+1, when inputting some 18+ complex conditions it's a little hard to do.
Honestly, i would rather the ability to type in a logic statement by hand. But something to make strong up conditions is definitely needed.
I would suggest opening a thread for this option too. That way we get more angles ...
Search found 16 matches
- Sun Jun 22, 2025 2:45 am
- Forum: Ideas and Suggestions
- Topic: Decider combinator: Duplicate condition
- Replies: 5
- Views: 259
- Sat Jun 21, 2025 7:52 pm
- Forum: Ideas and Suggestions
- Topic: More Circuit Conditions for the Agricultural Tower
- Replies: 1
- Views: 155
Re: More Circuit Conditions for the Agricultural Tower
+1, seeding/harvesting could be separated.
- Sat Jun 21, 2025 6:51 pm
- Forum: Ideas and Suggestions
- Topic: Small QOL. Pipette circuits "constant number"
- Replies: 1
- Views: 165
Re: Small QOL. Pipette circuits "constant number"
I want to give this my +1, was just about to make a new thread about it.
- Sat Jun 21, 2025 4:25 pm
- Forum: Ideas and Suggestions
- Topic: Batch signal constant combinator selection.
- Replies: 0
- Views: 82
Batch signal constant combinator selection.
TL;DR
Make ctrl+click allow selecting multiple signals.
What?
In some circuit network builds, a need arises to select multiple signals (for listing priorities, listening/filtering/storing specific signals in different spots).
In such cases, selecting each single signal becomes tedious, in part ...
Make ctrl+click allow selecting multiple signals.
What?
In some circuit network builds, a need arises to select multiple signals (for listing priorities, listening/filtering/storing specific signals in different spots).
In such cases, selecting each single signal becomes tedious, in part ...
- Sat Jun 21, 2025 2:41 pm
- Forum: Implemented Suggestions
- Topic: New circuit network signal: Science
- Replies: 2
- Views: 264
Re: New circuit network signal: Science
This seems to have been made possible at some point. Can this thread be moved to implemented?
- Thu Jun 19, 2025 6:22 pm
- Forum: Implemented mod requests
- Topic: Limit inventory stack size in a container
- Replies: 2
- Views: 517
- Wed Jun 11, 2025 5:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.55] Character.integration_patch renders sometimes
- Replies: 2
- Views: 972
- Fri Jun 06, 2025 4:17 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.55] Character.integration_patch renders sometimes
- Replies: 2
- Views: 972
[2.0.55] Character.integration_patch renders sometimes
When setting a character's integration patch, it can be seen in menu simulations:
But not in game:
Example mod:
But not in game:
Example mod:
- Thu Jun 05, 2025 5:36 pm
- Forum: Ideas and Suggestions
- Topic: Negative quality bonus on craft
- Replies: 9
- Views: 1994
Re: Negative quality bonus on craft
It does sound like an interesting mechanic. Overhauls could have a field day with it.
- Wed Jun 04, 2025 4:49 am
- Forum: Ideas and Suggestions
- Topic: Negative quality bonus on craft
- Replies: 9
- Views: 1994
Re: Negative quality bonus on craft
+1
This could allow for tiered progression of buildings, starting from negative qualities (which retain usefulness even in late game) and buildings with positive quality
This could allow for tiered progression of buildings, starting from negative qualities (which retain usefulness even in late game) and buildings with positive quality
- Tue Jun 03, 2025 3:47 pm
- Forum: Implemented mod requests
- Topic: Limit inventory stack size in a container
- Replies: 2
- Views: 517
Limit inventory stack size in a container
It would be neat to be able to modify an inventory to have a custom stack size that applied globally to all of its slots.
This could come in useful when designing containers that hold smaller than normal stack sizes (mini-chests, mini-trains) that are capable of holding many different kinds of ...
This could come in useful when designing containers that hold smaller than normal stack sizes (mini-chests, mini-trains) that are capable of holding many different kinds of ...
- Sun May 18, 2025 4:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.49]Unexpected linked-container performance hit
- Replies: 7
- Views: 638
Re: [2.0.49]Unexpected linked-container performance hit
I profiled the save file and found some areas to improve for the next release.
I might be missing something here but just wanted to report that I tested the same setup in 2.0.50 (180K linked chests all linked to the same inventory and 100 inserters). I think now not only the save-scrambled ...
- Thu May 15, 2025 7:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.49]Unexpected linked-container performance hit
- Replies: 7
- Views: 638
Re: [2.0.49]Unexpected linked-container performance hit
Thanks for all your work 

- Thu May 15, 2025 1:35 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.49]Unexpected linked-container performance hit
- Replies: 7
- Views: 638
- Thu May 15, 2025 1:27 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.49]Unexpected linked-container performance hit
- Replies: 7
- Views: 638
Re: [2.0.49]Unexpected linked-container performance hit
Thanks for the swift response!
As an added question - Are these forwards tick instantaneous ?- as in, there is no delay like in circuit networks.
Also, the behavior where the setup takes 15 ms upon creation but 45 ms upon load is expected?
As an added question - Are these forwards tick instantaneous ?- as in, there is no delay like in circuit networks.
Also, the behavior where the setup takes 15 ms upon creation but 45 ms upon load is expected?
- Thu May 15, 2025 12:52 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.49]Unexpected linked-container performance hit
- Replies: 7
- Views: 638
[2.0.49]Unexpected linked-container performance hit
I was running some tests to see how UPS were affected by belts/chest/inventory size etc.
However, when I tested linked chests, they seem to take longer to process (higher ms cost and lower ups) when you have more of them linked, but disproportionately so.
05-14-2025, 18-36-24.png
In this setup ...
However, when I tested linked chests, they seem to take longer to process (higher ms cost and lower ups) when you have more of them linked, but disproportionately so.
05-14-2025, 18-36-24.png
In this setup ...