Search found 15001 matches: pre-signals

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ignored: pre

by Quax
Mon Sep 08, 2025 9:12 pm
Forum: Gameplay Help
Topic: Combinators: Keep a Gete ope for some time after passing it
Replies: 4
Views: 171

Re: Combinators: Keep a Gete ope for some time after passing it

I understand the underlying idea, but how am I supposed to tell the signal (or any combinator processing network signals) to wait for something?
by KeithFromCanada
Mon Sep 08, 2025 6:05 pm
Forum: Ideas and Suggestions
Topic: A Needed Stack Size Option For Inserters With Filters Set
Replies: 1
Views: 70

A Needed Stack Size Option For Inserters With Filters Set

... I have a defences resupply train. To avoid having to add and maintain filters to the cargo wagon, I multiply its contents by -1, add them to the signals from a constant combinator that sets the desired amount, then feed that through a selection combinator to choose the highest need, and finally ...
by Nidan
Thu Sep 04, 2025 2:09 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 2029
Views: 817914

Re: Simple Questions and Short Answers

... second condition: ... and Each[green] != 0. This reduces the matches to signals that are present on the green wire. Your current condition succeeds for most items, because the combinator is evaluated for each signal where Each[red] !=0 and/or Each[green] != 0 (and likewise Each[red+green] if you had ...
by max2605
Wed Sep 03, 2025 8:59 pm
Forum: Ideas and Suggestions
Topic: Differentiating Rocket Construction Inputs and Payload (Blue Circuits Issue)
Replies: 4
Views: 327

Re: Differentiating Rocket Construction Inputs and Payload (Blue Circuits Issue)

... rocket parts” approach can feel like workarounds.
What I would actually prefer is to handle this with circuit conditions / logistic network signals.

Instead of a hard toggle in the inserter, the rocket silo could expose separate circuit signals (for example: construction input needed, payload slot ...
by Tertius
Sun Aug 31, 2025 11:45 am
Forum: Gameplay Help
Topic: How can I use Interrupts to go to Parametrized Pickup Stations?
Replies: 18
Views: 8784

Re: How can I use Interrupts to go to Parametrized Pickup Stations?

... have a group of multi item trains. All trains in this group have the same predefined constant set of items. For example 1000 iron ore, 500 green chips ... and sends circuit network content to the train. In combination with the signals from the constant combinator, signals with surplus are positive signals ...
by boskid
Sat Aug 30, 2025 12:25 pm
Forum: Not a bug
Topic: [2.0.60] "set recipe" does not respect sort of signals
Replies: 1
Views: 179

Re: [2.0.60] "set recipe" does not respect sort of signals

Thanks for the report however this is not a bug. Assembler is allowed to check signals in any order and pick first recipe that it can craft. Only restriction is that assembler only checks signals with a positive value.
by mcm89
Sat Aug 30, 2025 12:01 pm
Forum: Not a bug
Topic: [2.0.60] "set recipe" does not respect sort of signals
Replies: 1
Views: 179

[2.0.60] "set recipe" does not respect sort of signals

Not sure if this is really a bug (wondering why this was never reported) but regarding how for example filters from signal on inserter work, I would expect, the "set recipe" function should pick the first signal (with higest value) but it does not (looks very random which it picks).

As you can see ...
by boskid
Fri Aug 29, 2025 11:22 am
Forum: Not a bug
Topic: [2.0.60] Specific Virtual Signals have mismatched internal ID's for respective place inside of GUI
Replies: 1
Views: 225

Re: [2.0.60] Specific Virtual Signals have mismatched internal ID's for respective place inside of GUI

I am not considering this to be a bug. Internal naming like this does not affect anything in game and cost of doing renames, migrations and handling blueprint import to also apply renames when loading existing blueprint strings is not worth it.
by Mr.Fran
Fri Aug 29, 2025 2:27 am
Forum: Gameplay Help
Topic: How can I use Interrupts to go to Parametrized Pickup Stations?
Replies: 18
Views: 8784

Re: How can I use Interrupts to go to Parametrized Pickup Stations?

... different pickup station when they're empty. With long distances this is pretty inefficient and adds to rail congestion.

The only way I can think of ... monitors stock levels at all the pickup and unload stations, and sends signals to trains to assign them to pick up a certain resource when needed. The ...
by Lebothegizebo
Fri Aug 29, 2025 1:56 am
Forum: Not a bug
Topic: [2.0.60] Specific Virtual Signals have mismatched internal ID's for respective place inside of GUI
Replies: 1
Views: 225

[2.0.60] Specific Virtual Signals have mismatched internal ID's for respective place inside of GUI

... t really change the game so if you want to close this feel free!

While making a video decoder and looking very hard at all of Factorio's Virtual Signals, I noticed 2 sets of symbols that have their internal ID wrong for what it should be in place of the GUI:

Looking at the Factoriopedia for ...
by Tertius
Thu Aug 28, 2025 12:02 pm
Forum: Show your Creations
Topic: Make your recyclers stack their outputs!
Replies: 9
Views: 608

Re: Make your recyclers stack their outputs!

... inserters just start to grab items if at least 16 of one material is present in the recycler. No quality required, it's just to check for higher ... filter.
If you use different wire colors as in the screenshot, so the signals are isolated, you can use 1 global constant combinator for all your ...
by Jammaster
Wed Aug 27, 2025 4:07 pm
Forum: Not a bug
Topic: [2.0.60] Rail signal ghosts placed incorrectly by bots
Replies: 3
Views: 246

Re: [2.0.60] Rail signal ghosts placed incorrectly by bots


Your blueprint is not symmetric and you marked the wrong signals. I have marked with arrows the two misplaced signals on your screenshot. In my testing the blueprint is built as designed every time.


I stared at this thing for too long ...
Sorry for wasting your time, you are absolutely correct ...
by atomizer
Tue Aug 26, 2025 11:38 pm
Forum: Not a bug
Topic: [2.0.60] Rail signal ghosts placed incorrectly by bots
Replies: 3
Views: 246

Re: [2.0.60] Rail signal ghosts placed incorrectly by bots

Your blueprint is not symmetric and you marked the wrong signals. I have marked with arrows the two misplaced signals on your screenshot. In my testing the blueprint is built as designed every time.
by Jammaster
Tue Aug 26, 2025 7:28 am
Forum: Not a bug
Topic: [2.0.60] Rail signal ghosts placed incorrectly by bots
Replies: 3
Views: 246

[2.0.60] Rail signal ghosts placed incorrectly by bots

... of a feature request. I have a X-intersection blueprint for my trains. The problem occurs when I let bots build the blueprint for me- the circled signals have a chance to flip to a different train track, depending on which one was build first by the bots

Here is the blueprint string, try a couple ...
by Gazarodd
Sun Aug 24, 2025 1:45 pm
Forum: Ideas and Suggestions
Topic: Display signals on Radar
Replies: 0
Views: 168

Display signals on Radar

TL;DR
By passing my cursor over a radar, displays the signals available.

What?
I'm suggesting to add the information in the radars which signals are linked to it.
Exactly like we have for the poles :
08-24-2025, 15-42-51.png
image of what you are pointing and eventually
Currently, no signals ...
by Dovenchiko
Fri Aug 22, 2025 8:16 am
Forum: Gameplay Help
Topic: Why is this decider combinator outputting 2 of the same signal?
Replies: 4
Views: 397

Re: Why is this decider combinator outputting 2 of the same signal?


Because the condition is true for both input signals, it generates H=1 for each. Did you forget an "each" condition in the second branch? How did you set your other deciders?


Sorry for the delay sent this off before I went to make dinner

Here is the setup. Combinator on the left is the one on ...
by jdrexler75
Thu Aug 21, 2025 8:26 pm
Forum: Gameplay Help
Topic: Why is this decider combinator outputting 2 of the same signal?
Replies: 4
Views: 397

Re: Why is this decider combinator outputting 2 of the same signal?

Because the condition is true for both input signals, it generates H=1 for each. Did you forget an "each" condition in the second branch? How did you set your other deciders?
by dubyafactorio
Wed Aug 20, 2025 6:20 pm
Forum: Ideas and Suggestions
Topic: Crushers with "Set Recipe" should only be set by recipe signals
Replies: 3
Views: 287

Re: Crushers with "Set Recipe" should only be set by recipe signals


You can deal with that problem by putting the crusher in an own logistic network with a combiner as a „gateway“, however I see your point since this is only a workaround.


Yeah, this is what I ended up doing. Since for my setup I wanted to count the asteroids in the machines + inserters as well ...
by Naditz99
Tue Aug 19, 2025 11:38 am
Forum: Ideas and Suggestions
Topic: Crushers with "Set Recipe" should only be set by recipe signals
Replies: 3
Views: 287

Re: Crushers with "Set Recipe" should only be set by recipe signals

You can deal with that problem by putting the crusher in an own logistic network with a combiner as a „gateway“, however I see your point since this is only a workaround.
by Loewchen
Mon Aug 18, 2025 3:50 pm
Forum: Not a bug
Topic: [2.0.60] Inserter feeds back the output signals as its input, messing up the blacklist filter.
Replies: 3
Views: 330

Re: [2.0.60] Inserter feeds back the output signals as its input, messing up the blacklist filter.


I have a Command Signal ("Red Wire") and a Ingredient Signal ("Green Wire").
This way I can isolate the green output and red input signals without poisoning the command or ingredients signals.

No you didn't and you can't. Assemblers just like inserters will send their output signals on any ...

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