Search found 331 matches
- Fri Aug 15, 2025 12:08 pm
- Forum: Gameplay Help
- Topic: Is there any word on skipping stations
- Replies: 10
- Views: 432
Re: Is there any word on skipping stations
You can't (sans circuits) do (At A OR at B OR at C) AND (D not full). The game only allows one or inside of parenthesis. I'm sure circuit magic could do it.
I'm aware disjunctive normal form is required. The conditions I suggested can be transformed into it, no circuits required. Likewise, any ...
- Fri Aug 15, 2025 12:15 am
- Forum: Gameplay Help
- Topic: Is there any word on skipping stations
- Replies: 10
- Views: 432
Re: Is there any word on skipping stations
I know 2.1
2.0. 2.1 doesn't exist yet (except, maybe, for those with source access).
Interrupts do not do this.
It's some effort to set up, but doable. Have A as the only stop in the schedule, then add interrupts "train at A and B not full -> go to B", "train at A or B and C not full -> go to ...
- Wed Aug 13, 2025 7:27 am
- Forum: General discussion
- Topic: Red vs Yellow Ammo in edge case Deathworld scenarios.
- Replies: 10
- Views: 999
Re: Red vs Yellow Ammo in edge case Deathworld scenarios.
if you update that spreadsheet to show the numbers including the 10% physical resistance the biters have, I would love to have it!
The result of the IF inside the damage after resistance cells should be multiplied with (1 - percentage resistance). Fixing it for one set and copying it over to the ...
- Tue Aug 12, 2025 10:42 pm
- Forum: General discussion
- Topic: Red vs Yellow Ammo in edge case Deathworld scenarios.
- Replies: 10
- Views: 999
Re: Red vs Yellow Ammo in edge case Deathworld scenarios.
Yellow ammo seems to be more cost efficient for the majority of the cases. There are few cases where red ammo is vastly superior, namely when red ammo exceeds the flat reduction but yellow does not. For example, against big biters at physical projectile damage 2 red ammo is a 880% improvement over ...
- Mon Aug 11, 2025 3:09 pm
- Forum: Ideas and Suggestions
- Topic: Signal Filtering
- Replies: 9
- Views: 3886
Re: Signal Filtering
The combinators pictured in post 2 and 3 are whitelists: Output the values from the green wire if the signal is also present on the red wire. If you need a blacklist, that's also doable in a single decider combinator.
Each[red] == 0 and Each[green] != 0, output Each[green] input count
- Mon Aug 04, 2025 11:40 am
- Forum: Gameplay Help
- Topic: Is there a mod that allows sharing blueprints directly between players in multiplayer?
- Replies: 1
- Views: 230
Re: Is there a mod that allows sharing blueprints directly between players in multiplayer?
No mods needed, use the "game" section of the blueprint library. You can open it with one of the buttons next to the minimap or by pressing B.
- Sun Jul 20, 2025 11:44 am
- Forum: Gameplay Help
- Topic: Parameterised Blueprints - count of ingredient 1 of item 1
- Replies: 2
- Views: 206
Re: Parameterised Blueprints - count of ingredient 1 of item 1
Substitute N with the parameter you want, i.e. p0_i1, p0_i2, p0_i3 for your blueprint. (Single letters like n, m, o, ... or x, y, z are often used as placeholders in mathematics or tech adjacent fields.)
- Thu Jul 17, 2025 1:33 am
- Forum: Combinator Creations
- Topic: Automatic asteroids balancer
- Replies: 4
- Views: 826
Re: Automatic asteroids balancer
Insane ! Thank you really much @Tertius !
It's really simple and small, and thanks for the explanations I've understood almost everything, just the EACH trick is a bit hazy for me to understand, I'm thinking this acts like a filter to choose the correct recipe ?
Picking the correct recipe is the ...
- Sun Jul 13, 2025 10:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.7] Failed to load mod "space-age": Unexpected character () at __space-age__/migrations/._aquilo-tilesets.json:1
- Replies: 19
- Views: 3756
Re: [2.0.7] Failed to load mod "space-age": Unexpected character () at __space-age__/migrations/._aquilo-tilesets.json:1
The filesystem type is likely irrelevant. Also, the space-age mod doesn't come as a .zip, instead the unpacked version can be found in "<factorio-root>/data/space-age".
Considering there's a file named "data/space-age/migrations/aquilo-tilesets.json" in my install and "." as the first character in a ...
Considering there's a file named "data/space-age/migrations/aquilo-tilesets.json" in my install and "." as the first character in a ...
- Sat Jul 05, 2025 3:00 pm
- Forum: Gameplay Help
- Topic: Average Asteroid Frequency
- Replies: 5
- Views: 4301
Re: Average Asteroid Frequency
So uhm. What is m in the y axis?
I thought meter or minute, but I can't really use that to figure out how many rockets would I need per minute.
That's meters, see the x-axis, which corresponds to the total length of the route.
The x axis is route length, yes; but that doesn't tell us ...
- Fri Jul 04, 2025 3:56 pm
- Forum: Gameplay Help
- Topic: Reactor network setup
- Replies: 47
- Views: 4073
Re: Reactor network setup
Since you explicitly asked about grammar (my changes/corrections are marked)
I don't like it because a temperature sensor gives someone experience in reading equipment and maintaining a power budget based off that.
There's a reason why I'm point I'm pointing at a solution with one combinator and ...
I don't like it because a temperature sensor gives someone experience in reading equipment and maintaining a power budget based off that.
There's a reason why I'm point I'm pointing at a solution with one combinator and ...
- Tue Jul 01, 2025 6:34 am
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 613
- Views: 402657
Re: Thank you (Make the dev-team happy today!)
It is available, at least on steam.DocLegendary wrote: Mon Jun 30, 2025 9:29 pm One humble request: Please make the Space Age OST available to purchase as well, it is amazing!
- Tue Jun 24, 2025 6:44 am
- Forum: Gameplay Help
- Topic: how to setup space platform station conditions combinations
- Replies: 6
- Views: 615
Re: how to setup space platform station conditions combinations
You can just select "all requests satisfied".
That wouldn't help with the (cryogenic plant fulfilled || concrete == 0) part.
You could put the common parts into the schedule and implement the remainder (or anything that becomes unwieldy in disjunctive normal form) in combinators, e.g ...
- Thu Jun 19, 2025 11:49 am
- Forum: Technical Help
- Topic: Non-blocking saves?
- Replies: 16
- Views: 5356
Re: Non-blocking saves?
No, that article talks about copy on write for copying files, i.e. instead of actually copying the file, both old and new are set up to share the same data on disk. What factorio needs is a way of duplicating its process without having to also duplicate all the memory associated to it.
- Tue Jun 10, 2025 2:13 pm
- Forum: Duplicates
- Topic: 2.0.55 - Force unload (0/0 setting) doesnt respect force unload location
- Replies: 6
- Views: 725
Re: 2.0.55 - Force unload (0/0 setting) doesnt respect force unload location
You could turn things around and instead request barrels on Nauvis' landing pad.
- Sun Jun 08, 2025 12:35 pm
- Forum: Not a bug
- Topic: [2.0.55] Heavy oil output per second estimation of coal liquefaction is incorrect when using productivity
- Replies: 2
- Views: 574
Re: [2.0.55] Heavy oil output per second estimation of coal liquefaction is incorrect when using productivity
The productivity bonus only applies to 65 heavy oil (90 output - 25 input). When you take this catalyst into account, the numbers will match:
90 Heavy Oil/Craft / 5 second/Craft * 0.55 craft speed * (1 + 0.3 prod bonus * (90-25)/90 output without catalyst) = 12.045 Heavy Oil/second
Not a Bug.
90 Heavy Oil/Craft / 5 second/Craft * 0.55 craft speed * (1 + 0.3 prod bonus * (90-25)/90 output without catalyst) = 12.045 Heavy Oil/second
Not a Bug.
- Fri Jun 06, 2025 2:06 am
- Forum: Gameplay Help
- Topic: Need your help to optimize a buffer zone
- Replies: 27
- Views: 2281
Re: Need your help to optimize a buffer zone
Does a combined madzuri loader & unloader suffice? If not, why?
- Thu Jun 05, 2025 10:56 pm
- Forum: Duplicates
- Topic: [Kovarex] [2.0.52] parameter formulas produce erroneous results in parameterized blueprints
- Replies: 3
- Views: 1031
Re: [Kovarex] [2.0.52] parameter formulas produce erroneous results in parameterized blueprints
Not a Bug
The kind of blueprint I'm making is a very common one in various guides online, youtube videos, etc. I've made these before in my previous playthroughs. I put a machine down with P0 as recipe and P0 on the storage chest, then requester chest asks for 1 coal, 2 copper, 3 iron etc, then I ...
The kind of blueprint I'm making is a very common one in various guides online, youtube videos, etc. I've made these before in my previous playthroughs. I put a machine down with P0 as recipe and P0 on the storage chest, then requester chest asks for 1 coal, 2 copper, 3 iron etc, then I ...
- Sat May 31, 2025 1:08 pm
- Forum: Ideas and Suggestions
- Topic: Random Number on Selector Combinator
- Replies: 31
- Views: 3226
Re: Random Number on Selector Combinator
Then there is a "tempering matrice" applied, to this 3rd number, this i recognized as the 3 operations similar to the LSBR
This part :
y = x ^ (x >> u);
y = y ^ ((y << s) & b);
y = y ^ ((y << t) & c);
z = y ^ (y >> l);
Which i felt """confident""" doing in a "loop". Because to turn the last ...
- Sat May 31, 2025 10:30 am
- Forum: Ideas and Suggestions
- Topic: Random Number on Selector Combinator
- Replies: 31
- Views: 3226
Re: Random Number on Selector Combinator
Regarding singed vs. unsigned, for most operations the arithmetic combinator supports you don't have to do anything special (That's why two's complement is nowadays the only relevant representation for negative integers.), only division, modulus and right shift(*) are different. Out of these ...