Search found 383 matches
- Mon Aug 10, 2026 7:39 pm
- Forum: Wiki Talk
- Topic: Bulk inserter missing "consumed by" section (i.e. Stack inserters)
- Replies: 2
- Views: 500
Re: Bulk inserter missing "consumed by" section (i.e. Stack inserters)
In the info pane, select "space age mod" (directly below the image), and the bulk inserter will show up as expected.
- Thu Aug 06, 2026 7:19 pm
- Forum: Not a bug
- Topic: [2.1.13] "Any request not satisfied" condition only cares about requests for the current planet
- Replies: 5
- Views: 450
Re: [2.1.13] "Any request not satisfied" condition only cares about requests for the current planet
Because at some point you're done loading up and want to deliver those items.
"Any request not satisfied" doesn't help you with that.
It's the negation of "All requests satisfied"; you might need negations sometimes to transform your wait conditions into disjunctive normal form (which is the ...
- Thu Aug 06, 2026 1:30 pm
- Forum: Not a bug
- Topic: [2.1.13] "Any request not satisfied" condition only cares about requests for the current planet
- Replies: 5
- Views: 450
Re: [2.1.13] "Any request not satisfied" condition only cares about requests for the current planet
- the naming of the condition is terrible if it the behavior is intentional
Clarifying that "All requests satisfied" and "Any request not satisfied" are about importing items from the current location would certainly help.
- there are no dedicated conditions for checking unsatisfied planet ...
- Sat Aug 01, 2026 6:37 pm
- Forum: Combinator Creations
- Topic: Made a memorizer... accidentally
- Replies: 2
- Views: 879
Re: Made a memorizer... accidentally
Looks like it tied to an order in which game engine computes circuit network values.
The key part is hidden in there: The game works in "updates" or '"ticks" during which everything gets updated once. For circuits this means all combinators update simultaneously and other combinators will only ...
- Wed Jul 15, 2026 1:02 pm
- Forum: General discussion
- Topic: Towards a newer, better space casino in 2.1
- Replies: 10
- Views: 2145
Re: Towards a newer, better space casino in 2.1
Yes, any random result where the number of possible outcomes is a power of 2 with even odds works best.
Technically, any random result helps, but then you'll have to deal with partial bits, and, in case of uneven odds, getting different amount of information depending on the result.
Technically, any random result helps, but then you'll have to deal with partial bits, and, in case of uneven odds, getting different amount of information depending on the result.
- Tue Jul 14, 2026 5:51 pm
- Forum: Ideas and Suggestions
- Topic: Common circuit network option for all belts
- Replies: 4
- Views: 332
Re: Common circuit network option for all belts
No, this would reduce the whole belt to effectively have only one circuit connection point (since they'd all be implicitly connected).
Having multiple connections is occasionally useful, e.g. using hold(all) for controlling the contents of a sushi belt while using hold(single) to configure filters ...
Having multiple connections is occasionally useful, e.g. using hold(all) for controlling the contents of a sushi belt while using hold(single) to configure filters ...
- Thu Jul 09, 2026 1:26 am
- Forum: General discussion
- Topic: Legendary Skull of Death, and the case for Legend Science
- Replies: 12
- Views: 1690
Re: Legendary Skull of Death, and the case for Legend Science
The issue with your suggestion is that you're applying the same multiplier to all qualities, possibly excluding normal. That means their relative value to each other remains constant. Yes, the absolute value for legendary increases faster, but one legendary will still have the same science output of ...
- Mon Jul 06, 2026 4:31 am
- Forum: Gameplay Help
- Topic: Need help with a circuit using an item priority list
- Replies: 1
- Views: 544
Re: Need help with a circuit using an item priority list
How do I pass the priority order through to a selector combinator, but only of the items that are low?
Split it into smaller tasks you can manage individually.
First, figure out which items are low, which you've already solved.
Second, filter the list of priorities with the output from step one ...
- Mon Jul 06, 2026 3:09 am
- Forum: Gameplay Help
- Topic: machine flickers when circuid controlled
- Replies: 1
- Views: 455
Re: machine flickers when circuid controlled
I can see you're playing on version 2.1, which added color selection for circuit in- and output wires. You should take a closer look at your assemblers circuit control settings or read FFF 443.Roboboy wrote: Fri Jul 03, 2026 9:20 pm this could be avoided if the input and the output signal could be controlled
- Fri Jun 05, 2026 4:51 pm
- Forum: News
- Topic: Friday Facts #441 - Space logistics improvements
- Replies: 127
- Views: 27170
Re: Friday Facts #441 - Space logistics improvements
Yay?It is also possible to use 'Set requests' at the same time as 'Read contents'
Oh. Did the attempt to add a wire selection for most/all circuit control options not work out, or are you hiding that for a later FFF?…, due to a little bit of magic self-subtraction of the circuit network signals.
- Thu May 21, 2026 11:39 pm
- Forum: Combinator Creations
- Topic: Auto-Calculate Productivity for Selected Recipes
- Replies: 8
- Views: 1632
Re: Auto-Calculate Productivity for Selected Recipes
However, the asteroid processing recipe duplicates itself, so sometimes during normal production, no item count decreases either.
You could arrange for an inserter that prioritizes removing the output asteroids. As long as the inserter either removes an asteroid or becomes/stays idle before the ...
- Wed May 20, 2026 9:50 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2118
- Views: 1200259
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: 8322
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: 899
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: 890
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: Resolved Problems and Bugs
- Topic: [2.0.76] output is same quality as ingredients if quality chance drops during crafting, even if chance > 100%
- Replies: 2
- Views: 397
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: Resolved Problems and Bugs
- Topic: [2.0.76] Trains randomly pausing at waypoint stations
- Replies: 12
- Views: 2120
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: 1222
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: 2740
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: 2018
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 ...