Not a pro at all, but my approach is: Pick a goal, e. g. 90 spm, and a set of constraints: am2, yellow belts, design fits in a square, no logistics bots. Then divide and conquer.
It's pretty similar to software engineering, in a way.
Try to learn something along the way. E. g. I found that it's a ...
Search found 37 matches
- Tue Jul 22, 2025 9:18 pm
- Forum: General discussion
- Topic: How pros approach the game?
- Replies: 20
- Views: 4546
- Fri Jul 18, 2025 5:48 pm
- Forum: Duplicates
- Topic: Productivity bonus applied slightly too late
- Replies: 2
- Views: 204
Re: Productivity bonus applied slightly too late
I see. And I agree, it's quite an edge case. Thank you for letting me know.
- Fri Jul 18, 2025 1:54 am
- Forum: Duplicates
- Topic: Productivity bonus applied slightly too late
- Replies: 2
- Views: 204
Productivity bonus applied slightly too late
I'm using an assembly machine 2 with two production modules 1. These two modules provide a bonus of 8 %, that's 108/100=27/25.
I've put in the required inputs for 25*27*2=1350 products, and I'm expecting 25*27*2 * (27/25) = 1458 outputs. But I'm only seeing 1457.
As soon as I put in another set of ...
I've put in the required inputs for 25*27*2=1350 products, and I'm expecting 25*27*2 * (27/25) = 1458 outputs. But I'm only seeing 1457.
As soon as I put in another set of ...
- Thu Jul 03, 2025 12:07 pm
- Forum: Ideas and Suggestions
- Topic: Warn the user before modified combinator description gets discarded
- Replies: 0
- Views: 153
Warn the user before modified combinator description gets discarded
I love that combinators have descriptions built in now. I don't love their UI, though.
To edit a description, a new window is spawned. When clicking anywhere outside of that window, it is closed, and any change is getting discarded, without asking or warning the player.
I have lost edits quite a ...
To edit a description, a new window is spawned. When clicking anywhere outside of that window, it is closed, and any change is getting discarded, without asking or warning the player.
I have lost edits quite a ...
- Wed Jul 02, 2025 1:06 pm
- Forum: Gameplay Help
- Topic: Specifying Order of Operations in Decider Combinators
- Replies: 7
- Views: 637
Re: Specifying Order of Operations in Decider Combinators
I've always considered making some "decider compiler" mod that can take some more complex expressions and expands them into decider syntax.
I just wrote a mod that does exactly that. See https://forums.factorio.com/viewtopic.php?p=675725#p675725. Not published yet, currently gauging interest.
- Wed Jul 02, 2025 10:33 am
- Forum: Ideas and Suggestions
- Topic: Decider combinator: Duplicate condition
- Replies: 6
- Views: 682
Re: Decider combinator: Duplicate condition
I found this mod that allows editing combinator conditions as text.
https://mods.factorio.com/mod/combinator-codify
I used it as a baseline to create my own mod for the DSL above. It's pretty powerful.
https://mods.factorio.com/mod/combinator-codify
I used it as a baseline to create my own mod for the DSL above. It's pretty powerful.
- Tue Jul 01, 2025 10:54 am
- Forum: Minor issues
- Topic: [2.0.55] Transport line gap opens up in middle of belt where it shouldn't
- Replies: 5
- Views: 695
Re: [2.0.55] Transport line gap opens up in middle of belt where it shouldn't
Looking at the video can be misleading. Should be looked at in game, stepping through frame by frame.
- Tue Jul 01, 2025 7:54 am
- Forum: Ideas and Suggestions
- Topic: Delay-line combinators
- Replies: 7
- Views: 1712
Re: Delay-line combinators
How many ticks are we talking about here? I've never had the need for a delay of more than two or three ticks.
From the thread here it's hard to judge if there's an actual need for it, or if there's a significant benefit. So I think some examples would help.
What about memory requirements? For ...
From the thread here it's hard to judge if there's an actual need for it, or if there's a significant benefit. So I think some examples would help.
What about memory requirements? For ...
- Wed Jun 25, 2025 4:14 pm
- Forum: Ideas and Suggestions
- Topic: Decider combinator: Duplicate condition
- Replies: 6
- Views: 682
Re: Decider combinator: Duplicate condition
I just spent a couple hours coercing Copilot into writing a parser and AST transformer for the decider combinator DSL. I call it decolang .
It can parse expressions like red(T) = 23 or ip > 10 and cp > 4 and (T != 112 or P > 5) .
It also normalizes an expression like P=1 and (X=0 or A=3) into P=1 ...
It can parse expressions like red(T) = 23 or ip > 10 and cp > 4 and (T != 112 or P > 5) .
It also normalizes an expression like P=1 and (X=0 or A=3) into P=1 ...
- Tue Jun 24, 2025 11:18 pm
- Forum: Technical Help
- Topic: Steam play time still counting when computer sleeps
- Replies: 4
- Views: 3218
Re: Steam play time still counting when computer sleeps
Also weird: Play time doesn't go up in Steam's Offline mode.
- Tue Jun 24, 2025 10:48 pm
- Forum: Modding help
- Topic: Undo/redo
- Replies: 5
- Views: 515
Re: Undo/redo
Thank you! This is a good start.
I think this would be a great addition to the documentation at https://lua-api.factorio.com/latest/classes/LuaUndoRedoStack.html then.
The undo queue for a player. The term item_index refers to the index of an undo item in the queue, while action_index refers to ...
I think this would be a great addition to the documentation at https://lua-api.factorio.com/latest/classes/LuaUndoRedoStack.html then.
The undo queue for a player. The term item_index refers to the index of an undo item in the queue, while action_index refers to ...
- Tue Jun 24, 2025 10:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [Strangepan][2.0.7] Undo doesn't undo flipping entities
- Replies: 2
- Views: 3222
- Tue Jun 24, 2025 10:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.57] "Set constant" on decider output does not focus input field
- Replies: 3
- Views: 1005
Re: [2.0.57] "Set constant" on decider output does not focus input field
[virtual-signal=signal-heart]
- Tue Jun 24, 2025 7:38 pm
- Forum: Ideas and Suggestions
- Topic: Decider combinator: Duplicate condition
- Replies: 6
- Views: 682
Re: Decider combinator: Duplicate condition
Honestly, i would rather the ability to type in a logic statement by hand. But something to make strong up conditions is definitely needed.
That's an interesting idea! I would see that rather in the context of a mod than in the base game, since it's very technical.
But it would be cool to have ...
- Mon Jun 23, 2025 6:14 pm
- Forum: Modding help
- Topic: Undo/redo
- Replies: 5
- Views: 515
Re: Undo/redo
No, I don't think so. My impression is that currently the API doesn't support Undo in general. It would be nice if this was officially acknowledged.
- Mon Jun 23, 2025 1:49 pm
- Forum: This Forum
- Topic: How to post videos inline?
- Replies: 2
- Views: 440
Re: How to post videos inline?
Oooh, nice! I got it to work. Thank you so much!
- Mon Jun 23, 2025 1:44 pm
- Forum: Modding discussion
- Topic: How to get undo to work?
- Replies: 4
- Views: 409
Re: How to get undo to work?
Oh, yes, I realized this after reading. But it still gave me a bit of that sinking feeling when I first read it. 
The intention was to say "The following might be a terrible idea, but...".

The intention was to say "The following might be a terrible idea, but...".
- Sun Jun 22, 2025 12:20 pm
- Forum: Modding help
- Topic: Undo/redo
- Replies: 5
- Views: 515
Undo/redo
How does it work? Is there any way for mod authors to use it?
Which API calls cause an item to get added to the Undo stack?
Which API calls cause an item to get added to the Undo stack?
- Sun Jun 22, 2025 12:18 pm
- Forum: Modding discussion
- Topic: How to get undo to work?
- Replies: 4
- Views: 409
Re: How to get undo to work?
This is a terrible idea...
Just a heads up, starting a post in this manner might set the wrong tone. :)
I don't care if it's terrible. The game doesn't seem to offer a clean way of letting mods undo things. The devs give mod authors the silent treatment. So anything that works is a good idea in ...
Just a heads up, starting a post in this manner might set the wrong tone. :)
I don't care if it's terrible. The game doesn't seem to offer a clean way of letting mods undo things. The devs give mod authors the silent treatment. So anything that works is a good idea in ...
- Fri Jun 20, 2025 3:10 pm
- Forum: This Forum
- Topic: How to post videos inline?
- Replies: 2
- Views: 440
How to post videos inline?
https://forums.factorio.com/viewtopic.php?p=674901#p674901 doesn't seem to be working. It's a mp4 created by OBS. The local file plays fine in my browser.
Here's the BBCode:
[webm][attachment=0]2025-06-20 17-04-25.mp4[/attachment][/webm]
Couldn't find anything here https://forums.factorio.com ...
Here's the BBCode:
[webm][attachment=0]2025-06-20 17-04-25.mp4[/attachment][/webm]
Couldn't find anything here https://forums.factorio.com ...