There's probably a very simple answer, but it's driving me crazy. How do I set a signal value to a maximum if it is above the maximum, but otherwise leave it alone?
If I use a decider combinator with "less than or equal" it will output the value if it is equal to or below the maximum, but if the ...
Search found 11 matches
- Sat Nov 09, 2024 3:52 pm
- Forum: Gameplay Help
- Topic: Simple way to cap a circuit signal at a maximum value?
- Replies: 5
- Views: 1335
- Fri Aug 23, 2024 7:36 pm
- Forum: General discussion
- Topic: Possible unlimited resources exploit in Space Age ?
- Replies: 8
- Views: 6539
Re: Possible unlimited resources exploit in Space Age ?
- Edited the post and topic to mention the expansion instead of the 2.0 version.
- I'm not sure this system would be impossible even if 300% productivity is a maximum, because productivity bonuses are compounded when you apply them to each intermediate product as well as a "final" product. This ...
- I'm not sure this system would be impossible even if 300% productivity is a maximum, because productivity bonuses are compounded when you apply them to each intermediate product as well as a "final" product. This ...
- Thu Aug 22, 2024 6:22 pm
- Forum: General discussion
- Topic: Possible unlimited resources exploit in Space Age ?
- Replies: 8
- Views: 6539
Possible unlimited resources exploit in Space Age ?
Having seen the previews for recyclers and quality bonuses, I'm wondering if it would be possible to break the game with a combination of productivity modules and recyclers.
The quality preview said that the Space Age quality bonuses could apply to productivity modules, which would mean even more ...
The quality preview said that the Space Age quality bonuses could apply to productivity modules, which would mean even more ...
- Mon Jul 17, 2023 7:52 am
- Forum: Gameplay Help
- Topic: How do you deal with deconstruction leftovers?
- Replies: 7
- Views: 3210
Re: How do you deal with deconstruction leftovers?
Thanks for your responses, this makes a lot of sense.
What I understand from coppercoil and Tertius is that storage and buffer chests are kind of used in the reverse of their names - storage chests as a temporary collection point while buffer chests are the long-term storage. Promptly emptying ...
What I understand from coppercoil and Tertius is that storage and buffer chests are kind of used in the reverse of their names - storage chests as a temporary collection point while buffer chests are the long-term storage. Promptly emptying ...
- Sun Jul 16, 2023 10:30 am
- Forum: Gameplay Help
- Topic: How do you deal with deconstruction leftovers?
- Replies: 7
- Views: 3210
How do you deal with deconstruction leftovers?
When I deconstruct a part of a base wholesale with construction robots, the robots have to move not only the "buildables" but also any items that are on belts, in chests or inside machines. This can add up very quickly to thousands of items for the robots to move and for me to decide what to do with ...
- Wed Mar 16, 2016 1:20 pm
- Forum: Show your Creations
- Topic: Automated bot refiller for outposts
- Replies: 4
- Views: 3652
Re: Automated bot refiller for outposts
Very nice!
Can you explain how you made it work? I can guess some ways, but I can't figure it out from the picture without seeing the settings, or even the wires very clearly.
You have a combinator timer to start and stop the counting, and this is how the bots are counted -
You take ALL the bots out ...
Can you explain how you made it work? I can guess some ways, but I can't figure it out from the picture without seeing the settings, or even the wires very clearly.
You have a combinator timer to start and stop the counting, and this is how the bots are counted -
You take ALL the bots out ...
- Mon Mar 14, 2016 12:28 pm
- Forum: General discussion
- Topic: Loader Poll - Trying to get an idea of what the opinions are
- Replies: 160
- Views: 65149
Re: Loader Poll - Trying to get an idea of what the opinions are
I like the idea of a loader with small internal buffer. It should only interact with belts, and you will still need an inserter to move items. Basically, it should be a part of the belt system that applies inserter stack bonus to belts.
I think this is the most reasonable suggestion so far. It's ...
I think this is the most reasonable suggestion so far. It's ...
- Sun Mar 13, 2016 2:36 am
- Forum: Ideas and Suggestions
- Topic: In-Game Note/Picture Taking
- Replies: 2
- Views: 2173
In-Game Note/Picture Taking
In-Game Note and Picture Taking
Summary – Add GUI features that allow players to type text notes and possibly save pictures of the game screen, to use as reminders, build notes etc.
Maybe even allow export/import of these text and picture notes between games.
Advantages -
Convenient way for ...
Summary – Add GUI features that allow players to type text notes and possibly save pictures of the game screen, to use as reminders, build notes etc.
Maybe even allow export/import of these text and picture notes between games.
Advantages -
Convenient way for ...
- Sun Mar 13, 2016 2:24 am
- Forum: Ideas and Suggestions
- Topic: Mining Robots
- Replies: 14
- Views: 7955
Mining Robots
Mining Robots
Summary –
Add a type of flying robots that mine resource patches and return the resources to storage.
Add a “mining planner” item that the player uses to designate resources for mining by the robots in the same way as the deconstruction planner.
The mining planner can have a filter ...
Summary –
Add a type of flying robots that mine resource patches and return the resources to storage.
Add a “mining planner” item that the player uses to designate resources for mining by the robots in the same way as the deconstruction planner.
The mining planner can have a filter ...
- Sun Mar 13, 2016 2:04 am
- Forum: Ideas and Suggestions
- Topic: Fast/Express Belts require Electricity
- Replies: 1
- Views: 1255
Fast/Express Belts require Electricity
Fast/Express Transport Belts Require Electricity
Summary – Basic belts and splitters remain the same, while fast and express belts/splitters require a small amount of electric power.
Advantages -
Players will have more interesting/meaningful choice between the basic belts and the more advanced ...
Summary – Basic belts and splitters remain the same, while fast and express belts/splitters require a small amount of electric power.
Advantages -
Players will have more interesting/meaningful choice between the basic belts and the more advanced ...
- Sun Mar 13, 2016 1:47 am
- Forum: Ideas and Suggestions
- Topic: Storage Buildings to Replace Chests
- Replies: 2
- Views: 1905
Storage Buildings to Replace Chests
Storage Buildings
Summary – Replace the wood/iron/steel chests with different sizes/shapes of buildings that "pool" resources in the same way as cargo wagons.
Advantages –
The new buildings will allow more use of the resource sorting/routing techniques that players have until now used stationary ...
Summary – Replace the wood/iron/steel chests with different sizes/shapes of buildings that "pool" resources in the same way as cargo wagons.
Advantages –
The new buildings will allow more use of the resource sorting/routing techniques that players have until now used stationary ...