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 ...
Search found 346 matches
- Sun Jan 04, 2026 7:21 pm
- Forum: Ideas and Suggestions
- Topic: Furnaces should show the recipe bar
- Replies: 1
- Views: 62
- 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: 211
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 ...
- Sat Jan 03, 2026 3:44 pm
- Forum: Ideas and Suggestions
- Topic: New parameterisation variable 'Item count of crafting result'
- Replies: 1
- Views: 107
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 ...
- Wed Dec 31, 2025 6:20 pm
- Forum: Gameplay Help
- Topic: Prioritizing signals?
- Replies: 6
- Views: 311
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 ...
- Sun Dec 28, 2025 11:35 pm
- Forum: Bug Reports
- Topic: [2.0.72] Connecting fusion generators' output back into fusion reactors results in plasma loss
- Replies: 1
- Views: 256
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.
- Fri Dec 26, 2025 2:32 am
- Forum: Bug Reports
- Topic: [2.0.72] Parameters (pN_i1, PN_i2 etc) in Blueprint do not calculate correctly
- Replies: 1
- Views: 139
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 ...
Fixed blueprint:
0eNrFls+OmzAQxl9lNccKVsFgtEHqoW/QQ2/VChlwEqtgWNtETSPevWP+ZEmwtkt6yCUhjv37vhnPGJ8hK1veKCENJGcQeS01JD/PoMVestKOSVZxSIBpzausFHLvVyw ...
- Mon Dec 22, 2025 10:02 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2056
- Views: 943648
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 ...
Trains try very hard to avoid passing train stops that aren't their current destination (a ...
- Thu Nov 27, 2025 10:55 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2056
- Views: 943648
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 ...
- Thu Nov 06, 2025 11:41 pm
- Forum: Ideas and Suggestions
- Topic: Scale factor in decider combinator output
- Replies: 3
- Views: 474
Re: Scale factor in decider combinator output
Each[red] < Each[green] and Each[green] != 0, output Each 1mrvn 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.
Have fun deconstructing combinators
- Wed Oct 29, 2025 8:44 am
- Forum: Gameplay Help
- Topic: Decider combinator behavior
- Replies: 4
- Views: 573
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 ...
- Tue Oct 07, 2025 6:26 pm
- Forum: Duplicates
- Topic: Resource duplicate
- Replies: 1
- Views: 269
- Thu Oct 02, 2025 3:12 am
- Forum: Combinator Creations
- Topic: Number Displays and Number Dashboards (Display Panels)
- Replies: 9
- Views: 2520
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 ...
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 ...
- Wed Sep 24, 2025 9:04 pm
- Forum: Gameplay Help
- Topic: Question Regarding Blueprints
- Replies: 5
- Views: 723
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 ...
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 ...
- Thu Sep 04, 2025 2:09 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2056
- Views: 943648
Re: Simple Questions and Short Answers
Add a second condition: ... and Each[green] != 0. This reduces the matches to signals that are present on the green wire. Your current condition succeeds for most items, because the combinator is evaluated for each signal where Each[red] !=0 and/or Each[green] != 0 (and likewise Each[red+green] if ...
- Thu Aug 21, 2025 11:11 pm
- Forum: Gameplay Help
- Topic: Why is this decider combinator outputting 2 of the same signal?
- Replies: 4
- Views: 727
Re: Why is this decider combinator outputting 2 of the same signal?
You have Each in the conditions, that puts the combinator into what I like to call "vector mode". In the pictured decider the whole set of conditions is evaluated for each signal present on the green wire. Since the lower part of the condition always passes, you get H=1 for each signal on the green ...
- Fri Aug 15, 2025 12:08 pm
- Forum: Gameplay Help
- Topic: Is there any word on skipping stations
- Replies: 13
- Views: 1928
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: 13
- Views: 1928
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: 12
- Views: 3365
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: 12
- Views: 3365
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: 6057
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