Search found 362 matches

by Nidan
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 ...
by Nidan
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 ...
by Nidan
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
by Nidan
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 ...
by Nidan
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 ...
by Nidan
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 ...
by Nidan
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 ...
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: 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 ...
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: 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".
by Nidan
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 ...
by Nidan
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 ...
by Nidan
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 ...
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: 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.
by Nidan
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.
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: 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 ...
by Nidan
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 ...
by Nidan
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 ...
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: 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 ...
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: 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 ...
by Nidan
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 ...

Go to advanced search