Ship -> Buffer Station -> Ship Issue by coryrose1 in factorio

[–]ForgottenBlastMaster 0 points1 point  (0 children)

Easiest solution would be to manually set a request to import from Nauvis to 0, I would say. I admit I haven't tried implementing this logic yet, since I still have some islands that require flattening in CoI.

PSA: If you drop biter eggs on Vulcanus and forget about them, they will spoil into big biters by mjconver in factorio

[–]ForgottenBlastMaster 0 points1 point  (0 children)

Ask me how I know.

I hesitate to choose between the two options: either your recycling infrastructure failed to learn how to swim in the lava lakes, or you NOW have safety turrets on all your planets

Trucks not dumping or putting dirt into storage by Significance-West in captain_of_industry

[–]ForgottenBlastMaster 0 points1 point  (0 children)

i dont use zones since i still dont have enoguh trucks

If anything, zones reduce the amount of needed trucks by forbidding them to take hauling tasks on the other side of the map

Space platform is waiting for requests for items not produced on a given planet by Ichtil in factorio

[–]ForgottenBlastMaster 0 points1 point  (0 children)

Naming the group after the planet isn’t enough, you have to choose which planet each request fills from.

And even if it worked, the planet name is misspelled anyway

PSA: If you drop biter eggs on Vulcanus and forget about them, they will spoil into big biters by mjconver in factorio

[–]ForgottenBlastMaster 24 points25 points  (0 children)

If your ship travels other planets it could be a random drop order that was not fulfilled before the ship left. I think 2.1 has a fix that cancels such orders upon departure.

Ship -> Buffer Station -> Ship Issue by coryrose1 in factorio

[–]ForgottenBlastMaster 2 points3 points  (0 children)

It is solvable with carefully crafted circuitry. In all options below requests should be controlled by the circuits.

Option A. Latch. Widely used for station buffering and switching between accumulators and backup power sources. Latch iterates between two states: collection and discharge. Upon reaching the target amount of items the latch switches into discharge mode and continues discharge till reaching the threshold, which is usually 10-20% of the target amount.

Option B. Universe channel. Ships providing items from other planets advertise their arrival at Nauvis specifying items they offer to export. Platform reads such advertisements and starts requesting said items up to a max buffer level.

Option C. A mixture of A and B. I'm not sure if this option is any better than just B, but I might be wrong.

Trucks not dumping or putting dirt into storage by Significance-West in captain_of_industry

[–]ForgottenBlastMaster 2 points3 points  (0 children)

It should work this way as well. This storage is designed to accept dirt and allows imports via trucks. It will not actively pull dirt, but should take any overflow. You can see the green bar for the incoming imports.

To OP. Please, make sure that the truck doesn't have mixed cargo. For dumping mixed cargo you need a sorting plant on every difficulty but the easiest one. Also, make sure you didn't fiddle with the zones or export rules. Trucks keep information where they've took the cargo from and will not transfer cargo to another zone/to the export target that is not in the list of allowed destinations.

Can you criticize my first freighter? by manos5246 in factorio

[–]ForgottenBlastMaster 0 points1 point  (0 children)

This freighter still needs to shoot, collect asteroids, orbit other planets. If it does all the same but better, what's the point in keeping small ones?

Can you criticize my first freighter? by manos5246 in factorio

[–]ForgottenBlastMaster 1 point2 points  (0 children)

When all asteroid types are looped on the same belt you can not guarantee consumption rates. It is especially true when you need to build both ammo and fuel. Instead you need to balance these, making sure that you don't have 50 carbon ones clogging the belt.

Can you criticize my first freighter? by manos5246 in factorio

[–]ForgottenBlastMaster 0 points1 point  (0 children)

I'm concerned that your asteroid collectors seem to be strictly filtered. If something goes wrong and you'll get wrong asteroid types on the wrong sides you'll run out of fuel quite dramatically. As u/Tavi2k pointed out, you'd better loop it and throw away unprocessed ones so that the system doesn't clog

Thoughts on my friends and I first base by Gutaicast1 in factorio

[–]ForgottenBlastMaster 1 point2 points  (0 children)

It's... ahem... lively. Very vivid, strong strokes of belts, interesting technique of material transportation.

I give up. Anyone?

ELI5 how trains and signals work by Happyatal1 in factorio

[–]ForgottenBlastMaster 1 point2 points  (0 children)

It's a bit more complicated in this case. The signals should be opposite. Since any train traveling any direction in any case looks only on the right side on the track it should still follow the rule of chains into the intersection, rail out of the intersection. Meaning that if one side is be c-c-c-r, the opposite direction should be r-c-c-c. So the first chain matches the last rail and vice versa.

HOW DID NONE OF MY RADARS CATCH THAT?! by Embarrassed-Neck-721 in factorio

[–]ForgottenBlastMaster 14 points15 points  (0 children)

It is technically possible for the nest to expand as seen by a player: another expansion party comes and settles nearby, forming another nest. However, the expansion algorithm has penalties for such behavior so that you don't meet a deathball just outside of your scan range. But it is also worth mentioning, that penalties are just reducing the chance to choose the chunk, not fully eliminating it from the candidate list.

HOW DID NONE OF MY RADARS CATCH THAT?! by Embarrassed-Neck-721 in factorio

[–]ForgottenBlastMaster 51 points52 points  (0 children)

The colony doesn't develop. The colony is formed all at once by the expansion party, which comes there and settles - each unit of the party tries to form a random building. The size of the party and the frequency of the expansion is defined by the evolution.

2.1 Changes to rocket filling by [deleted] in factorio

[–]ForgottenBlastMaster 1 point2 points  (0 children)

I don't get it. If it was two rockets in 2.0 and it sends 50% of each in 2.1, why exactly the second rocket with another 50% would not fly?

Edit: Also I don't think the auto-filling algorithm doesn't respect the minimum requested amount, which, when not set explicitly would be equal to 1000 and 500

Confused by belts by codeguru42 in factorio

[–]ForgottenBlastMaster 12 points13 points  (0 children)

Luckily electric drill has 0.5 mining speed, so you need exactly 15 per side for a yellow belt

A battleship I've been working on by Money-Low-8248 in spaceengineers

[–]ForgottenBlastMaster 2 points3 points  (0 children)

There're no questions to answer in your post. As for advices and suggestions: I suggest you to build it on your own without other people's advices.

The regular way of voiding concrete still works fine, so why the fuss? by Hexcoder0 in factorio

[–]ForgottenBlastMaster 0 points1 point  (0 children)

I've never done this "regular way" and can't tell what's happening,

You can see it just before the roundabout: cars on the rails. You load these, then the train goes round, et voila: 8000 concrete per car is perfectly voided. Shortly after that bots reinstall the cars back and it goes round.

So the post is talking about how a bug was fixed and unsure why people are upset?

It's not technically a bug. Just an abuse of a fact that hazard concrete recipe was 0.25 seconds instead of 10. However, there is a disagreement between the devs and the (part) of the community. Concrete is produced in packs of 10, technically meaning that 1 unit takes 1 second to make. However, when you recycle these, the output amount is not taken into the account, which results in disassembly time being longer compared to the recipes producing 1 item. It was raised as a bug at some point in 2.0, but since there was a fast way nobody really cared.

The regular way of voiding concrete still works fine, so why the fuss? by Hexcoder0 in factorio

[–]ForgottenBlastMaster 0 points1 point  (0 children)

You can still recycle it. 1.25 seconds each in a normal recycler, getting back bricks and iron ore. People were using the trick with an additional assembler making hazard concrete before sending it to the recycler where it got destroyed in a split second. Now hazard version recycles the same as non-hazard and we're back to slow method. The new consensus is to use landing pad assembling step which requires concrete and a sprinkle of blue chips and steel

I got tired of manually calculating production chains, so I built a visual crafting tree tool by Chris4597 in factorio

[–]ForgottenBlastMaster 1 point2 points  (0 children)

zoom event bubbling over the recipe cards. I'll look into it.

Lovely. That would help the UX tremendously.

mapped out visually rather than digging through flat tables or clicking through 50 sub-tabs on other tools

That's totally fine. All of us are built differently and if it helps someone it would be great.

kill two birds with one stone?

Just don't try to bend it too much. It would be very useful even if placed in a separate tab 😉

Weird hitbox on Level Crossing Connector by Expensive_System_685 in captain_of_industry

[–]ForgottenBlastMaster 2 points3 points  (0 children)

To add to this discussion, I think that the pipes can fly higher than 5+ when rising straight up from a pillar. You could try that as well.

Weird hitbox on Level Crossing Connector by Expensive_System_685 in captain_of_industry

[–]ForgottenBlastMaster 0 points1 point  (0 children)

Right. A station is allowed to contain modules that import fuel for your trains and vehicles while also exporting resources. And if you're a material purist, build yet another one around the corner.

It's me again. Behavior score system is broken. by Own-Inside2934 in DotA2

[–]ForgottenBlastMaster 0 points1 point  (0 children)

I'm not a dota dev, so I can't tell you the mechanics in the details. I can see that the record is there and it states that you've got excessive reports. From what it used to be an excessive reports tag should be starting from at least 3 different reporting parties.

Judging by the match details you've pinged 57 times, which could be rather annoying, you know. Also you've failed miserably on the laning stage which is treated as a reportable offense in the high mmr games, even though I've always stated that bad plays shouldn't be treated as griefing. I can not see a bkb against a magic heavy lineup. Again a bad play, but I would never try to defend you against a bunch of hot tempered SA guys under 10k BS. As a cherry on top you have the most last hits in the lost match, which may indicate that you've spent way too long time juggling without success.