Search found 42 matches

by Gemma
Fri Dec 26, 2025 8:48 pm
Forum: Gameplay Help
Topic: Circuited assembler
Replies: 10
Views: 703

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: 703

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: 703

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: Bug Reports
Topic: [2.0.72] Super force building on quality belt does not copy quality to underground
Replies: 0
Views: 104

[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 104 times
by Gemma
Mon Dec 22, 2025 1:04 pm
Forum: Gameplay Help
Topic: Circuited assembler
Replies: 10
Views: 703

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: 703

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: 703

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: 23
Views: 3439

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: 23
Views: 3439

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: 208
Views: 290397

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: 366

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: 366

[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: 86079

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: 44061

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: 174693

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: 139815

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: 139815

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 ...
by Gemma
Fri May 31, 2024 2:47 pm
Forum: News
Topic: Friday Facts #413 - Gleba
Replies: 122
Views: 52088

Re: Friday Facts #413 - Gleba

The player character must be overjoyed to have so many Goldilocks planets to completely ruin for the sake of science packs. Concrete is the most beautiful expression of nature, as the addled concrete alchemist might say to himself in a whisper while he sleeps.
by Gemma
Fri May 17, 2024 2:54 pm
Forum: News
Topic: Friday Facts #411 - All about asteroids
Replies: 70
Views: 28669

Re: Friday Facts #411 - All about asteroids

I find the dust and streaking meteorites dizzying and confusing to my depth perception. A "shooting star" should be quite distant, yet they often appear to be very close to the camera (and therefore to the ship), or even sometimes *above* the ship/the base layer. I can't tell where the dust is, it ...
by Gemma
Sat May 04, 2024 1:24 am
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 72846

Re: Friday Facts #409 - Diminishing beacons

This is the Wube romance we all needed.

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