Search found 346 matches

by Nidan
Sun Jan 04, 2026 7:21 pm
Forum: Ideas and Suggestions
Topic: Furnaces should show the recipe bar
Replies: 1
Views: 62

Furnaces should show the recipe bar

TL;DR
Crafters derived from the furnace prototype should show a recipe bar, like assembling machines

What?
Factorio 2 added a bar showing the current recipe to assembling machines. Show the same bar in crafters derived from the furnace prototype (including recyclers), obviously without the "set ...
by Nidan
Sun Jan 04, 2026 6:25 pm
Forum: Not a bug
Topic: [2.0.72] Rotation of building with Set Recipe is not always retained
Replies: 4
Views: 211

Re: [2.0.72] Rotation of building with Set Recipe is not always retained


I see this was moved to "Not a bug", but this is still a bug, despite Editor Mode being at play.

You still had mods enabled. If they aren't at fault you should be able to reproduce this in vanilla.
So I tried just that.

vanilla space age, /editor, instant blueprint building enabled.

paste ...
by Nidan
Sat Jan 03, 2026 3:44 pm
Forum: Ideas and Suggestions
Topic: New parameterisation variable 'Item count of crafting result'
Replies: 1
Views: 107

Re: New parameterisation variable 'Item count of crafting result'

While I'd like to have the outputs available for blueprints and circuit network, there's one actual issue: How should random outputs be handled, like e.g. uranium processing? Should this result in the minimum or maximum possible? Or the average, but how should non-integral amounts be represented ...
by Nidan
Wed Dec 31, 2025 6:20 pm
Forum: Gameplay Help
Topic: Prioritizing signals?
Replies: 6
Views: 311

Re: Prioritizing signals?


thank you for joining discussion, i'm not suree if i cannot gather all things into one, or it's just not possible to achieve

The circuit network is Turing complete; as long as it can be calculated/programmed somehow, the circuit network can do so as well.

That theoretical view is quite ...
by Nidan
Sun Dec 28, 2025 11:35 pm
Forum: Bug Reports
Topic: [2.0.72] Connecting fusion generators' output back into fusion reactors results in plasma loss
Replies: 1
Views: 256

Re: [2.0.72] Connecting fusion generators' output back into fusion reactors results in plasma loss

According to 129371, this will be fixed in 2.1. You can put the generator feeding back into the reactor elsewhere until then.
by Nidan
Fri Dec 26, 2025 2:32 am
Forum: Bug Reports
Topic: [2.0.72] Parameters (pN_i1, PN_i2 etc) in Blueprint do not calculate correctly
Replies: 1
Views: 139

Re: [2.0.72] Parameters (pN_i1, PN_i2 etc) in Blueprint do not calculate correctly

The issue is that you've assigned all request counts the same value; give them all distinct values and the replacement will work as expected.
Fixed blueprint:
0eNrFls+OmzAQxl9lNccKVsFgtEHqoW/QQ2/VChlwEqtgWNtETSPevWP+ZEmwtkt6yCUhjv37vhnPGJ8hK1veKCENJGcQeS01JD/PoMVestKOSVZxSIBpzausFHLvVyw ...
by Nidan
Mon Dec 22, 2025 10:02 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 2056
Views: 943648

Re: Simple Questions and Short Answers

Can't see it from the pictures you posted, but I'm going to assume that the top and bottom paths have train stops. In that case, the situation will resolve itself after about 5 minutes when left alone.

Trains try very hard to avoid passing train stops that aren't their current destination (a ...
by Nidan
Thu Nov 27, 2025 10:55 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 2056
Views: 943648

Re: Simple Questions and Short Answers




You set it to start inserting when there are 300 coal in the chest and stop when there are 101 coal. Flip the values of the two conditions or rearrange them so it starts at 101 and stops at 300.

It starts at 100 and stops at 102. Memory doesn't hold. fact2.jpg


If you want to start it ...
by Nidan
Thu Nov 06, 2025 11:41 pm
Forum: Ideas and Suggestions
Topic: Scale factor in decider combinator output
Replies: 3
Views: 474

Re: Scale factor in decider combinator output

mrvn wrote: Wed Nov 05, 2025 8:33 pm I can't tell you how many instances of "each red < each green ==> Input Count green" followed by "each > 0 ==> each 1" I have in my bases.
Each[red] < Each[green] and Each[green] != 0, output Each 1

Have fun deconstructing combinators
by Nidan
Wed Oct 29, 2025 8:44 am
Forum: Gameplay Help
Topic: Decider combinator behavior
Replies: 4
Views: 573

Re: Decider combinator behavior


"anything" is undefined behavior right now, deducing from this: https://forums.factorio.com/viewtopic.php?t=122664


Using Anything as output isn't undefined, it's function is quite useful. But it's ingame tooltip could be improved.
When used as output and the conditions do not use Each, it ...
by Nidan
Tue Oct 07, 2025 6:26 pm
Forum: Duplicates
Topic: Resource duplicate
Replies: 1
Views: 269

Re: Resource duplicate

see 127998 and 120100
by Nidan
Thu Oct 02, 2025 3:12 am
Forum: Combinator Creations
Topic: Number Displays and Number Dashboards (Display Panels)
Replies: 9
Views: 2520

Re: Number Displays and Number Dashboards (Display Panels)

A display that properly handles negatives, thanks. The one I've previously grabbed from that other thread was lacking there.

Two small improvements:
I was able to cut a few combinators from Dashboard B: Those decider generated ±100 and ±10 constants can be folded into the combinator adding them to ...
by Nidan
Wed Sep 24, 2025 9:04 pm
Forum: Gameplay Help
Topic: Question Regarding Blueprints
Replies: 5
Views: 723

Re: Question Regarding Blueprints

This once per install unlock has a command to fully unlock it immediately: /unlock-shortcut-bar
Similarly, for the tips and trick section there's /unlock-tips .

That said, I don't see why one would use the icon instead of the hotkey. (My shortcut bar only has two icons to show the state of my robo ...
by Nidan
Thu Sep 04, 2025 2:09 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 2056
Views: 943648

Re: Simple Questions and Short Answers

Add a 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 ...
by Nidan
Thu Aug 21, 2025 11:11 pm
Forum: Gameplay Help
Topic: Why is this decider combinator outputting 2 of the same signal?
Replies: 4
Views: 727

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

You have Each in the conditions, that puts the combinator into what I like to call "vector mode". In the pictured decider the whole set of conditions is evaluated for each signal present on the green wire. Since the lower part of the condition always passes, you get H=1 for each signal on the green ...
by Nidan
Fri Aug 15, 2025 12:08 pm
Forum: Gameplay Help
Topic: Is there any word on skipping stations
Replies: 13
Views: 1928

Re: Is there any word on skipping stations


You can't (sans circuits) do (At A OR at B OR at C) AND (D not full). The game only allows one or inside of parenthesis. I'm sure circuit magic could do it.

I'm aware disjunctive normal form is required. The conditions I suggested can be transformed into it, no circuits required. Likewise, any ...
by Nidan
Fri Aug 15, 2025 12:15 am
Forum: Gameplay Help
Topic: Is there any word on skipping stations
Replies: 13
Views: 1928

Re: Is there any word on skipping stations


I know 2.1

2.0. 2.1 doesn't exist yet (except, maybe, for those with source access).

Interrupts do not do this.
It's some effort to set up, but doable. Have A as the only stop in the schedule, then add interrupts "train at A and B not full -> go to B", "train at A or B and C not full -> go to ...
by Nidan
Wed Aug 13, 2025 7:27 am
Forum: General discussion
Topic: Red vs Yellow Ammo in edge case Deathworld scenarios.
Replies: 12
Views: 3365

Re: Red vs Yellow Ammo in edge case Deathworld scenarios.


if you update that spreadsheet to show the numbers including the 10% physical resistance the biters have, I would love to have it!

The result of the IF inside the damage after resistance cells should be multiplied with (1 - percentage resistance). Fixing it for one set and copying it over to the ...
by Nidan
Tue Aug 12, 2025 10:42 pm
Forum: General discussion
Topic: Red vs Yellow Ammo in edge case Deathworld scenarios.
Replies: 12
Views: 3365

Re: Red vs Yellow Ammo in edge case Deathworld scenarios.

Yellow ammo seems to be more cost efficient for the majority of the cases. There are few cases where red ammo is vastly superior, namely when red ammo exceeds the flat reduction but yellow does not. For example, against big biters at physical projectile damage 2 red ammo is a 880% improvement over ...
by Nidan
Mon Aug 11, 2025 3:09 pm
Forum: Ideas and Suggestions
Topic: Signal Filtering
Replies: 9
Views: 6057

Re: Signal Filtering

The combinators pictured in post 2 and 3 are whitelists: Output the values from the green wire if the signal is also present on the red wire. If you need a blacklist, that's also doable in a single decider combinator.
Each[red] == 0 and Each[green] != 0, output Each[green] input count

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