Search found 353 matches

by Nidan
Wed Feb 18, 2026 10:17 pm
Forum: Energy Production
Topic: Redundant solar system to restart the reactor.
Replies: 13
Views: 343

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 ...
by Nidan
Thu Feb 12, 2026 1:20 am
Forum: Modding help
Topic: Understanding Lua
Replies: 11
Views: 695

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 ...
by Nidan
Mon Feb 02, 2026 10:16 am
Forum: Gameplay Help
Topic: Help with spaceship schedule
Replies: 3
Views: 289

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 ...
by Nidan
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: 328

Re: Universal transfer of quality, without pre-selected signal of a specific item

The output signal of the selectors quality transfer option supports Each.
by Nidan
Wed Jan 28, 2026 8:34 am
Forum: Gameplay Help
Topic: Modifying contents of logistic network
Replies: 5
Views: 408

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.
by Nidan
Mon Jan 26, 2026 9:28 am
Forum: Duplicates
Topic: [2.0.73] Inconsistent overflow behavior for input into different combinators
Replies: 3
Views: 289

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 ...
by Nidan
Sun Jan 25, 2026 4:10 pm
Forum: Ideas and Suggestions
Topic: Consolidate interrupt & wait condition dropdown
Replies: 0
Views: 157

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 ...
by Nidan
Sun Jan 04, 2026 7:21 pm
Forum: Ideas and Suggestions
Topic: Furnaces should show the recipe bar
Replies: 1
Views: 243

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: 462

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: 2
Views: 348

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: 655

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: Duplicates
Topic: [2.0.72] Connecting fusion generators' output back into fusion reactors results in plasma loss
Replies: 2
Views: 491

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: Assigned
Topic: [Kovarex] [2.0.72] Parameters (pN_i1, PN_i2 etc) in Blueprint do not calculate correctly
Replies: 1
Views: 258

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: 2074
Views: 999560

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: 2074
Views: 999560

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: 554

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: 679

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: 332

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: 2905

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: 893

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 ...

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