Search found 24 matches

by majik1213
Sun Aug 30, 2026 10:55 pm
Forum: Not a bug
Topic: [2.0.63] Space platform not fulfilling some cargo landing pad requests
Replies: 2
Views: 948

Re: [2.0.63] Space platform not fulfilling some cargo landing pad requests

Rseding91 wrote: Wed Aug 06, 2025 12:16 am Thanks for the report however this is working correctly. Platforms will not drop items in this manor that they are requesting.
Thanks Rseding91, but how are we supposed to deduce this? Is this in the tutorial? I just spent hours troubleshooting my space platforms until I stumbled upon this.
by majik1213
Mon Aug 24, 2026 7:43 pm
Forum: Ideas and Suggestions
Topic: Union vs. Intersection Signals
Replies: 2
Views: 320

Re: Union vs. Intersection Signals

oh wow where was THAT in the tutorial :D
by majik1213
Mon Aug 24, 2026 12:15 am
Forum: Ideas and Suggestions
Topic: Union vs. Intersection Signals
Replies: 2
Views: 320

Union vs. Intersection Signals

Can we add to the signals:
1) set union: something like the signal-U
2) set intersection: something like an upside-down signal-U

That way I can edit descriptions describing combinators more precisely .. just doing \/ or /\ for now
by majik1213
Sun Aug 23, 2026 8:26 pm
Forum: Ideas and Suggestions
Topic: Space Schedules
Replies: 6
Views: 430

Re: Space Schedules

eugenekay wrote: Sun Aug 23, 2026 8:25 pm 119485
well would you look at that: 2026 and we're still requesting it :)
by majik1213
Sun Aug 23, 2026 8:05 pm
Forum: Ideas and Suggestions
Topic: Space Timer
Replies: 2
Views: 277

Re: Space Timer


Doesn't the selector combinator feature a global timer, one that's the same across all selector combinators? You can just take the modulus of that by the number of ticks you want to count, and anytime it hits 0, that number of ticks has elapsed.


Ah, I guess that works. Definitely more reliable ...
by majik1213
Sun Aug 23, 2026 5:58 pm
Forum: Ideas and Suggestions
Topic: Space Schedules
Replies: 6
Views: 430

Space Schedules

TL;DR. Just like trains can be part of a group schedule, do the same for space platforms.

What? If you have multiple trains loading/unloading a similar resource, they can be part of the same group to have the same schedule. When you change the schedule, all of the trains adopt the new one if they ...
by majik1213
Sun Aug 23, 2026 5:48 pm
Forum: Ideas and Suggestions
Topic: Space Timer
Replies: 2
Views: 277

Space Timer

TL;DR: Add custom time variable to Selector Combinator's "Time" mode of operation and let us define a constant for the number of ticks it represents.

What? Add custom time variable to Selector Combinator's "Time" mode of operation and let us define a constant for the number of ticks it represents ...
by majik1213
Sun Aug 23, 2026 5:27 pm
Forum: Not a bug
Topic: [2.0.14] Space platform circuit interrupt not working
Replies: 4
Views: 8460

Re: [2.0.14] Space platform circuit interrupt not working


Thanks for the report. Interrupts are only checked when a platform wants to change stations. However, shattered planet connection is special - it uses "fly conditions" which are checked every tick, so you don't need interrupts for this goal.


maybe moving interrupts can be a feature that is ...
by majik1213
Sun Aug 09, 2026 2:33 pm
Forum: Ideas and Suggestions
Topic: Quality agricultural tower. Some ideas what quality would do
Replies: 6
Views: 4398

Re: Quality agricultural tower. Some ideas what quality would do

bountygiver wrote: Thu Dec 05, 2024 12:39 am Best way could be faster turning rate like inserters
+1
by majik1213
Thu Aug 06, 2026 3:28 pm
Forum: Ideas and Suggestions
Topic: Consider a 6th filter slot in inserters
Replies: 1
Views: 323

Consider a 6th filter slot in inserters

Cargo wagons have 6 inputs per side, would be nice if inserter had 6 filter slots to automate 6 unique inputs, one for each cargo wagon input
by majik1213
Fri Sep 26, 2025 6:35 pm
Forum: Ideas and Suggestions
Topic: Allow belt/chest circuit readers to read spoilage level of most spoiled item
Replies: 28
Views: 20757

Re: Allow belt/chest circuit readers to read spoilage level of most spoiled item

+1 to this. Any circuit or array would need to sort out a constantly changing value (Freshness) in a way that selects for a desirable value or range, which is (I think) impossible if the value itself isn't known. Was this ever fixed in 2025 update? I guess the game would rather us set up some sort ...
by majik1213
Mon Jan 06, 2025 12:01 am
Forum: Gameplay Help
Topic: Bot "Minimum Operation Time"
Replies: 22
Views: 12763

Re: Bot "Minimum Operation Time"


Idling seems to consume 3kW, thus for a normal quality bot: maximum operational time = 1.5MJ / 3 kW = 8min 20s.


Oh yeah thanks for that. C_min = I_min = idling consumption. C = C_min + stuff (including C_move = "Moving consumption" = 15.0 kW + 65.25 kW = 75.25 kW). I guess on Aquilo, I_min ...
by majik1213
Sun Jan 05, 2025 3:42 pm
Forum: Gameplay Help
Topic: Bot "Minimum Operation Time"
Replies: 22
Views: 12763

Re: Bot "Minimum Operation Time"


Think of it this way. Roboport with one construction bot in it -> create a ghost -> immediately delete the ghost -> construction bot immediately leaves and reenters roboport. THAT is the minimum operational time.


That is an interesting way of thinking about it, where minimum time would be ...
by majik1213
Sun Jan 05, 2025 3:46 am
Forum: Gameplay Help
Topic: Bot "Minimum Operation Time"
Replies: 22
Views: 12763

Re: Bot "Minimum Operation Time"


If I understand your post correctly then you are saying that the "minimum" is the time before it *can* recharge.
Um, isn't that effectively the maximum before it *will* recharge?

If minimum time is before it *can* recharge, maximum time is before it *must* recharge. I already said previously ...
by majik1213
Sat Jan 04, 2025 11:00 pm
Forum: Gameplay Help
Topic: Bot "Minimum Operation Time"
Replies: 22
Views: 12763

Re: Bot "Minimum Operation Time"


I know the brain is a muscle. I do exercise it, but I also have a (few) nonverbal learning disabilities. Below average focus and memory are two of them (ironically). It's like trying to exercise a broken arm/leg (or, more accurately, something that's growth was stunted at a young age and will ...
by majik1213
Sat Jan 04, 2025 8:39 pm
Forum: Not a bug
Topic: [2.0.28] Signals in constant combinator with description not parametrizable
Replies: 5
Views: 2558

Re: [2.0.28] Signals in constant combinator with description not parametrizable


Not a bug.

General rule about logistic sections is that if they are named then they are not part of parametrization because they will get their content overriden immediately after placement to match other sections with the same name.


Thanks for explaining this. You say parameters would get ...
by majik1213
Sat Jan 04, 2025 8:16 pm
Forum: Gameplay Help
Topic: Parameterizing Blueprints?
Replies: 2
Views: 1124

Re: Parameterizing Blueprints?


Not a bug, see 125477 Signals in constant combinator with description not parametrizable .
Named logistic groups are excluded from parametrization, because they could apply their values only the first time you use such blueprint in a map (when no such named group exists yet). In subsequent uses ...
by majik1213
Sat Jan 04, 2025 7:33 pm
Forum: Gameplay Help
Topic: Parameterizing Blueprints?
Replies: 2
Views: 1124

Parameterizing Blueprints?

Good Morning!

Love this game. Requesting a bit of assistance from anyone around :).

On a requester chest, I was making sections as "I_n Q_m" where n = input number and m = quality. I3Q2, for example, is a section of 3 parameters, parameters 1, 2, and 3, that are set to uncommon quality and ...
by majik1213
Sat Jan 04, 2025 1:53 am
Forum: Combinator Creations
Topic: Anything Anywhere
Replies: 0
Views: 1514

Anything Anywhere

Greetings!

Got two blueprints to share: train station loading and unloading that are hopefully smart, but please let me know if any issues!

Loading: https://factorioprints.com/view/-OFdUpE_qz6Ht7aMSt8u
0eNrtfQtz7Lh15l/hqCo1drZbJl58TMVxOYmTzMZxXNd3N0l5Jiqqmy3Rl93skN1XV3bND9gfsn9sf8kCB4dNtMR ...
by majik1213
Sat Dec 28, 2024 1:06 am
Forum: Gameplay Help
Topic: Bot "Minimum Operation Time"
Replies: 22
Views: 12763

Re: Bot "Minimum Operation Time"


For a construction bot on Nauvis (I've yet to go to another planet... I'm being too cautious) I see Speed: 13 + 9.7 km/h and Maximum flying reach: 1095 m. Fortunately, it's easy to convert m to km and back (multiply/divide by 1000). The speed is 22.7 km/h or 22699.98 m/h. That's (gets out ...

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