... difficult it would be to make one.
Either a new combinator or extend an existing one, where you could set the mode to Max or Min. In the given signals, it would output the value corresponding to that setting. For example, if the combinator given a signal of 500 iron plates, 200 copper plates, and ...
Search found 14950 matches: pre-signals
Searched query: +signals
ignored: pre
- Thu Jul 17, 2025 2:52 am
- Forum: Ideas and Requests For Mods
- Topic: [Mod Request] Extra Combinator Functionality
- Replies: 2
- Views: 180
- Wed Jul 16, 2025 9:46 pm
- Forum: Ideas and Suggestions
- Topic: Set requests for space platform hub via circuit signals
- Replies: 23
- Views: 9830
Re: Set requests for space platform hub via circuit signals
+1 here. Also for promethium
- Wed Jul 16, 2025 5:11 pm
- Forum: Gameplay Help
- Topic: Need help with train signals, pls
- Replies: 3
- Views: 197
Re: Need help with train signals, pls
You cannot successfully build a reliable railway system without a minimum amount of rail signal understanding. Did you try the Factorio wiki tutorial: https://wiki.factorio.com/Tutorial:Train_signals
- Wed Jul 16, 2025 3:13 pm
- Forum: Gameplay Help
- Topic: Need help with train signals, pls
- Replies: 3
- Views: 197
Re: Need help with train signals, pls
As Loewchen said, use the tutorials and place signals without worrying about priority. Once you split each intersection (each of your pictures shows one "compound intersection" that should be signaled together) with chain signals, and place rail signals at each exit, train pathfinding will produce ...
- Wed Jul 16, 2025 2:26 pm
- Forum: Gameplay Help
- Topic: Need help with train signals, pls
- Replies: 3
- Views: 197
Re: Need help with train signals, pls
Priority is not something that makes sense to enforce in a block signal system, try the ingame train tutorials first to get the basics.
- Wed Jul 16, 2025 2:02 pm
- Forum: Gameplay Help
- Topic: Need help with train signals, pls
- Replies: 3
- Views: 197
Need help with train signals, pls
Hello friends,
i have a huge problem with my train signals.
In the last days i watched some YouTube Videos, read many posts on Reddit (or in other discussions), i tried to do the Factorio Tutorial (which i didnt passed), but i dont ****** understand the train signals.
Maybe i am to stupid to ...
i have a huge problem with my train signals.
In the last days i watched some YouTube Videos, read many posts on Reddit (or in other discussions), i tried to do the Factorio Tutorial (which i didnt passed), but i dont ****** understand the train signals.
Maybe i am to stupid to ...
- Tue Jul 15, 2025 12:18 pm
- Forum: Combinator Creations
- Topic: Automatic asteroids balancer
- Replies: 3
- Views: 355
Re: Automatic asteroids balancer
... chunk signal having priority and not reprocessing. You can avoid this feedback loop by isolating the output of the crusher from the belt content with another combinator, but this is really not necessary. In the given setup you can even add more reprocessing crushers without needing to isolate signals.
- Tue Jul 15, 2025 10:00 am
- Forum: Combinator Creations
- Topic: Automatic asteroids balancer
- Replies: 3
- Views: 355
Automatic asteroids balancer
... some kind of chunk
- There's more iron than carbon chunks or other way around
- Is there enough chunks to allow to process
All of theses can emit signals and the sum of theses is made through the cable, then the selector choose the biggest value (it'll be the one to fulfil most conditions)
And the ...
- There's more iron than carbon chunks or other way around
- Is there enough chunks to allow to process
All of theses can emit signals and the sum of theses is made through the cable, then the selector choose the biggest value (it'll be the one to fulfil most conditions)
And the ...
- Sun Jul 13, 2025 2:21 am
- Forum: Ideas and Suggestions
- Topic: Auto-launching of mixed rockets
- Replies: 71
- Views: 25090
Re: Auto-launching of mixed rockets
I am all for adding more signals to the rocket silo to better control rocket launches. I was so surprised learn there was no signal for completed rockets, so I couldn't tally up how many rockets I have waiting in my base. There should definitely be a launch circuit signal though, with the rocket silo ...
- Sat Jul 12, 2025 8:30 pm
- Forum: Not a bug
- Topic: [2.0.43] Selector Combinator - Quality Transfer - Select from Signal - Not working
- Replies: 2
- Views: 265
Re: [2.0.43] Selector Combinator - Quality Transfer - Select from Signal - Not working
... t match the description. The tooltip says:
“Searches for the specified signal in the inputs, and picks the highest-quality version of any found signals.”
A reasonable user would expect it to select the input of the given signal type with the highest quality among all available inputs ...
“Searches for the specified signal in the inputs, and picks the highest-quality version of any found signals.”
A reasonable user would expect it to select the input of the given signal type with the highest quality among all available inputs ...
- Thu Jul 10, 2025 12:30 pm
- Forum: Ideas and Suggestions
- Topic: Selector Combinator: Mode of Operation = Select Channel
- Replies: 2
- Views: 126
Re: Selector Combinator: Mode of Operation = Select Channel
... 1 decider combinator and 1 additional constant combinator:
07-10-2025, 14-21-57.png
In the 1st constant combinator, you globally define all the signals you intend to handle. All with value 1, so a selector combinator will select by internal default order, which is well defined and stable.
07-10 ...
07-10-2025, 14-21-57.png
In the 1st constant combinator, you globally define all the signals you intend to handle. All with value 1, so a selector combinator will select by internal default order, which is well defined and stable.
07-10 ...
- Thu Jul 10, 2025 11:31 am
- Forum: Releases
- Topic: Version 2.0.60
- Replies: 0
- Views: 5454
Version 2.0.60
... factorio.com/129548)
Bugfixes
Fixed a crash when removing transport belts or walls with wires in blueprints.
Fixed that the show-train-signals debug option didn't render correctly for elevated signals. (https://forums.factorio.com/129804)
Fixed that changing a trains group would not ...
Bugfixes
Fixed a crash when removing transport belts or walls with wires in blueprints.
Fixed that the show-train-signals debug option didn't render correctly for elevated signals. (https://forums.factorio.com/129804)
Fixed that changing a trains group would not ...
- Wed Jul 09, 2025 3:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.55] Debug setting `show-train-signals` incorrectly offset on elevated signals
- Replies: 1
- Views: 603
Re: [2.0.55] Debug setting `show-train-signals` incorrectly offset on elevated signals
Thanks for the report. This is now fixed for the next release.
- Tue Jul 08, 2025 11:59 pm
- Forum: Not a bug
- Topic: [2.0.55] Assembler ingredient signals take 2 ticks to get calculated after the recipe is set by a signal
- Replies: 2
- Views: 434
Re: [2.0.55] Assembler ingredient signals take 2 ticks to get calculated after the recipe is set by a signal
Thanks for the report however the current behavior is correct and I don’t believe we will be changing it.
- Tue Jul 08, 2025 10:53 pm
- Forum: Not a bug
- Topic: [2.0.55] Assembler ingredient signals take 2 ticks to get calculated after the recipe is set by a signal
- Replies: 2
- Views: 434
Re: [2.0.55] Assembler ingredient signals take 2 ticks to get calculated after the recipe is set by a signal
I don't see any problem here. There are actually 2 steps for the assembler:
1. Set recipe according to the signal on the green wire
2. Read the ingredients of the current recipe and output to both wire.
For the combinator, there is only 1 step:
1. Add everything by 0 and output.
If you want to ...
1. Set recipe according to the signal on the green wire
2. Read the ingredients of the current recipe and output to both wire.
For the combinator, there is only 1 step:
1. Add everything by 0 and output.
If you want to ...
- Tue Jul 08, 2025 10:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.55] Debug setting `show-train-signals` incorrectly offset on elevated signals
- Replies: 1
- Views: 603
[2.0.55] Debug setting `show-train-signals` incorrectly offset on elevated signals
The following picture shows the offset that is with the signal signals
The extra exposure that is on the pictures is due to capture software I'm using doesn't properly account for HDR color space.
This is the expected visual for the - Tue Jul 08, 2025 9:32 pm
- Forum: Not a bug
- Topic: [2.0.55] Assembler ingredient signals take 2 ticks to get calculated after the recipe is set by a signal
- Replies: 2
- Views: 434
[2.0.55] Assembler ingredient signals take 2 ticks to get calculated after the recipe is set by a signal
... data) to that recipe, and check that all of the ingredients are present in the logistics network. If one of the ingredients is not present, I ... with green. (The substation is so we can easily read the output signals, and the wires are alternating colors to prevent the recipe signal from ...
- Tue Jul 08, 2025 5:04 pm
- Forum: Not a bug
- Topic: [2.0.55] Signal problem on save reloading (i guess) -> destination planet not updated
- Replies: 2
- Views: 229
Re: [2.0.55] Signal problem on save reloading (i guess) -> destination planet not updated
... bug report but i am not seeing anything wrong.
From the specification i was given when adding the "read moving from" and "read moving to", those signals are not supposed to show the overall intentions of the space platform but to show where it currently is. When a space platform is at the space ...
From the specification i was given when adding the "read moving from" and "read moving to", those signals are not supposed to show the overall intentions of the space platform but to show where it currently is. When a space platform is at the space ...
- Tue Jul 08, 2025 12:21 am
- Forum: Ideas and Suggestions
- Topic: Set requests for space platform hub via circuit signals
- Replies: 23
- Views: 9830
Re: Set requests for space platform hub via circuit signals
so i can do this with the cargo landing pad using an arithmetic combinator output to the pad a constant combinator tied to the output of the arithmetic. which thats what sets the numbered value of the request. and the input of the arithmetic is tied to a roboport to scan the inventory. and by doing ...
- Sun Jul 06, 2025 3:38 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2014
- Views: 790702
Re: Simple Questions and Short Answers
Set the condition to Everything = 0 (the red logic signal in the Virtual signals tab)Nemac wrote: Sun Jul 06, 2025 3:10 pm i want the 'programmable speaker' make a alert, if the connected chest is empty.