Search found 392 matches
- Sat Sep 12, 2026 3:47 pm
- Forum: Modding help
- Topic: I cannot find information about restrictive dependencies in the WIKI.
- Replies: 6
- Views: 532
Re: I cannot find information about restrictive dependencies in the WIKI.
Thanks, that looks much better.
- Sat Sep 12, 2026 5:39 am
- Forum: Modding help
- Topic: I cannot find information about restrictive dependencies in the WIKI.
- Replies: 6
- Views: 532
Re: I cannot find information about restrictive dependencies in the WIKI.
The paragraph feels like some combination of overly vague and outdated/wrong. At least the context makes it clear what "restrictive dependencies" are supposed to be: The official documentation calls them "incompatibilities"; "conflicts" is another common name.
- Fri Sep 11, 2026 12:18 pm
- Forum: Not a bug
- Topic: [2.0.66] Stack insterer only respect certain stack size limits. 1,2,3,4,8,12,16 other limits ignored
- Replies: 10
- Views: 2329
Re: [2.0.66] Stack insterer only respect certain stack size limits. 1,2,3,4,8,12,16 other limits ignored
Why use any dynamic elements at all? Wouldn't some static explanation, hidden behind the blue (i) thingy, be sufficient? "When targeting a belt, if the inserters configured stack size is larger than the belts stack size, the inserters stack size is rounded down to whole belt stacks."
- Fri Sep 11, 2026 12:02 pm
- Forum: Modding help
- Topic: I cannot find information about restrictive dependencies in the WIKI.
- Replies: 6
- Views: 532
Re: I cannot find information about restrictive dependencies in the WIKI.
What are these "restrictive dependencies" supposed to be?
Something you declare in info.json? Non-optional dependencies could be considered a form of restriction, but why create a specific term for that?
Or something related to prototypes, entities, etc.? The modding API has a few hits each for ...
Something you declare in info.json? Non-optional dependencies could be considered a form of restriction, but why create a specific term for that?
Or something related to prototypes, entities, etc.? The modding API has a few hits each for ...
- Thu Sep 03, 2026 5:55 pm
- Forum: Ideas and Suggestions
- Topic: [2.1] certain Space Platform Requests should not dump to Planet.
- Replies: 22
- Views: 1730
Re: [2.1] certain Space Platform Requests should not dump to Planet.
How would a platform specify that it wants to receive "trash," and how would it specify that it only wants a certain amount of "trash"? Would this be accessible to the circuit network?
It wouldn't. Requests should be specified by the already existing mechanics, which includes the circuit network ...
- Thu Sep 03, 2026 4:26 pm
- Forum: Ideas and Suggestions
- Topic: [2.1] certain Space Platform Requests should not dump to Planet.
- Replies: 22
- Views: 1730
Re: [2.1] certain Space Platform Requests should not dump to Planet.
My 2 cents: If there are items in the trash slots, they need to go away ASAP. But I don't see anything wrong with using them to fulfill requests, before dumping any remainder into the big storage chest called planet.
For configuring a hub to act like e.g. a buffer chest, introducing a drop-down ...
For configuring a hub to act like e.g. a buffer chest, introducing a drop-down ...
- Mon Aug 31, 2026 9:36 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2130
- Views: 1264614
Re: Simple Questions and Short Answers
Doesn't the spidertron cycle through its ammo slots while shooting? Having mixed ammo types sounds like you're setting yourself up for an rather unwelcome surprise, especially with atomic bombs in the mix.
- Mon Aug 24, 2026 9:53 am
- Forum: Not a bug
- Topic: [2.1.14] SSE parking - weird spawns for huge asteroids
- Replies: 6
- Views: 662
- Thu Aug 20, 2026 10:43 pm
- Forum: Gameplay Help
- Topic: Why does train return to disabled station?
- Replies: 3
- Views: 798
Re: Why does train return to disabled station?
The train is considered at the stop until it leaves the rail block
or stops at another train stop, but passing a waypoint isn't stopping.
You can either
- put the stations far enough apart that the train has left the "Drop" station's block by the time the breaking point reaches the "Depart ...
- Mon Aug 10, 2026 7:39 pm
- Forum: Wiki Talk
- Topic: Bulk inserter missing "consumed by" section (i.e. Stack inserters)
- Replies: 2
- Views: 1003
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.
- 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: 607
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 ...
- 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: 607
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 ...
- Sat Aug 01, 2026 6:37 pm
- Forum: Combinator Creations
- Topic: Made a memorizer... accidentally
- Replies: 2
- Views: 1176
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 ...
- Wed Jul 15, 2026 1:02 pm
- Forum: General discussion
- Topic: Towards a newer, better space casino in 2.1
- Replies: 10
- Views: 2749
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.
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.
- Tue Jul 14, 2026 5:51 pm
- Forum: Ideas and Suggestions
- Topic: Common circuit network option for all belts
- Replies: 4
- Views: 449
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 ...
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 ...
- Thu Jul 09, 2026 1:26 am
- Forum: General discussion
- Topic: Legendary Skull of Death, and the case for Legend Science
- Replies: 12
- Views: 2093
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 ...
- Mon Jul 06, 2026 4:31 am
- Forum: Gameplay Help
- Topic: Need help with a circuit using an item priority list
- Replies: 1
- Views: 629
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 ...
- Mon Jul 06, 2026 3:09 am
- Forum: Gameplay Help
- Topic: machine flickers when circuid controlled
- Replies: 1
- Views: 536
Re: machine flickers when circuid 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.Roboboy wrote: Fri Jul 03, 2026 9:20 pm this could be avoided if the input and the output signal could be controlled
- Fri Jun 05, 2026 4:51 pm
- Forum: News
- Topic: Friday Facts #441 - Space logistics improvements
- Replies: 127
- Views: 32170
Re: Friday Facts #441 - Space logistics improvements
Yay?It is also possible to use 'Set requests' at the same time as 'Read contents'
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?…, due to a little bit of magic self-subtraction of the circuit network signals.
- Thu May 21, 2026 11:39 pm
- Forum: Combinator Creations
- Topic: Auto-Calculate Productivity for Selected Recipes
- Replies: 8
- Views: 2019
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 ...