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.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.
Search found 24 matches
- 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
- 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 
- 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
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
- Sun Aug 23, 2026 8:26 pm
- Forum: Ideas and Suggestions
- Topic: Space Schedules
- Replies: 6
- Views: 430
- 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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
- 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
- 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
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...