Search found 45 matches

by Gemma
Fri Jun 19, 2026 11:34 pm
Forum: News
Topic: Friday Facts #443 - More Planet Deliveries
Replies: 176
Views: 30320

Re: Friday Facts #443 - More Planet Deliveries

It's astonishing how y'all keep making my dreams come true with each new change that I've been desperately wanting.

Real mix of sadness and joy with 2.1.

o7
by Gemma
Mon Jun 15, 2026 12:43 am
Forum: News
Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
Replies: 386
Views: 48457

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

What a beautiful game. Thank you for these wonderful changes!

I would have preferred if asteroid reprocessing simply reduced quality, making legendary reprocessing less fruitful rather than banning it outright. I put a lot of work and fun into building and designing mine and I find them very ...
by Gemma
Fri Jun 05, 2026 1:01 pm
Forum: News
Topic: Friday Facts #441 - Space logistics improvements
Replies: 126
Views: 22670

Re: Friday Facts #441 - Space logistics improvements

godly space improvements
by Gemma
Fri Dec 26, 2025 8:48 pm
Forum: Gameplay Help
Topic: Circuited assembler
Replies: 10
Views: 1863

Re: Circuited assembler


My comment was a general one: what you tried to set in the combinator screenshot isn't deterministic, because it isn't clear what signal is used as feedback output to keep the latch latched.

In general, you're trying to solve the most complex and sophistic circuit network challenge the game has ...
by Gemma
Tue Dec 23, 2025 12:08 am
Forum: Gameplay Help
Topic: Circuited assembler
Replies: 10
Views: 1863

Re: Circuited assembler

If I'm understanding you correctly, it seems like what I should do is have decider A reading from the input chest + a constant combinator and sending EACH via green to decider C (which sends EVERYTHING to the machine to set recipe), then decider B sending a red signal to decider C, and when decider ...
by Gemma
Mon Dec 22, 2025 10:53 pm
Forum: Gameplay Help
Topic: Circuited assembler
Replies: 10
Views: 1863

Re: Circuited assembler


The loopback provides the previous output as input, so you're able to remember and keep a state.

You tried to implement a latch using the EACH operator everywhere, however EACH for the state it's a wrong approach because you can never be sure what signal exactly is matching the state you want to ...
by Gemma
Mon Dec 22, 2025 10:47 pm
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.72] Super force building on quality belt does not copy quality to underground
Replies: 1
Views: 622

[Lou][2.0.72] Super force building on quality belt does not copy quality to underground

Maybe I shouldn't even report this because it's so stupid...
Sin título.png
Sin título.png (1010.84 KiB) Viewed 622 times
by Gemma
Mon Dec 22, 2025 1:04 pm
Forum: Gameplay Help
Topic: Circuited assembler
Replies: 10
Views: 1863

Re: Circuited assembler


Thank you both!
So the green wire is basically functioning as a latch? I don't actually understand how this wire is doing that job. Its sending its output to itself, so the output can't change (until the other conditions are met)? Why does this override any new input signals that might want to ...
by Gemma
Mon Dec 22, 2025 12:45 pm
Forum: Gameplay Help
Topic: Circuited assembler
Replies: 10
Views: 1863

Re: Circuited assembler

Thank you both!


Sorry, I can't look at the blueprint at the moment, but it sounds like you need to add hysteresis to your system. Look at this decider:
AM1 < 10 [R]
OR
AM1 < 50 [R]
AND
AM1 > 0 [G]
Output and input are connected with a green wire, input is on red, and output sets AM1 to 1 ...
by Gemma
Sun Dec 21, 2025 5:27 am
Forum: Gameplay Help
Topic: Circuited assembler
Replies: 10
Views: 1863

Circuited assembler

Hi, I'm a big noob when it comes to circuitry. I'm trying to rig an assembler to make assembling machines 1-3 and running into issues when it comes to latching the current recipe and not interrupting itself.

I made some similar builds for other items (electric poles, logistics chests, combinators ...
by Gemma
Sat Nov 22, 2025 3:43 am
Forum: General discussion
Topic: Gleba!
Replies: 42
Views: 12971

Re: Gleba!


Should I merge this thread and the other Gleba thread (https://forums.factorio.com/viewtopic.php?t=118565)? I feel a discussion "glaba good" and "gleba bad" in the same thread makes sense, especially seeing some posts in the other thread are in the "gleba good" category.


Up to you, of course! I ...
by Gemma
Thu Nov 20, 2025 8:25 am
Forum: General discussion
Topic: Gleba!
Replies: 42
Views: 12971

Gleba!

I recently began my first Space Age playthrough, after delaying for a while because I didn't have the time to dedicate to it (and I knew it would take over my life). Since I experienced Gleba now, I wanted to express my feelings about the planet and how much I love it. I think it's so impressive ...
by Gemma
Wed Nov 19, 2025 11:00 am
Forum: Development Proposals
Topic: Peace with Aliens
Replies: 209
Views: 324756

Re: Peace with Aliens

I think it's probably good we didn't get this. Maybe I'm just lacking creativity, but I don't see any way this monster (our character) can be reconciled with a peaceful approach. From a pure gameplay perspective, though, who knows, I'm sure if you all wanted to make it in the end you would find a ...
by Gemma
Thu Nov 06, 2025 9:54 am
Forum: Duplicates
Topic: [2.0.72] Cannot reverse on spitter acid
Replies: 2
Views: 594

Re: [2.0.72] Cannot reverse on spitter acid

I thought if it was just the speed/slowdown it would also affect the ability to reverse at an angle but I guess weird science is at play. Sorry for the duplicate!
by Gemma
Wed Nov 05, 2025 2:28 am
Forum: Duplicates
Topic: [2.0.72] Cannot reverse on spitter acid
Replies: 2
Views: 594

[2.0.72] Cannot reverse on spitter acid

You cannot start to reverse in only a straight direction from a standstill while on spitter/worm acid.
by Gemma
Sun Sep 08, 2024 1:42 pm
Forum: News
Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
Replies: 253
Views: 114512

Re: Friday Facts #427 - Combat Balancing & Space Age LAN

[Moderated by Koub : off topic]
by Gemma
Fri Aug 02, 2024 12:41 pm
Forum: News
Topic: Friday Facts #422 - Tesla Turret
Replies: 112
Views: 54617

Re: Friday Facts #422 - Tesla Turret

I like this so much. I've always felt like the game needed another weapon, it feels so wrong in late game to be shooting with a laser gun and then also having laser guns on your back shooting at things and everything is just lasers. And being able to replace laser turret spam at every border with ...
by Gemma
Fri Jun 21, 2024 1:27 pm
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 222293

Re: Friday Facts #416 - Fluids 2.0

Thank you for being brave enough to refactor!
by Gemma
Sat Jun 15, 2024 5:12 am
Forum: News
Topic: Friday Facts #414 - Spoils of Agriculture
Replies: 397
Views: 179731

Re: Friday Facts #414 - Spoils of Agriculture



You probably don't need me to tell you this, but gardening (in real life) involves a lot of intentionally getting things to "spoil" (compost) because it greatly enhances the fertility/viability/nutrition of plant life. Of course, this is Factorio, not real life, but I think it makes sense to ...
by Gemma
Sat Jun 08, 2024 1:42 am
Forum: News
Topic: Friday Facts #414 - Spoils of Agriculture
Replies: 397
Views: 179731

Re: Friday Facts #414 - Spoils of Agriculture

You probably don't need me to tell you this, but gardening (in real life) involves a lot of intentionally getting things to "spoil" (compost) because it greatly enhances the fertility/viability/nutrition of plant life. Of course, this is Factorio, not real life, but I think it makes sense to take ...

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