Search found 372 matches
- Wed May 20, 2026 9:50 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2088
- Views: 1094139
Re: Simple Questions and Short Answers
The wires make no distinction where the signal came from. They simply sum up the outputs of all connected entities and then provide that as the input to all connected entities in the next tick. Thus the train station sees its own signals once per connected wire. With no connected wires the control ...
- Tue May 19, 2026 9:50 pm
- Forum: General discussion
- Topic: An Honest Review from a Modding Player — What Works, What Hurts, What Should Change
- Replies: 15
- Views: 2880
Re: An Honest Review from a Modding Player — What Works, What Hurts, What Should Change
You're requesting more bots than can fit the roboport. All requests above what can fit are ignored; see 132980.
- Sun May 17, 2026 5:20 pm
- Forum: Gameplay Help
- Topic: Trains—Backup interrupts only when leaving station with signal
- Replies: 4
- Views: 331
Re: Trains—Backup interrupts only when leaving station with signal
How do your schedules and interrupts look like? From what I can tell, as long as the train hasn't moved and is still picking its destination (zzz icon), the stations signals are still available. There are two things you'd have to watch out for to keep the train in that state if no valid destination ...
- Wed May 06, 2026 2:11 am
- Forum: Duplicates
- Topic: [2.0.76] Rounding issue with speed modded labs resulting in loss of research
- Replies: 6
- Views: 499
Re: [2.0.76] Rounding issue with speed modded labs resulting in loss of research
I am not sure if there are good solutions that would not be making this logic more fragile. Having lab throttle down as the technology approaches its max would require converting remaining progress into science packs which needs to account for productivity and if this logic throttles too much it ...
- Mon May 04, 2026 9:31 am
- Forum: Fixed for 2.1
- Topic: [2.0.76] output is same quality as ingredients if quality chance drops during crafting, even if chance > 100%
- Replies: 2
- Views: 241
Re: [2.0.76] output is same quality as ingredients if quality chance drops during crafting, even if chance > 100%
Expected behavior: either quality is rolled when crafting begins and that result is locked in, or quality is rolled based on the machine's state at the moment the result is produced.
Both of these are exploitable by controlling speed beacons with power switches. Currently quality is rolled at ...
- Thu Apr 30, 2026 2:49 pm
- Forum: Fixed for 2.1
- Topic: [2.0.76] Trains randomly pausing at waypoint stations
- Replies: 12
- Views: 1401
Re: [2.0.76] Trains randomly pausing at waypoint stations
it is tricky to understand when a train would pass through a waypoint without stopping even if it has a condition, like "cargo empty"
It's very simple: A stop is a waypoint if, and only if, its schedule entry has no wait conditions; the train will not stop, except for "no path" situations. If ...
- Mon Apr 27, 2026 9:07 am
- Forum: Gameplay Help
- Topic: How can I read the recipe from a machine
- Replies: 3
- Views: 499
Re: How can I read the recipe from a machine
You could configure the assembler to read the ingredients and use that as input for your decider. Might require you to use the other wire to prevent signal contamination and is mutually exclusive with reading the contents. And it obviously won't work with recipes taking no ingredients.
- Fri Apr 17, 2026 12:42 pm
- Forum: General discussion
- Topic: What is the percentage of players that have installed at least one mod?
- Replies: 13
- Views: 1389
Re: What is the percentage of players that have installed at least one mod?
If Alien Biome was downloaded 681k times and there were say 50 updates to it and people who played it regularily downloaded on average 20 of those updates, then Alien Biome counts only for 681k/20 = 34k users.
The mod portal explicitly says: "Downloaded by: 681K users", which I believe are ...
- Fri Apr 17, 2026 12:19 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Quality Modules mixed with Speed Modules
- Replies: 8
- Views: 997
Re: Quality Modules mixed with Speed Modules
At level 2 modules having 4 quality nets you 6.4% "net" quality = 6.4 quality items per unit of time that the assembler makes 100 units of output.
Compare this to 4 quality and 1 speed (still level2) and your output is 7.15% "net" quality = 7.15 quality items per 100 units!
You might want to ...
- Fri Apr 10, 2026 2:36 pm
- Forum: Implemented Suggestions
- Topic: Deconstruction Planner limited to 30 slots, WHY???
- Replies: 13
- Views: 2687
Re: Deconstruction Planner limited to 30 slots, WHY???
We have dynamically sized configurations elsewhere: Blueprint books and sections in constant combinators and logistics requests and add another row whenever their final slot gets filled. Can't that system be used here as well to remove the arbitrary limit altogether?
- Wed Apr 01, 2026 9:35 pm
- Forum: Gameplay Help
- Topic: Rails signals blinking when placed by construction bots
- Replies: 1
- Views: 566
Re: Rails signals blinking when placed by construction bots
You are placing the signals while the rails are already there? I'd need a proper screenshot or save to confirm, but if sounds like you're initially placing the signals rotated the wrong way. How are you placing them? Do you have a proper signal or signal ghost in hand or is it a blueprint of a ...
- Wed Apr 01, 2026 7:47 am
- Forum: Gameplay Help
- Topic: Time-domain debounce multiple inputs?
- Replies: 8
- Views: 2026
Re: Time-domain debounce multiple inputs?
isn't it problematic that it cannot detect wether the (full) belt is moving or not ?
Depends on the use case. While the OP may have wanted that, it wasn't stated in the goals nor did I need it.
For moving/stalled belt detection I already have a separate bp: Two splitters, one belt apart, and ...
- Tue Mar 31, 2026 5:36 pm
- Forum: Ideas and Suggestions
- Topic: Change wait condition names to improve sorting
- Replies: 2
- Views: 322
Re: Change wait condition names to improve sorting
different approach to make the list more manageable: 132531
- Mon Mar 30, 2026 9:32 pm
- Forum: Gameplay Help
- Topic: Time-domain debounce multiple inputs?
- Replies: 8
- Views: 2026
Re: Time-domain debounce multiple inputs?
I happened to need a timer based on signals not changing for my own save; only the single signal version though. A vectorized version of it turned out to be much less annoying than I initially expected (only one extra combinator). From there, all that's left to fulfill the goals as stated in the OP ...
- Sun Mar 22, 2026 3:28 pm
- Forum: Gameplay Help
- Topic: Help With a Signal Network Set-up
- Replies: 20
- Views: 2510
Re: Help With a Signal Network Set-up
Way too many combinators. One constant, one decider and one arithmetic are sufficient. The arithmetic is only for signal isolation/merging and might be able to be removed in 2.1. The conditions in the decider might be a bit more complicated than necessary, but I recall having the recipe switch ...
- Sun Mar 15, 2026 5:18 pm
- Forum: Gameplay Help
- Topic: Math behind Quality
- Replies: 5
- Views: 1072
Re: Math behind Quality
Your repetition counts are far too low to have statistical relevance.
The both setups are essentially a self recycling loop, only the input you count is one step before that loop. A standard self recycling loop takes 2726.9095067473136 common per legendary; accounting for the +200% prod in your ...
The both setups are essentially a self recycling loop, only the input you count is one step before that loop. A standard self recycling loop takes 2726.9095067473136 common per legendary; accounting for the +200% prod in your ...
- Sat Mar 07, 2026 2:48 am
- Forum: Gameplay Help
- Topic: Rail alignemt vertical / horizontal
- Replies: 6
- Views: 1126
Re: Rail alignemt vertical / horizontal
Shift everything except for the rails one tile to the left and everything will line up properly.
As the others have already mentioned, rails align on a 2x2 grid. So, if you are designing a blueprint that includes rails, start with the rails (or at least put a rail on top of the planned rotation ...
As the others have already mentioned, rails align on a 2x2 grid. So, if you are designing a blueprint that includes rails, start with the rails (or at least put a rail on top of the planned rotation ...
- Sat Feb 28, 2026 4:05 pm
- Forum: Not a bug
- Topic: Thrusters activate in odd pattern [2.0.76]
- Replies: 4
- Views: 663
Re: Thrusters activate in odd pattern [2.0.76]
The only thing left is the inconsistent behavior between the map editor (I can't place thrusters) and remote view (I can).
From what I recall from the attempt of eradicating fluid mixing during 1.x (or was it still 0.18 at that point?), this is intentional. There always was some corner case ...
- Tue Feb 24, 2026 4:21 am
- Forum: Gameplay Help
- Topic: How to find the material have maximum quantity with a combinator.
- Replies: 2
- Views: 505
Re: How to find the material have maximum quantity with a combinator.
Isn't that just selecting the maximum of the input signals? That's a selector combinator in its default configuration.
With some hardcoding you could map straight to the reprocessing recipe signal with a decider and a constant; see this post, "Map item to recipe".
With some hardcoding you could map straight to the reprocessing recipe signal with a decider and a constant; see this post, "Map item to recipe".
- Wed Feb 18, 2026 10:17 pm
- Forum: Energy Production
- Topic: Redundant solar system to restart the reactor.
- Replies: 16
- Views: 2583
Re: Redundant solar system to restart the reactor.
(This fits better into your other thread, you may want to ask any follow-up questions there.)
how do biters work exactly?
When unprovoked, they occasionally expand by sending out a scouting party that'll build a new nest somewhere.
When you're getting close (~ shooting range), they'll defend ...
how do biters work exactly?
When unprovoked, they occasionally expand by sending out a scouting party that'll build a new nest somewhere.
When you're getting close (~ shooting range), they'll defend ...