Search found 194 matches

by jdrexler75
Wed Jul 15, 2026 3:30 pm
Forum: Gameplay Help
Topic: Miners Not Filling Out Belt Fully
Replies: 3
Views: 512

Re: Miners Not Filling Out Belt Fully

It helps to have a small belt buffer (just one or two pieces) that sideloads into the output belt. This allows it to fill the gaps properly, whereas the miner won't always have an item ready when there's a gap, and there won't be a gap in time before the miner's output fills up.

You only need to do ...
by jdrexler75
Sat Jul 11, 2026 12:35 pm
Forum: Gameplay Help
Topic: pipe line indecation
Replies: 1
Views: 312

Re: pipe line indecation

It's a side-effect of the revamped fluid 2.0 system which no longer simulates flow. You'll have to live without visible flow direction:
There is no longer a realistic fluid "flow" through pipes
by jdrexler75
Sun Jun 28, 2026 3:21 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 2110
Views: 1170769

Re: Simple Questions and Short Answers


Question: Is it possible to copy / paste a space platform without overwriting the existing schedule of a ship (eq. upgrading the ship)?


To not overwrite the existing platform schedule, you have to turn it into a blueprint (press B ), and then remove the platform hub from the blueprint by right ...
by jdrexler75
Sun Jun 28, 2026 11:14 am
Forum: Gameplay Help
Topic: Is Kovarex Enrichment worth rushing?
Replies: 4
Views: 635

Re: Is Kovarex Enrichment worth rushing?

Generally I build just enough centrifuges and drills to have about twice as much U-235 as I need to power my base. That also helps at the start when you might otherwise get too long stretches with no U-235 coming out. But it slowly builds a stockpile that can then be used for Kovarex processing ...
by jdrexler75
Sat Jun 27, 2026 4:08 pm
Forum: Gameplay Help
Topic: Dealing with Fulgora Concrete in 2.1
Replies: 11
Views: 1643

Re: Dealing with Fulgora Concrete in 2.1

How viable would be it be to make and recycle nuclear reactors? The ingredients are also all things that I have a vast surplus of. Even if the ratios don't work out completely, it should at least take care of a large amount of concrete.
by jdrexler75
Fri Jun 26, 2026 11:11 am
Forum: Gameplay Help
Topic: shattered planet
Replies: 3
Views: 484

Re: shattered planet

You don't have a fly condition, so it's never true. Therefore the platform is not allowed to continue flying, and returns right away.

It's set up this way because normally you don't really want to go to the shattered planet, but go back when you've collected enough promethium.
by jdrexler75
Wed Jun 24, 2026 9:37 pm
Forum: Gameplay Help
Topic: Missing inserter far/near side setting
Replies: 4
Views: 676

Re: [2.1.7] Missing inserter far/near side setting

However for perpendicular belts, it's now a vanilla feature in 2.1, check FFF #442. (And this being added probably broke the hack used by mods for lane switching.)
by jdrexler75
Wed Jun 24, 2026 2:59 pm
Forum: Gameplay Help
Topic: Locked Combinator Settings without wires
Replies: 5
Views: 542

Re: Locked Combinator Settings without wires

Probably a UI reason, don't provide settings that don't do anything.

A common workaround is to place a ghost outside of bot range and connect and configure it, then copy its configuration over to the real one. Or just connect it temporarily to a power pole.
by jdrexler75
Wed Jun 24, 2026 2:50 pm
Forum: Gameplay Help
Topic: How to gain Lazy Bastard achievement?
Replies: 6
Views: 830

Re: How to gain Lazy Bastard achievement?

You can pin achievements to your screen and their ribbon turns red when you violate the condition, so at least you notice right away.

You could also turn off the manual crafting mouse bindings in your settings after getting your first assembler.
by jdrexler75
Wed Jun 17, 2026 7:26 pm
Forum: Gameplay Help
Topic: legendary ore farm
Replies: 2
Views: 664

Re: legendary ore farm

Once you have a few tiers of mining productivity research, the productivity modules pretty much lose their value. I don't think speed beacons make much sense either since you'll just drain the patch faster. You'll need to open the same number of ore patches in the end, with speed beacons one after ...
by jdrexler75
Sat Jun 06, 2026 11:15 am
Forum: Gameplay Help
Topic: i need help with trains
Replies: 5
Views: 847

Re: i need help with trans

In general it seems you need to learn how one-way and two-way signals work.

When you place a signal on only one side of the track, a train can't pass this signal in the other direction at all. The whole track become a one-way track if there is any one-sided signal.

To make a track two-way, all ...
by jdrexler75
Fri Jun 05, 2026 2:00 pm
Forum: Gameplay Help
Topic: i need help with trains
Replies: 5
Views: 847

Re: i need help with trans

The track at the bottom is signaled for one-way traffic, but in the wrong direction for your train. So it can't go there (or anywhere since that's the only path).
by jdrexler75
Mon Jun 01, 2026 7:22 pm
Forum: Gameplay Help
Topic: Quality Bug
Replies: 2
Views: 626

Re: Quality Bug

In fact you got lucky and made 51.4% quality items. And you got even luckier and made even more epic items than expected on average (which is always 10% of the previous tier). It's not the plant quality ratio from tier to tier!

The expected values are:
862 common items
849 quality items (49.6 ...
by jdrexler75
Tue May 19, 2026 2:35 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 2110
Views: 1170769

Re: Simple Questions and Short Answers

Yeah I missed that... maybe you'll need to post your blueprint to let us see the details.
by jdrexler75
Tue May 19, 2026 6:04 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 2110
Views: 1170769

Re: Simple Questions and Short Answers

Mouse over to the top right of the dialog with the red/green wires, and you'll probably see that it gets 1 from the red wire and 1 from the green wire, and 1+1 = 2.
by jdrexler75
Sat May 09, 2026 4:26 pm
Forum: Gameplay Help
Topic: Ho to properly calculate needs for inserters?
Replies: 5
Views: 811

Re: Ho to properly calculate needs for inserters?

If you want a formula to calculate this, it will be inordinately complicated.

There are too many factors that all affect inserter throughput in different ways, and they interact in non-linear ways with each other: Is the target a chest or belt or splitter? What speed is the belt/splitter? Is the ...
by jdrexler75
Mon May 04, 2026 2:58 pm
Forum: Gameplay Help
Topic: Train Interrupts
Replies: 5
Views: 942

Re: Train Interrupts

TomyTheBest wrote: Mon May 04, 2026 7:11 am This idea saved me, thank you. However ... what other problems you were thinking as a posibility? My system's stress test works well..... no issue. yet.
Nothing in particular, just lingering dull pain regarding station name changes misbehaving in the past. Probably routing issues and such.
by jdrexler75
Sun May 03, 2026 11:58 am
Forum: Gameplay Help
Topic: New combinator logic: Output any TRUE condition as 1
Replies: 3
Views: 615

Re: New combinator logic: Output any TRUE condition as 1

"Each" is an output option when there is an input with "each". Otherwise "each" could not match any signal to output.

The way I solve this situation, is with a constant combinator box that sets the negative value of your desired condition, in your case Substation=-10, Wall=-100, Repair Pack=-100 ...
by jdrexler75
Sat May 02, 2026 10:31 am
Forum: Gameplay Help
Topic: Train Interrupts
Replies: 5
Views: 942

Re: Train Interrupts

If I understand what you're describing correctly, this is a general behaviour independent of interrupts: whenever you rename a station whose name is unique, then all references to it in all train schedules (including interrupts) will change accordingly. Because it's the only station with that name ...

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