Search found 362 matches
- Wed Apr 01, 2026 9:35 pm
- Forum: Gameplay Help
- Topic: Rails signals blinking when placed by construction bots
- Replies: 1
- Views: 346
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: 1592
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: 152
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: 1592
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: 1523
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: 619
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: 703
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: 406
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: 377
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: 1575
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 ...
- Thu Feb 12, 2026 1:20 am
- Forum: Modding help
- Topic: Understanding Lua
- Replies: 11
- Views: 1275
Re: Understanding Lua
Are there objective formatting conventions I should be aware of out of the gate that aren't just "your" personal preference
Even this is a personal recommendation, but if there's one thing: be consistent. Coding style is a topic of endless debate that always boils down to taste. Do whatever ...
- Mon Feb 02, 2026 10:16 am
- Forum: Gameplay Help
- Topic: Help with spaceship schedule
- Replies: 3
- Views: 447
Re: Help with spaceship schedule
Is this right as it is? The white line joining the AND and the first OR makes it look like "(Green signal > 0 AND purple =0) OR orange = 0". Am I just reading it incorrectly?
You're reading it correctly, train/station schedules and decider combinators only support disjunctive normal form (OR on ...
- Wed Jan 28, 2026 1:16 pm
- Forum: Gameplay Help
- Topic: Universal transfer of quality, without pre-selected signal of a specific item
- Replies: 2
- Views: 466
Re: Universal transfer of quality, without pre-selected signal of a specific item
The output signal of the selectors quality transfer option supports Each.
- Wed Jan 28, 2026 8:34 am
- Forum: Gameplay Help
- Topic: Modifying contents of logistic network
- Replies: 5
- Views: 787
Re: Modifying contents of logistic network
Not possible. The signals you get from the logistics network are always the items currently available to that logistics network. There's no method for changing them, other than putting items into or out of chests.
In your example I'd just set the inserter to iron plate < 1000.
In your example I'd just set the inserter to iron plate < 1000.
- Mon Jan 26, 2026 9:28 am
- Forum: Duplicates
- Topic: [2.0.73] Inconsistent overflow behavior for input into different combinators
- Replies: 3
- Views: 451
Re: [2.0.73] Inconsistent overflow behavior for input into different combinators
In the linked thread, the constant combinator has multiple specifications for the same signal, where I agree that following regular circuit behaviour / wrap-around makes sense.
Since you don't mention using multiple input fields, that reasoning doesn't apply here.
What I'd prefer: Each input field ...
Since you don't mention using multiple input fields, that reasoning doesn't apply here.
What I'd prefer: Each input field ...
- Sun Jan 25, 2026 4:10 pm
- Forum: Ideas and Suggestions
- Topic: Consolidate interrupt & wait condition dropdown
- Replies: 0
- Views: 568
Consolidate interrupt & wait condition dropdown
TL;DR
Merge related train/station interrupt/wait conditions like "X" and "Not X" into a single condition.
What?
The "X" / "not X" conditions ("(Not) At specified station", "Passenger (not) present", "Request (not) satisfied" and "Station is (not) full") should just show at "X" in the ...
Merge related train/station interrupt/wait conditions like "X" and "Not X" into a single condition.
What?
The "X" / "not X" conditions ("(Not) At specified station", "Passenger (not) present", "Request (not) satisfied" and "Station is (not) full") should just show at "X" in the ...
- Sun Jan 04, 2026 7:21 pm
- Forum: Ideas and Suggestions
- Topic: Furnaces should show the recipe bar
- Replies: 1
- Views: 297
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 ...
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 ...
- 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: 581
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 ...
- Sat Jan 03, 2026 3:44 pm
- Forum: Ideas and Suggestions
- Topic: New parameterisation variable 'Item count of crafting result'
- Replies: 2
- Views: 444
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 ...
- Wed Dec 31, 2025 6:20 pm
- Forum: Gameplay Help
- Topic: Prioritizing signals?
- Replies: 6
- Views: 892
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 ...