Search found 283 matches

by Nidan
Thu Jan 30, 2025 5:31 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1945
Views: 639998

Re: Simple Questions and Short Answers

trancexpress wrote: Thu Jan 30, 2025 11:58 am +24.8% quality, -20% speed.
Looks good.

Have you researched any qualities above rare? Since you are obviously on or past Gleba, at least the epic research should be available.
by Nidan
Thu Jan 30, 2025 11:08 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1945
Views: 639998

Re: Simple Questions and Short Answers

trancexpress wrote: Thu Jan 30, 2025 9:14 am
Being unlucky is a possibility, but the usual suspect is speed beacons affecting the recycler. What does the recyclers tooltip say about quality? It should state sometime like "Quality: 24.8%" assuming 4 legendary quality 3 modules.
by Nidan
Wed Jan 22, 2025 7:12 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Legendary electronic circuits 28/s
Replies: 3
Views: 780

Re: Legendary electronic circuits 28/s

5 legendary prod modules add another +125%, pushing the total over the cap of +300% / x4.

This works for all recipes where you can reach the +300% prod cap and get the ingredients back by recycling.
by Nidan
Wed Jan 15, 2025 6:26 pm
Forum: Gameplay Help
Topic: I would appreciate some help on... Gleba
Replies: 33
Views: 13199

Re: I would appreciate some help on... Gleba


4) Direct insert jelly or mash where it's needed and your life will be easier. The only product that needs both fruits directly is flux. All others combine flux with one of the two fruit products.


Bioflux is also the only product where the freshness of the fruits matters. Except for bacteria ...
by Nidan
Thu Jan 09, 2025 4:52 am
Forum: Gameplay Help
Topic: What are the different icons in the Space station hub
Replies: 1
Views: 210

Re: What are the different icons in the Space station hub

You can ignore the "completely orange" case, that's a bug that got fixed in 2.0.29
Fixed bad rendering logic for space platform trash slots. ( 124916 )

The "partial orange" case I haven't seen myself yet, but my guess would be the time until the station can send another drop pod.
by Nidan
Wed Jan 08, 2025 5:35 pm
Forum: Gameplay Help
Topic: Bot "Minimum Operation Time"
Replies: 22
Views: 2653

Re: Bot "Minimum Operation Time"


So, I must pose a question here: when *should* a bot ever "idle"?

Meaning, is there an ideal situation, for a normal Factorio player, where that player would want a bot to idle?


Should or want? Probably never, but those situations can occur naturally: For example a construction bot hovering at ...
by Nidan
Sun Jan 05, 2025 11:21 pm
Forum: Gameplay Help
Topic: Bot "Minimum Operation Time"
Replies: 22
Views: 2653

Re: Bot "Minimum Operation Time"

This thread seems to have derailed somewhat… I'll limit myself to OP's question.


This seems a bit strange name of a metric to me. I think that this actually means "Maximum Operation Time" if it is the time it takes for the bot to operate at something at the maximum distance.

Am I ...
by Nidan
Thu Jan 02, 2025 3:56 am
Forum: Gameplay Help
Topic: Looking for PUs/red circuits/LDS annihilator
Replies: 4
Views: 517

Re: Looking for PUs/red circuits/LDS annihilator

NineNine wrote: Thu Jan 02, 2025 3:05 am What's a "PU"?
Since this is about scrap recycling, it's most likely processing unit / blue circuit.
by Nidan
Sun Dec 22, 2024 4:13 pm
Forum: Show your Creations
Topic: Combinator cookbook 2.0
Replies: 30
Views: 3204

Re: Combinator cookbook 2.0


Ah, the evil "EACH combined with another condition", and here even with another EACH. I confess I never really understood how combinators will process that but took a closer look now. That's cool. I wonder how other filtering setups from the cookbook might profit from this double EACH.

Since this ...
by Nidan
Sun Dec 22, 2024 5:16 am
Forum: Show your Creations
Topic: Combinator cookbook 2.0
Replies: 30
Views: 3204

Re: Combinator cookbook 2.0

Priority map
As long as the input contains at most one of the mapped signals, you can use the first decider to do the filtering. No need for the constant combinators shifting the values. This also removes the accidental non-match if the input is smaller than its index value ...
by Nidan
Thu Dec 19, 2024 11:34 am
Forum: General discussion
Topic: Random number manipulation possibilities
Replies: 9
Views: 977

Re: Random number manipulation possibilities


How do you get *state ingame? As long as you don't know the seed, you're unable to predict.

Unless you mess with the state (~ reseeding), any PRNG will give you a fixed and repeating sequence of numbers(*), the "randomness" comes from the fact that you don't know where in the sequence you are ...
by Nidan
Wed Dec 11, 2024 12:25 am
Forum: Gameplay Help
Topic: Decider combinator weird "anything" output
Replies: 9
Views: 692

Re: Decider combinator weird "anything" output


Here quoting the the full description of the Anything (Virtual Signal)
If any of the input signals meet the condition, it will pass. It is false when there are no inputs.
Outputs the first input signal, or the first signal that passed all conditions, respecting signal order in both cases ...
by Nidan
Mon Dec 09, 2024 8:14 am
Forum: Not a bug
Topic: [2.0.23] rotating belt in between two splitters isnt doing what i want
Replies: 2
Views: 215

Re: [2.0.23] rotating belt in between two splitters isnt doing what i want

Rotating moves the output direction of a belt. From the situation in the screenshot, rotating twice in either direction should make the belt output to the right. It won't be a top to right curve however, belts prefer going straight and since there's a belt coming in from the left, that one will be ...
by Nidan
Wed Nov 27, 2024 12:01 am
Forum: Not a bug
Topic: [2.0.21] Flat GUI is not flat for Space platform hub.
Replies: 6
Views: 567

Re: [2.0.21] Flat GUI is not flat for Space platform hub.

For the landing pad in particular, how many logistics requests do you expect to be set by a typical player? Except for Nauvis I currently use at most one row, which would still nicely fit a a two pane layout; compare a rare buffer chest, its UI has the same space requirement. Once we get scrollbars ...
by Nidan
Tue Nov 26, 2024 11:47 am
Forum: Not a bug
Topic: [2.0.21] Flat GUI is not flat for Space platform hub.
Replies: 6
Views: 567

Re: [2.0.21] Flat GUI is not flat for Space platform hub.


Are there players who would prefer the compact layout even on a big screen?


Define "big". I'm on normal(?) 1920x1080 and immediately reverted to the tabbed version when the flat GUI was introduced. I only need to access the logistics requests infrequently; being able to see (and interact with ...
by Nidan
Mon Nov 25, 2024 5:06 pm
Forum: Not a bug
Topic: [2.0.15] On Volcanus construction requests don't count as logistic network requests
Replies: 7
Views: 714

Re: [2.0.15] On Volcanus construction requests don't count as logistic network requests


Why is it possible in two separate locations then? It works just fine on the alerts menu in the bottom, and on spaceships.


See FFF 415, section "Faster construction robot tasks". Tl;dr: Things were optimized for 2.0 and we're no longer limited to 600 construction alerts like in 1.1. But there's ...
by Nidan
Wed Nov 20, 2024 8:21 am
Forum: Balancing
Topic: Went to Gleba first -- how to deal with stompers?
Replies: 16
Views: 6629

Re: Went to Gleba first -- how to deal with stompers?

For hunting them in the field, I found the flamethrower pretty nice. Hit them once, then kite them until they die. One shipment of ammo will last you quite a while . PLD takes care of the rest. (I did Gleba last, and didn't bring anything but my power armor mk 2. All Nauvis tech, expect for ...
by Nidan
Tue Nov 19, 2024 10:43 pm
Forum: Releases
Topic: Version 2.0.20
Replies: 45
Views: 14718

Re: Version 2.0.20

I'd say there are currently 2 "issues" with the wire icons. First is stylistic consistence; the dark border seems to be thicker than the lines in e.g. the paste and import blueprint icons, causing them to stand out. Second is the mismatch between the icon and the tool you get when selecting them ...
by Nidan
Sun Nov 17, 2024 12:29 pm
Forum: Ideas and Requests For Mods
Topic: No Deconstruction Timeout
Replies: 29
Views: 8042

Re: No Deconstruction Timeout





I mark something for deconstruction, because I want it to be deconstructed. I think, it adds to confusion, if the game decides, that the order was not important after 2 hours and removes it (probably without notice). If you work on a big project like solar, 2 hours might be short. Importance ...
by Nidan
Sat Nov 16, 2024 9:10 pm
Forum: Ideas and Requests For Mods
Topic: No Deconstruction Timeout
Replies: 29
Views: 8042

Re: No Deconstruction Timeout



I mark something for deconstruction, because I want it to be deconstructed. I think, it adds to confusion, if the game decides, that the order was not important after 2 hours and removes it (probably without notice). If you work on a big project like solar, 2 hours might be short. Importance is ...

Go to advanced search