Search found 164 matches
- Tue Jan 06, 2026 3:14 pm
- Forum: Gameplay Help
- Topic: how do i ssetup a circut to remove fluids?
- Replies: 9
- Views: 570
Re: how do i ssetup a circut to remove fluids?
Explain your problem.
- Mon Jan 05, 2026 7:03 pm
- Forum: Gameplay Help
- Topic: Bots don't refill Fusion reactors
- Replies: 4
- Views: 303
Re: Bots don't refill Fusion reactors
Since 2.0, construction bots can refill the reactor, but you have to manually place a fuel cell ghost in each reactor to give the appropriate construction command (like for every construction). However logistics bots only interact with logistics chests. It may be possible with a mod though.
- Thu Dec 18, 2025 4:56 pm
- Forum: Gameplay Help
- Topic: Inserters feeding into train act before station can report signals.
- Replies: 3
- Views: 538
Re: Inserters feeding into train act before station can report signals.
Another thing to consider, and which has bit me far too often than I care to admit, is that the enable and filters only work during pickup. If the train becomes full, or leaves the station, the inserter will complete its swing anyway and then wait to drop its hand contents into the next train that ...
- Sat Nov 29, 2025 12:10 pm
- Forum: Gameplay Help
- Topic: Spaceship blueprint requested
- Replies: 11
- Views: 1255
Re: Spaceship blueprint requested
I am still unable to build a ship which can relieably produce enough fuel for itself. Sooner or later, tanks will run dry an the vessel limps to its destination.
If that's the main problem (rather than asteroid defence), there are three ways of tackling it:
Reduce fuel consumption: thrusters ...
If that's the main problem (rather than asteroid defence), there are three ways of tackling it:
Reduce fuel consumption: thrusters ...
- Wed Nov 26, 2025 10:34 pm
- Forum: Gameplay Help
- Topic: Once more... Decider Combinator and Input Count
- Replies: 2
- Views: 353
Re: Once more... Decider Combinator and Input Count
Indeed, you can have the C signal show up by adding an "Each(R) = C(R)" OR condition at the end. However then the output will be C+1, since you get 1 from the each output as well.
- Mon Nov 24, 2025 4:34 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2064
- Views: 962962
Re: Simple Questions and Short Answers
Use the "set recipe" option and stop sending any recipe signal. It will finish the current craft and then stop.kitters wrote: Mon Nov 24, 2025 4:11 pm How to set up logic to make an assembler/ect to not start a new cycle?
- Sun Nov 09, 2025 2:38 pm
- Forum: Gameplay Help
- Topic: Decider combinator filters?
- Replies: 2
- Views: 362
Re: Decider combinator filters?
You're not comparing your signal to the constant value 4, but to the signal "4 on black". When you uncheck the "R" box, because there is no green wire, both "green check" and "4 on black" have the same value, zero. When you don't only "4 on black" is zero.
You'll want to enter a constant value ...
You'll want to enter a constant value ...
- Mon Oct 27, 2025 12:54 pm
- Forum: Gameplay Help
- Topic: Spaceships interrupts don't interrupt...
- Replies: 4
- Views: 636
Re: Spaceships interrupts don't interrupt...
Interrupts only trigger when leaving a destination, not while flying. To stop flying to the shattered planet and return you use a fly condition instead. I'm pretty sure it's been like this since SA came out.
You should probably post a picture of your station schedule or a savegame so people can see ...
You should probably post a picture of your station schedule or a savegame so people can see ...
- Wed Oct 15, 2025 10:19 am
- Forum: Gameplay Help
- Topic: Artillery cleaning all chunks -> no more enemy?
- Replies: 5
- Views: 870
Re: Artillery cleaning all chunks -> no more enemy?
Pretty sure it doesn't work like that on Nauvis though, fresh expansion parties keep coming in from the edges of the already generated chunks, whether explored or not. So left to their own devices the biters will repopulate the world.
If this method works on Gleba (and is not a bug that gets fixed ...
If this method works on Gleba (and is not a bug that gets fixed ...
- Mon Oct 13, 2025 11:29 am
- Forum: Gameplay Help
- Topic: traffic lights
- Replies: 2
- Views: 413
Re: traffic lights
This looks a bit contrived since you could just move one turn down a bit so they don't even touch.
How do you want the trains to move? One-way traffic or two way traffic, from where to where?
How do you want the trains to move? One-way traffic or two way traffic, from where to where?
- Thu Oct 09, 2025 7:06 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2064
- Views: 962962
Re: Simple Questions and Short Answers
I don't think so. But there's two workarounds I'm using, (1) pick a ghost using Q on a legendary building, or (2) quickly Alt+Mousewheel to legendary quality. I've become accustomed to doing that while I move the mouse to the building to select so it doesn't even slow me down anymore.
- Sat Sep 27, 2025 11:18 pm
- Forum: Gameplay Help
- Topic: Circuit-Established Landing Pad Requests Not Truly Fulfilled
- Replies: 4
- Views: 663
Re: Circuit-Established Landing Pad Requests Not Truly Fulfilled
If it worked before that would've been a bug, or you've been handling the items differently. Possibly you've been removing the items from the CLP so that they are immediately in the logistics network instead? Or maybe items just got removed quickly enough since the logistics network needed them ...
- Wed Sep 24, 2025 4:04 pm
- Forum: Gameplay Help
- Topic: Question Regarding Blueprints
- Replies: 5
- Views: 785
Re: Question Regarding Blueprints
...or just press 'B' to drop in your blueprint book.
- Sun Sep 21, 2025 2:03 pm
- Forum: Gameplay Help
- Topic: Advice For 40 Hour Space Age Run
- Replies: 5
- Views: 5539
Re: Advice For 40 Hour Space Age Run
Congratulations! 

Anything you'd do differently, as advice for someone else who wants to try this?
Anything you'd do differently, as advice for someone else who wants to try this?
- Fri Sep 19, 2025 10:15 pm
- Forum: Gameplay Help
- Topic: Productivity on coal liquefaction recipe
- Replies: 6
- Views: 980
Re: Productivity on coal liquefaction recipe
Not in the game I think (at least without mods), but you can look at the recipe.lua files, where ingredients listed with "ignored_by_productivity" are catalysts. However bacteria cultivation is really the only exception here.
- Fri Sep 19, 2025 7:37 pm
- Forum: Gameplay Help
- Topic: Productivity on coal liquefaction recipe
- Replies: 6
- Views: 980
Re: Productivity on coal liquefaction recipe
Yes, in other words the 25 input oil is just passed through to the output, and 65 oil is actually produced and it's only this part for which productivity applies. This is the same for all catalytic recipes in the game (though mods could specify different ratios I think).
- Wed Sep 10, 2025 5:15 pm
- Forum: Ideas and Suggestions
- Topic: Allow belt/chest circuit readers to read spoilage level of most spoiled item
- Replies: 25
- Views: 14234
Re: Allow belt/chest circuit readers to read spoilage level of most spoiled item
To add another related idea this makes me think about, add an inserter choice to pick up anything with specific spoil settings. For example, remove anything with less then a few minutes or percent left. Kind of like the spoil first/last but numeric which makes more since because stacks in chests ...
- Tue Sep 09, 2025 6:36 pm
- Forum: Gameplay Help
- Topic: Coal Liquefaction
- Replies: 9
- Views: 1361
Re: Coal Liquefaction
Your math is right, but you need to describe the actual problem more clearly, or post a savegame. Are the refineries running out of coal, or steam, or input oil, or not running for some other reason? Are you sure the belt is fully compressed? Are your inserters fast enough? Did you let it run long ...
- Sun Sep 07, 2025 3:45 pm
- Forum: Gameplay Help
- Topic: Advice For 40 Hour Space Age Run
- Replies: 5
- Views: 5539
Re: Advice For 40 Hour Space Age Run
About the 12 hour mark was when I had my first mobile space platform in my 40 hr run, so I think you're doing alright. Getting Nauvis done was the slowest planet by far. The next three planets took about 4-5 hrs each, and Aquilo almost 8 hrs because of all the supply runs needed, and researching and ...
- Thu Sep 04, 2025 2:38 pm
- Forum: Gameplay Help
- Topic: Does pulsing requests to a cargo landing pad no longer work?
- Replies: 4
- Views: 763
Re: Does pulsing requests to a cargo landing pad no longer work?
There is now a cooldown between drops from orbit, so you will have to adjust your logic to account for that. But because of this perhaps you don't need that logic anymore and can just set the total number of items you want dropped instead.