For the moment, forget the wildcard popup description. Just remember what we all observed as game behavior. This thread and all other observations.
This actually happens:
when the game engine is about to check and process the interrupts, before processing the first interrupt, it creates one ...
Search found 1466 matches
- Sat Nov 08, 2025 9:47 am
- Forum: Gameplay Help
- Topic: Parametric Signals - Is there a bug, or am I misunderstanding them?
- Replies: 19
- Views: 372
- Fri Nov 07, 2025 9:22 am
- Forum: Gameplay Help
- Topic: Spaceships interrupts don't interrupt...
- Replies: 4
- Views: 296
Re: Spaceships interrupts don't interrupt...
If a platform currently has the shattered planet as destination, the condition for that schedule entry is reversed: the condition is constantly being checked and the platform will stop and turn back immediately if the waiting condition becomes true. If you look thoroughly, you will also notice this ...
- Fri Nov 07, 2025 12:38 am
- Forum: Gameplay Help
- Topic: "2" is considered False when using AND/OR combinators
- Replies: 4
- Views: 268
Re: "2" is considered False when using AND/OR combinators
You can add multiple conditions to a single decider combinator, combined with AND or OR.Mabbus wrote: Thu Nov 06, 2025 11:03 pm Adding a decider combinator is how I normally solve it, but I was hoping to save some combinators for a neater sollution.
- Thu Nov 06, 2025 5:45 pm
- Forum: Ideas and Suggestions
- Topic: Make promethium spoil, and quickly
- Replies: 38
- Views: 7750
Re: Make promethium spoil, and quickly
Ok so you have a tiny ship as well instead of taking a look into what belt storage ultimately encourages. Try building bigger
Nope, I will not build bigger. That's not a part of the game I'm interested in. I'm quite sure I'm not the only player with this view of the game. My build is already ...
- Thu Nov 06, 2025 10:25 am
- Forum: Ideas and Suggestions
- Topic: Make promethium spoil, and quickly
- Replies: 38
- Views: 7750
Re: Make promethium spoil, and quickly
because belt storage encourages boring builds while being about 6x as effective as not using it. Giving them spoil time would make vastly different builds more interesting
With chunks spoiling you're adding a hard restriction, and hard restrictions lower the amount of possible and viable builds ...
- Tue Nov 04, 2025 8:20 am
- Forum: Modding discussion
- Topic: AI generated assets and disclosure
- Replies: 23
- Views: 1016
Re: AI generated assets and disclosure
I feel this request as psychological or political, but not technical. This reminds me of long gone discussions when some people didn't want to use apps developed with Turbo Pascal or compiled by some given compiler.
Given this and other topics that are against AI usage but never really told why ...
Given this and other topics that are against AI usage but never really told why ...
- Mon Nov 03, 2025 11:31 am
- Forum: Ideas and Suggestions
- Topic: Option to ignore cargo landing pad content for circuit controlled requests
- Replies: 3
- Views: 234
Re: Option to ignore cargo landing pad content for circuit controlled requests
If this option isn't feasible for some reason, I'd like to be able to read the cargo landing pad inventory at the same time as setting its requests, so I can add this to the request, so all wanted items can be requested, no matter if some are in the landing pad or in some chest. Would achieve ...
- Mon Nov 03, 2025 11:04 am
- Forum: Balancing
- Topic: A idea to handle gleba problem
- Replies: 22
- Views: 3040
Re: A idea to handle gleba problem
The only thing that gleba has issues with is stone
You need stone just for landfill, to build your factory and enhance your farm.
In the starting area, I always found 4 stone patches with a combined amount of about 800k.
Mined with mining productivity of 100% (research level 10) with a big ...
- Mon Nov 03, 2025 10:17 am
- Forum: Ideas and Suggestions
- Topic: Option to ignore cargo landing pad content for circuit controlled requests
- Replies: 3
- Views: 234
Option to ignore cargo landing pad content for circuit controlled requests
What?
I would like an additional option "Set requests (logistics network)" for the cargo landing pad, where the requests are not counted against the cargo landing pad inventory but instead against the logistics network content the cargo landing pad is part of.
Why?
The goal is to ensure a given ...
I would like an additional option "Set requests (logistics network)" for the cargo landing pad, where the requests are not counted against the cargo landing pad inventory but instead against the logistics network content the cargo landing pad is part of.
Why?
The goal is to ensure a given ...
- Sun Nov 02, 2025 11:59 am
- Forum: Not a bug
- Topic: [2.0.72] Roboports allow charging when unpowered after being placed
- Replies: 2
- Views: 196
Re: [2.0.72] Roboports allow charging when unpowered after being placed
Roboports seem to get an initial small amount of energy in their energy buffer when placed. Probably to make them connect to an existing logistics network, since that's often the intention if you place a new roboport. Otherwise you don't immediately see how the network will extend, only after you ...
- Fri Oct 31, 2025 9:32 am
- Forum: Gameplay Help
- Topic: Land Mine Question
- Replies: 4
- Views: 251
Re: Land Mine Question
As of this update in 2.0.48:
[*]Killed landmines now explode. (https://forums.factorio.com/121065)
Landmines are a viable weapon against stompers as far as I understand corresponding comments.
Myself, I don't use landmines because they deplete and need to be deployed again during combat in ...
[*]Killed landmines now explode. (https://forums.factorio.com/121065)
Landmines are a viable weapon against stompers as far as I understand corresponding comments.
Myself, I don't use landmines because they deplete and need to be deployed again during combat in ...
- Thu Oct 30, 2025 4:05 pm
- Forum: Technical Help
- Topic: Gleba invisible legs.
- Replies: 3
- Views: 170
Re: Gleba invisible legs.
As far as I remember there is a game option to change the appearance of pentapods, for people with arachnophobia.
- Thu Oct 30, 2025 3:56 pm
- Forum: Balancing
- Topic: Early game quality balance
- Replies: 10
- Views: 684
Re: Early game quality balance
Although at some point (especially if you want to target a wider variety of finished products) you would want to start setting up backpressure to avoid overproduction of quality intermediates. I think that will be interesting to math out how to line things up so the factory autodetects the right ...
- Thu Oct 30, 2025 8:29 am
- Forum: Balancing
- Topic: Early game quality balance
- Replies: 10
- Views: 684
Re: Early game quality balance
But it’s not like there are no benefits whatsoever; The other guy already gave several examples of useful early quality, and I believe there are more. Stick quality modules in the right places throughout your whole factory, set up the filtering correctly, and over time you will build up plenty of ...
- Wed Oct 29, 2025 7:59 am
- Forum: Gameplay Help
- Topic: Decider combinator behavior
- Replies: 4
- Views: 333
Re: Decider combinator behavior
In any case, I tried to express finding the minimum as "anything <= X AND anything <= Y", as seen in the screenshot. I expected this to roughly mean: match any signal s, such that s <= X and that same s <= Y, which since I know that X and Y are the only signals in the network, should've given me ...
- Mon Oct 27, 2025 5:37 pm
- Forum: News
- Topic: Friday Facts #439 - Factorio and Space Age on Nintendo Switch 2™
- Replies: 51
- Views: 9028
Re: Friday Facts #439 - Factorio and Space Age on Nintendo Switch 2™
Apart from the "item is imported from specifc planet" issue, which would much better suited for "this named logistics imports from this planet", I am not sure if space platforms have a scheduling issue?
From a planet, I cannot tell a platform to stay or to leave via circuits. This is useful to ...
- Mon Oct 27, 2025 4:56 pm
- Forum: News
- Topic: Friday Facts #439 - Factorio and Space Age on Nintendo Switch 2™
- Replies: 51
- Views: 9028
Re: Friday Facts #439 - Factorio and Space Age on Nintendo Switch 2™
I admit I'm a bit disappointed about the information that 2.1 is coming some time next year. There are one or two things I'm not satisfied with in Space Age, where I'm struggling with a proper and satisfying implementation. I'm not alone with that if I see the forum posts since SA release. As far as ...
- Sun Oct 26, 2025 10:44 pm
- Forum: Gameplay Help
- Topic: Circuit wait condition on an interrupt does not cause the train to leave, the condition flickers constantly
- Replies: 8
- Views: 491
Re: [2.0.69] Circuit wait condition on an interrupt does not cause the train to leave, the condition flickers constantly
Best way is to figure out why the trigger keeps fireing.
I guess there's a misunderstanding on how interrupts should be used best. Many players use the interrupt conditions as an asynchronous if, for example "if (have cargo and I'm not at dest and dest is free) then (go dest)". They assume they ...
- Sun Oct 26, 2025 12:45 pm
- Forum: Gameplay Help
- Topic: Circuit wait condition on an interrupt does not cause the train to leave, the condition flickers constantly
- Replies: 8
- Views: 491
Re: [2.0.69] Circuit wait condition on an interrupt does not cause the train to leave, the condition flickers constantly
I think I figured it out. The interrupt is "retriggering" on the same interrupt on the same station repeatedly.
When the train tries to leave based on the circuit condition, it still has cargo in its hold (since the drop off station doesn't always empty it). So the 'go to drop station with cargo ...
- Sat Oct 25, 2025 9:17 pm
- Forum: General discussion
- Topic: anyone else find demolishers boring to fight?
- Replies: 3
- Views: 371
Re: anyone else find demolishers boring to fight?
The demolisher fight is 100% fine. Factorio isn't a classic combat orientated game. It's an automation game, and you win if you understand how to automate everything - including combat. Fighting a demolisher is as satisfying as taking out the trash or popping pimples. That might sound negative, but ...