Search found 161 matches

by jdrexler75
Sat Nov 29, 2025 12:10 pm
Forum: Gameplay Help
Topic: Spaceship blueprint requested
Replies: 11
Views: 635

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 ...
by jdrexler75
Wed Nov 26, 2025 10:34 pm
Forum: Gameplay Help
Topic: Once more... Decider Combinator and Input Count
Replies: 2
Views: 218

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.
by jdrexler75
Mon Nov 24, 2025 4:34 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 2046
Views: 906106

Re: Simple Questions and Short Answers

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?
Use the "set recipe" option and stop sending any recipe signal. It will finish the current craft and then stop.
by jdrexler75
Sun Nov 09, 2025 2:38 pm
Forum: Gameplay Help
Topic: Decider combinator filters?
Replies: 2
Views: 287

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 ...
by jdrexler75
Mon Oct 27, 2025 12:54 pm
Forum: Gameplay Help
Topic: Spaceships interrupts don't interrupt...
Replies: 4
Views: 480

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 ...
by jdrexler75
Wed Oct 15, 2025 10:19 am
Forum: Gameplay Help
Topic: Artillery cleaning all chunks -> no more enemy?
Replies: 5
Views: 693

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 ...
by jdrexler75
Mon Oct 13, 2025 11:29 am
Forum: Gameplay Help
Topic: traffic lights
Replies: 2
Views: 326

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?
by jdrexler75
Thu Oct 09, 2025 7:06 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 2046
Views: 906106

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.
by jdrexler75
Sat Sep 27, 2025 11:18 pm
Forum: Gameplay Help
Topic: Circuit-Established Landing Pad Requests Not Truly Fulfilled
Replies: 4
Views: 527

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 ...
by jdrexler75
Wed Sep 24, 2025 4:04 pm
Forum: Gameplay Help
Topic: Question Regarding Blueprints
Replies: 5
Views: 601

Re: Question Regarding Blueprints

...or just press 'B' to drop in your blueprint book.
by jdrexler75
Sun Sep 21, 2025 2:03 pm
Forum: Gameplay Help
Topic: Advice For 40 Hour Space Age Run
Replies: 5
Views: 3527

Re: Advice For 40 Hour Space Age Run

Congratulations! 🎆🎉

Anything you'd do differently, as advice for someone else who wants to try this?
by jdrexler75
Fri Sep 19, 2025 10:15 pm
Forum: Gameplay Help
Topic: Productivity on coal liquefaction recipe
Replies: 6
Views: 801

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.
by jdrexler75
Fri Sep 19, 2025 7:37 pm
Forum: Gameplay Help
Topic: Productivity on coal liquefaction recipe
Replies: 6
Views: 801

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).
by jdrexler75
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: 13116

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 ...
by jdrexler75
Tue Sep 09, 2025 6:36 pm
Forum: Gameplay Help
Topic: Coal Liquefaction
Replies: 9
Views: 1115

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 ...
by jdrexler75
Sun Sep 07, 2025 3:45 pm
Forum: Gameplay Help
Topic: Advice For 40 Hour Space Age Run
Replies: 5
Views: 3527

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 ...
by jdrexler75
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: 662

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.
by jdrexler75
Tue Sep 02, 2025 5:54 pm
Forum: Gameplay Help
Topic: Silo not requesting from logistics network
Replies: 4
Views: 612

Re: Silo not requesting from logistics network

Yes, otherwise the silo would get blocked by the half-filled request, which could take hours as far as it knows. Silos never launch partially loaded rockets in automatic mode.
by jdrexler75
Tue Sep 02, 2025 4:44 pm
Forum: Gameplay Help
Topic: what should I improve with this simple coal liquifaction setup?
Replies: 3
Views: 581

Re: what should I improve with this simple coal liquifaction setup?

Simple coal liquifaction is only a short-term setup, most people replace it with the regular coal liquifaction quickly, so I wouldn't worry about optimizing it too much. Or, perhaps instead, change the layout for easier conversion to regular coal liquifaction.
by jdrexler75
Fri Aug 29, 2025 2:28 pm
Forum: Gameplay Help
Topic: Finding inserter chest to belt throughput
Replies: 3
Views: 636

Re: Finding inserter chest to belt throughput

Ah, I see. Then there is another error I can think of: if you start with an empty belt then the start and end state are different. Meaning that it can put the first item on the target belt tile very fast when it's empty, and only after that it's limited by the belt speed providing a new drop spot ...

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