Search found 372 matches

by Nidan
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 ...
by Nidan
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.
by Nidan
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 ...
by Nidan
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 ...
by Nidan
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 ...
by Nidan
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 ...
by Nidan
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.
by Nidan
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 ...
by Nidan
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 ...
by Nidan
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?
by Nidan
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 ...
by Nidan
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 ...
by Nidan
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
by Nidan
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 ...
by Nidan
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 ...
by Nidan
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 ...
by Nidan
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 ...
by Nidan
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 ...
by Nidan
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".
by Nidan
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 ...

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