Search found 46 matches

by Necandum
Tue Jul 21, 2026 2:01 am
Forum: Not a bug
Topic: [2.1.10] Space Platforms don't supply other platforms when "Auto request missing construction materials" is turned on
Replies: 6
Views: 604

Re: [2.1.10] Space Platforms don't supply other platforms when "Auto request missing construction materials" is turned o

When the construction request is zero, the platform will never provide that item to any other platform until the construction requests are manually cleared. This is quite counter-intuitive.
by Necandum
Tue Jul 21, 2026 1:47 am
Forum: Ideas and Suggestions
Topic: Consistent Logic for Space Logistics
Replies: 2
Views: 311

Re: Consistent Logic for Space Logistics

If you don't want items in the platform hub, you:
a) don't import them
b) don't create them
c) throw them overboard
d) have them available for export and have something else import them all

Is there any situation I'm missing where one of those isn't viable?

And yes, this makes the system ...
by Necandum
Sun Jul 19, 2026 5:09 am
Forum: Duplicates
Topic: [2.1.11] Construction requests double bug: not disappearing and interference with other requests
Replies: 3
Views: 206

[2.1.11] Construction requests double bug: not disappearing and interference with other requests

These bugs appear related, so I have put them into one report.

A - Construction requests remain 'active' even once fulfilled.
B - Construction requests cause other requests for the same item, which are 'import from platform only', to be fulfilled from the planet.

A

What did you do ...
by Necandum
Sun Jul 19, 2026 5:06 am
Forum: Ideas and Suggestions
Topic: Consistent Logic for Space Logistics
Replies: 2
Views: 311

Consistent Logic for Space Logistics

TL;DR
When a space platform has more than the maximum items specified in a request, they should be 'available' for export but not forcefully dropped to planet.

What?

I suggest the following logic for space requests:

Minimal value + import selection:
If the space platform has less than this ...
by Necandum
Tue Jul 14, 2026 3:28 pm
Forum: Ideas and Suggestions
Topic: Common circuit network option for all belts
Replies: 4
Views: 301

Re: Common circuit network option for all belts

+1

This would really be a nice quality of life feature, and would preserve a lot of sanity.
by Necandum
Sat Nov 16, 2024 3:47 pm
Forum: Not a bug
Topic: [2.0.17] Inconsistent Train Interrupt Condition Handling (Full Destination vs. No Path)
Replies: 3
Views: 2005

Re: [2.0.17] Inconsistent Train Interrupt Condition Handling (Full Destination vs. No Path)


This does seem to be an issue with the idea of a "No path" interrupt. The train still departs the Depot, attempts to path to the "available" stop, fails, and after 1 second triggers the interrupt again. If I add a "Wait 1 second" condition to the Depot in the interrupt, that just means it repeats ...
by Necandum
Fri Nov 15, 2024 10:36 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.15] crafted biter nests lose quality when not fed then recaptured
Replies: 8
Views: 10932

Re: [Genhis][2.0.15] crafted biter nests lose quality when not fed then recaptured


I'm confused by this change.

Makes sense for recapturing lost nests, but... how do you even get a quality one in the first place now? Quality capture bots now don't do anything, any nest you capture is common, losing it and recapturing keeps it at common.

Seems nonsensical except if I'm missing ...
by Necandum
Tue Nov 12, 2024 11:37 pm
Forum: Not a bug
Topic: [2.0.17] Inconsistent Train Interrupt Condition Handling (Full Destination vs. No Path)
Replies: 3
Views: 2005

[2.0.17] Inconsistent Train Interrupt Condition Handling (Full Destination vs. No Path)

Not sure if this is a bug or an intended compromise. Apologies if the latter.

Summary: Interrupt condition handling (specifically evaluating if train is at a stop) appears different if the next station is full or if no path can be found.

What I did

Create Pick-up and Depot stations.
Set Pick ...
by Necandum
Thu Nov 07, 2024 9:14 am
Forum: Not a bug
Topic: [2.0.14] Combinators: EACH not allowing condition to be evaluated
Replies: 17
Views: 5758

Re: [2.0.14] Combinators: EACH not allowing condition to be evaluated



Answer would be 2 A. Same as current System


The result being the same is just an accident. 2 * 2 = 2 ^ 2, but multiplication isn't exponentiation. A broken clock is right twice a day. Your proposed system makes no sense. To get the behavior you want just use [every] instead of [each] for this ...
by Necandum
Thu Nov 07, 2024 9:07 am
Forum: Duplicates
Topic: [2.0.15] Space platform tiles persisting in map view despite deconstruction
Replies: 2
Views: 923

Re: [2.0.15] Space Platform Tiles Persisting in Map View Despite Deconstruction

Apologies and thanks for the answer, I wasn't able to find the other on a search. Love your work!
by Necandum
Thu Nov 07, 2024 8:09 am
Forum: Show your Creations
Topic: New to circuits (since SE...), what do you think about this asteroid contrl logic?
Replies: 4
Views: 3104

Re: New to circuits (since SE...), what do you think about this asteroid contrl logic?

Is nice, I've basically done the same thing with the collectors. Minor difference that you might find nice: to save space/combinators, I've run a wire from a single combinator to all the collector set-ups, so don't need a new constant combinator every time. I've also changed the ratio to buffer more ...
by Necandum
Thu Nov 07, 2024 4:46 am
Forum: Not a bug
Topic: [2.0.14] Combinators: EACH not allowing condition to be evaluated
Replies: 17
Views: 5758

Re: [2.0.14] Combinators: EACH not allowing condition to be evaluated


ORs are not a boundary of combinator. Having conditions "[X]=1 OR [Y] = 2 output Z=1" under this interpretation would no longer be deciding if condition on the left side is true, but how many times it is true. That case would then be expected to output Z=2 when inputs were X=1,Y=2. This is just ...
by Necandum
Thu Nov 07, 2024 4:31 am
Forum: Not a bug
Topic: [2.0.14] Combinators: EACH not allowing condition to be evaluated
Replies: 17
Views: 5758

Re: [2.0.14] Combinators: EACH not allowing condition to be evaluated



The output should be two of every signal that was passed...


No, if the full logic on the left evaluates to true, then you get the output on the right (once, except if each exists somewhere).



Qon kindly explained how the system now works, and I'm pretty sure I understand it fully.


I'm ...
by Necandum
Wed Nov 06, 2024 12:26 pm
Forum: Not a bug
Topic: [2.0.14] Combinators: EACH not allowing condition to be evaluated
Replies: 17
Views: 5758

Re: [2.0.14] Combinators: EACH not allowing condition to be evaluated

Thanks for the detailed answer boskid! Its always good to hear the intricacies from a person neck deep in the codebase. And thank you for entertaining these questions.


There is nothing here to reconsider. [Each] signal is for working with vectors of signsls (frames of signals) where you want the ...
by Necandum
Wed Nov 06, 2024 12:08 am
Forum: Duplicates
Topic: [2.0.15] Space platform tiles persisting in map view despite deconstruction
Replies: 2
Views: 923

[2.0.15] Space platform tiles persisting in map view despite deconstruction

What I did:
While playing around with platform weight, I set order to construct a long string of platform tile from the back of my ship, while it was in transit. Just as the ship was transitioning from interplanet space to Nauvis orbit, I deconstructed the string in several passes, starting ...
by Necandum
Tue Nov 05, 2024 11:06 pm
Forum: Not a bug
Topic: [2.0.14] Combinators: EACH not allowing condition to be evaluated
Replies: 17
Views: 5758

Re: [2.0.14] Combinators: EACH not allowing condition to be evaluated


Not a bug. https://forums.factorio.com/viewtopic.php?p=631944#p631944

Most likely you are confused about which exact special signal you want to use, it seems you actually want [Everything] signal.


I've had read of that thread, and a few more linked over time. Apologies, I search for similar ...
by Necandum
Tue Nov 05, 2024 1:50 pm
Forum: Not a bug
Topic: [2.0.14] Combinators: EACH not allowing condition to be evaluated
Replies: 17
Views: 5758

Re: [2.0.14] Combinators: EACH not allowing condition to be evaluated

Another oddity. One would think the second situation would only output a single green.
by Necandum
Tue Nov 05, 2024 1:29 pm
Forum: Not a bug
Topic: [2.0.14] Combinators: EACH not allowing condition to be evaluated
Replies: 17
Views: 5758

[2.0.14] Combinators: EACH not allowing condition to be evaluated

I have created the following combinator (in attached image).

Conditions:
[dot] < 500
OR
EACH < 0

OUTPUT [dot](1)

There is currently no input or output to the combinator.

Given the conditions are combined by an 'OR', if one is true, I would expect the combinator to output 1 [dot].
I also ...
by Necandum
Thu Oct 31, 2024 4:18 am
Forum: Ideas and Suggestions
Topic: Cargo landing pad logistics are terrible
Replies: 21
Views: 27724

Re: Cargo landing pad logistics are terrible





I agree its a weakness that certain goods cannot be reserved by a platform for its own use, and requests cannot be set by the circuit network.


I think a nice solution would be to have two separate inventories for the space platform. One which acts like a storage container (e.g. not auto ...

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