Search found 42 matches
- 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 ...
- 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 ...
- 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 ...
- 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...
- 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 ...
- 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 ...
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 ...
- 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 ...
I made some similar builds for other items (electric poles, logistics chests, combinators ...
- 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 ...
- 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 ...
- 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 ...
- 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!
- 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.
- 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]
- 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 ...
- 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!
- 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 ...
- 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 ...
- 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.
- 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 ...
- 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.