Search found 383 matches

by Nidan
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.
by Nidan
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 ...
by Nidan
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 ...
by Nidan
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 ...
by Nidan
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.
by Nidan
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 ...
by Nidan
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 ...
by Nidan
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 ...
by Nidan
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

Roboboy wrote: Fri Jul 03, 2026 9:20 pm this could be avoided if the input and the output signal could be 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.
by Nidan
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

It is also possible to use 'Set requests' at the same time as 'Read contents'
Yay?
…, due to a little bit of magic self-subtraction of the circuit network signals.
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?
by Nidan
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 ...
by Nidan
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 ...
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: 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.
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: 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 ...
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: 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 ...
by Nidan
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 ...
by Nidan
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 ...
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: 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.
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: 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 ...
by Nidan
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 ...

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