 - Bots versus belts
Factorio is not Diablo, we don't want things to be severely overpowered. While I agree that generally, balancing should prefer buffing over nerfing, I think logi bros are now severely overpowered and should be nerfed a bit. In my understanding, the purpose of the logistic system should be: Handling ...
- Fri Oct 27, 2017 2:22 am
- Forum: General discussion
- Topic: Speed Modules, What are they good for?
- Replies: 38
- Views: 22758
Re: Speed Modules, What are they good for?
3. More assembler : bigger base : vunerable factory (if you add biter) But according to [Moderated by Koub] , currently the end game is boring and not challenging at all? Under the assumption, that we can neglect setup cost s (That is the cost of infrastructure etc.) ... Isn't base defense and main...
- Fri Oct 20, 2017 7:09 am
- Forum: General discussion
- Topic: Speed Modules, What are they good for?
- Replies: 38
- Views: 22758
Re: Speed Modules, What are they good for?
A speed module increase an assembler's working speed by 50%, while increasing it's power usage by 70%. It seems not worthy. But but anything before 'but' is bull sh*t When used with productivity modules: An assembler with 4 productivity module 3, is working at 100%-60%= 40% speed and 100%+320%= 420%...
- Tue Oct 17, 2017 2:22 am
- Forum: General discussion
- Topic: Belts, how far is too far?
- Replies: 34
- Views: 16490
Re: Belts, how far is too far?
The whole thing is 16 space wide. Meaning that it could be replaced by 16 belts track. Granded the train have a higher volume, but at 16 blue belt it'll take a loooooong time to fill them up completely. In fact, in a normal game with 'normal' ressource I doubt you'll have the time to fill them up s...
- Mon Sep 18, 2017 10:02 am
- Forum: General discussion
- Topic: i find this game become boring after 100 hour.
- Replies: 110
- Views: 50954
Re: i find this game become boring after 100 hour.
I won't go through all the trouble to explain it in detail a second time why "puristic" sandbox games aren't really that much fun... Well, IMO, explore/conqure is for open world games while sandbox games emphasize on creation. If sandbox is not fun for you, maybe you try other games, rath...
- Thu Sep 14, 2017 8:18 am
- Forum: General discussion
- Topic: i find this game become boring after 100 hour.
- Replies: 110
- Views: 50954
Re: i find this game become boring after 100 hour.
Sandbox types of games only make really sense if there's stuff to do and explore once done with the "main story" (if there is one)... otherwise it doesn't make sense for it to be a sandbox. Not really. There are lots of sandbox games that don't have a "main story" and they are j...
- Wed Sep 06, 2017 1:52 am
- Forum: General discussion
- Topic: Capacitor performance impact related request for information
- Replies: 7
- Views: 3175
Re: Capacitor performance impact related request for information
Accumulators on the same network with identical charge are merged into 1 object for performace. It's fine to have a few isolated networks, just don't go crazy giving each accumulator its own network. Exactly the information I wanted to know, thanks. Unrelated, but this information is exactly part o...
- Wed Aug 09, 2017 2:40 am
- Forum: General discussion
- Topic: i find this game become boring after 100 hour.
- Replies: 110
- Views: 50954
Re: i find this game become boring after 100 hour.
I really shouldn't be so aggressive/offending but i'm going to say this anyway: I'm really tired of OP whining about endgame everywhere on this forum, at any chance he gets, as if the purpose of the entire world is solely for his own personal satisfaction. Grow up. Whining won't get you anywhere. If...
- Fri Aug 04, 2017 1:28 am
- Forum: General discussion
- Topic: Nukes don't destroy items on the ground, Why?
- Replies: 8
- Views: 4519
Re: Nukes don't destroy items on the ground, Why?
Technically, those items weren't on the ground when the nuke detonated. They are the remains of belts.
- Wed Aug 02, 2017 2:07 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [for 0.16] [0.15.31] Trains Rerouting Inconsistency
- Replies: 3
- Views: 1604
Re: [kovarex] [for 0.16] [0.15.31] Trains Rerouting Inconsistency
Wow, great to hear this! My thought was: Since disabling stations by circuit conditions can literally happen at any time, if there exists a point in the trains route where disabling a certain station will cause the train to "no path", then brake or not, this "no path" can always ...
- Tue Aug 01, 2017 3:27 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [for 0.16] [0.15.31] Trains Rerouting Inconsistency
- Replies: 3
- Views: 1604
[kovarex] [for 0.16] [0.15.31] Trains Rerouting Inconsistency
If a new destination is designated manually when a train is running on automatic mode, though still on automatic mode, the train will first brake to a full stop, then reroute to the new destination. In fact this is how it was in 0.14. But in 0.15, with the introduction of disabling train stations, w...
- Wed Jul 05, 2017 3:48 am
- Forum: Energy Production
- Topic: Adaptable Nuclear Power Plant and addons
- Replies: 1
- Views: 3180
Re: Adaptable Nuclear Power Plant and addons
Well, all on / all off design can benefit from better adjacency bonus. As long as heat buffer + steam buffer is big enough not to waste any heat.
- Wed Jun 28, 2017 3:49 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen]Disabled miners won't let sulfuric acid flow through
- Replies: 2
- Views: 2363
[Twinsen]Disabled miners won't let sulfuric acid flow through
I have a pretty weird mining outpost design where miners get enabled/disabled individually based on circuit logic. As the title described, disabled miners on uranium patches won't pass sulfuric acid to other properly connected adjacent miners. I'm not quite sure if this behavior is intended. Since b...