This is a deliberate trade-off for performance, as described in <a href="https://www.factorio.com/blog/post/fff-176" rel="nofollow">https://www.factorio.com/blog/post/fff-176</a>
It's not a bug. It's a game mechanic. If it was a bug Wube would have had it fixed within 24 hours and pushed out a new release. They are an admirable exemplar to inspire all of us.
If author is here, I would showcase this behaviour with a mixed material circuit gif, because it is not obvious at all to the spectator that the impression of stillness is due to the belt being still and not to the refresh frequency moving items exactly to the former item position.
As with all bugs and edgecases this of course eventually became useful for some setups: <a href="https://www.reddit.com/r/factorio/comments/9bs4sx/my_new_kovarex_setup_without_circuits_i_figured/" rel="nofollow">https://www.reddit.com/r/factorio/comments/9bs4sx/my_new_kov...</a>
I have accepted this is how belts work and it is intentional for some reason, but on my first build I struggled with this.<p>My concept was that all of the research would be centralized and wrapped with a single belt that continuously loops with all of the various research types. This kind of works, but everything gets backed up and then no longer rotates, which limits access.
A cycle of belt items never moving because each item is blocked by another item (whether moving or not), reminds me of a cycle of reference-counted objects never being freed because each object is referenced by another object.
Factorio is driving me to upgrade my 2015 i7-5820K based computer. I've been playing with 2 sets of mods, "Bob's" and "Angel's" which increase the complexity of Factorio by at least 1 order of magnitude.<p>To run a base large enough to produce everything I want has dropped the speed from 60 updates+frames per second to about 40, with each addition further slowing the whole thing down.<p>It would be an interesting exercise to see how much complexity one could add to a Factorio map before the updates/sec start to drop. I'm hoping that a new AMD chip will be able to handle a much, <i>much</i> larger base/map before slowing down again. EDIT: To actually finish my thought here: You could test different CPU/RAM configurations with a series of maps of increasing complexity.
Tangential: I love the stylesheet. A whole 4 lines to make a very readable website.<p><a href="https://pubby.games/style.css" rel="nofollow">https://pubby.games/style.css</a>
I bet you just nerd-sniped them into their next FFF post.<p>This is almost certainly a side effect from their belt optimization from years (?) ago? Strangely I do sushi belt science sometimes and I’ve never noticed this bug, I’d wager the splitters and circuit network stuff changes the behavior enough to avoid the problem.
Hello my name is John and I am a Factorio addict. I have so far managed to go two days without playing Factorio. But I fear that my resolve is slipping away. I dream of belts and factory layouts in my sleep. Of killing biters with long range artillery while laughing like a crazy person. Of witnessing yet again the launch of a mighty rocket as it race to the heavens. My name is John and I am a Factorio addict.
Is the "Merges" section true? In factorio, since belts have two lanes, a T-intersection merge like the one pictured doesn't zipper; instead, the left belt feeds onto the left lane of the central belt and the right belt feeds onto the right lane. If the central belt already contains an object, that object has "right of way" over merging objects.
So, for having a problem with this bug I need not only circular belts, but also letting them fill-up with mixed materials?<p>Well, I for one don't care about it. If you are letting belts fill-up with mixed materials you already have enough problems that you won't even notice this. And circular belts just aren't useful.
What would happen in the real world? If fully compact means full of material, then would corners have more material that would spill over after the turn? Or would this cause so much friction that materials would stop moving?<p>I think we need a mythbusters style investigation on this.
I... don't quite see how it's a bug, honestly: if the belt is full, you should not be able to place another iron plate on it. And indeed, you can't. What's the bug?