Being unlucky is a possibility, but the usual suspect is speed beacons affecting the recycler. What does the recyclers tooltip say about quality? It should state sometime like "Quality: 24.8%" assuming 4 legendary quality 3 modules.
Search found 322 matches
- Thu Jan 30, 2025 11:08 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2003
- Views: 775306
Re: Simple Questions and Short Answers
- Wed Jan 22, 2025 7:12 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Legendary electronic circuits 28/s
- Replies: 6
- Views: 3479
Re: Legendary electronic circuits 28/s
5 legendary prod modules add another +125%, pushing the total over the cap of +300% / x4.
This works for all recipes where you can reach the +300% prod cap and get the ingredients back by recycling.
This works for all recipes where you can reach the +300% prod cap and get the ingredients back by recycling.
- Wed Jan 15, 2025 6:26 pm
- Forum: Gameplay Help
- Topic: I would appreciate some help on... Gleba
- Replies: 33
- Views: 19596
Re: I would appreciate some help on... Gleba
4) Direct insert jelly or mash where it's needed and your life will be easier. The only product that needs both fruits directly is flux. All others combine flux with one of the two fruit products.
Bioflux is also the only product where the freshness of the fruits matters. Except for bacteria ...
- Thu Jan 09, 2025 4:52 am
- Forum: Gameplay Help
- Topic: What are the different icons in the Space station hub
- Replies: 1
- Views: 377
Re: What are the different icons in the Space station hub
You can ignore the "completely orange" case, that's a bug that got fixed in 2.0.29
Fixed bad rendering logic for space platform trash slots. ( 124916 )
The "partial orange" case I haven't seen myself yet, but my guess would be the time until the station can send another drop pod.
Fixed bad rendering logic for space platform trash slots. ( 124916 )
The "partial orange" case I haven't seen myself yet, but my guess would be the time until the station can send another drop pod.
- Wed Jan 08, 2025 5:35 pm
- Forum: Gameplay Help
- Topic: Bot "Minimum Operation Time"
- Replies: 22
- Views: 5148
Re: Bot "Minimum Operation Time"
So, I must pose a question here: when *should* a bot ever "idle"?
Meaning, is there an ideal situation, for a normal Factorio player, where that player would want a bot to idle?
Should or want? Probably never, but those situations can occur naturally: For example a construction bot hovering at ...
- Sun Jan 05, 2025 11:21 pm
- Forum: Gameplay Help
- Topic: Bot "Minimum Operation Time"
- Replies: 22
- Views: 5148
Re: Bot "Minimum Operation Time"
This thread seems to have derailed somewhat… I'll limit myself to OP's question.
This seems a bit strange name of a metric to me. I think that this actually means "Maximum Operation Time" if it is the time it takes for the bot to operate at something at the maximum distance.
Am I ...
This seems a bit strange name of a metric to me. I think that this actually means "Maximum Operation Time" if it is the time it takes for the bot to operate at something at the maximum distance.
Am I ...
- Thu Jan 02, 2025 3:56 am
- Forum: Gameplay Help
- Topic: Looking for PUs/red circuits/LDS annihilator
- Replies: 4
- Views: 1027
Re: Looking for PUs/red circuits/LDS annihilator
Since this is about scrap recycling, it's most likely processing unit / blue circuit.
- Sun Dec 22, 2024 4:13 pm
- Forum: Show your Creations
- Topic: Combinator cookbook 2.0
- Replies: 50
- Views: 15837
Re: Combinator cookbook 2.0
Ah, the evil "EACH combined with another condition", and here even with another EACH. I confess I never really understood how combinators will process that but took a closer look now. That's cool. I wonder how other filtering setups from the cookbook might profit from this double EACH.
Since this ...
- Sun Dec 22, 2024 5:16 am
- Forum: Show your Creations
- Topic: Combinator cookbook 2.0
- Replies: 50
- Views: 15837
Re: Combinator cookbook 2.0
Priority map
As long as the input contains at most one of the mapped signals, you can use the first decider to do the filtering. No need for the constant combinators shifting the values. This also removes the accidental non-match if the input is smaller than its index value ...
As long as the input contains at most one of the mapped signals, you can use the first decider to do the filtering. No need for the constant combinators shifting the values. This also removes the accidental non-match if the input is smaller than its index value ...
- Thu Dec 19, 2024 11:34 am
- Forum: General discussion
- Topic: Random number manipulation possibilities
- Replies: 9
- Views: 2175
Re: Random number manipulation possibilities
How do you get *state ingame? As long as you don't know the seed, you're unable to predict.
Unless you mess with the state (~ reseeding), any PRNG will give you a fixed and repeating sequence of numbers(*), the "randomness" comes from the fact that you don't know where in the sequence you are ...
- Wed Dec 11, 2024 12:25 am
- Forum: Gameplay Help
- Topic: Decider combinator weird "anything" output
- Replies: 9
- Views: 1632
Re: Decider combinator weird "anything" output
Here quoting the the full description of the Anything (Virtual Signal)
If any of the input signals meet the condition, it will pass. It is false when there are no inputs.
Outputs the first input signal, or the first signal that passed all conditions, respecting signal order in both cases ...
- Mon Dec 09, 2024 8:14 am
- Forum: Not a bug
- Topic: [2.0.23] rotating belt in between two splitters isnt doing what i want
- Replies: 2
- Views: 447
Re: [2.0.23] rotating belt in between two splitters isnt doing what i want
Rotating moves the output direction of a belt. From the situation in the screenshot, rotating twice in either direction should make the belt output to the right. It won't be a top to right curve however, belts prefer going straight and since there's a belt coming in from the left, that one will be ...
- Wed Nov 27, 2024 12:01 am
- Forum: Not a bug
- Topic: [2.0.21] Flat GUI is not flat for Space platform hub.
- Replies: 6
- Views: 993
Re: [2.0.21] Flat GUI is not flat for Space platform hub.
For the landing pad in particular, how many logistics requests do you expect to be set by a typical player? Except for Nauvis I currently use at most one row, which would still nicely fit a a two pane layout; compare a rare buffer chest, its UI has the same space requirement. Once we get scrollbars ...
- Tue Nov 26, 2024 11:47 am
- Forum: Not a bug
- Topic: [2.0.21] Flat GUI is not flat for Space platform hub.
- Replies: 6
- Views: 993
Re: [2.0.21] Flat GUI is not flat for Space platform hub.
Are there players who would prefer the compact layout even on a big screen?
Define "big". I'm on normal(?) 1920x1080 and immediately reverted to the tabbed version when the flat GUI was introduced. I only need to access the logistics requests infrequently; being able to see (and interact with ...
- Mon Nov 25, 2024 5:06 pm
- Forum: Not a bug
- Topic: [2.0.15] On Volcanus construction requests don't count as logistic network requests
- Replies: 7
- Views: 1264
Re: [2.0.15] On Volcanus construction requests don't count as logistic network requests
Why is it possible in two separate locations then? It works just fine on the alerts menu in the bottom, and on spaceships.
See FFF 415, section "Faster construction robot tasks". Tl;dr: Things were optimized for 2.0 and we're no longer limited to 600 construction alerts like in 1.1. But there's ...
- Wed Nov 20, 2024 8:21 am
- Forum: Balancing
- Topic: Went to Gleba first -- how to deal with stompers?
- Replies: 16
- Views: 10626
Re: Went to Gleba first -- how to deal with stompers?
For hunting them in the field, I found the flamethrower pretty nice. Hit them once, then kite them until they die. One shipment of ammo will last you quite a while . PLD takes care of the rest. (I did Gleba last, and didn't bring anything but my power armor mk 2. All Nauvis tech, expect for ...
- Tue Nov 19, 2024 10:43 pm
- Forum: Releases
- Topic: Version 2.0.20
- Replies: 45
- Views: 20296
Re: Version 2.0.20
I'd say there are currently 2 "issues" with the wire icons. First is stylistic consistence; the dark border seems to be thicker than the lines in e.g. the paste and import blueprint icons, causing them to stand out. Second is the mismatch between the icon and the tool you get when selecting them ...
- Sun Nov 17, 2024 12:29 pm
- Forum: Ideas and Requests For Mods
- Topic: No Deconstruction Timeout
- Replies: 30
- Views: 10070
Re: No Deconstruction Timeout
I mark something for deconstruction, because I want it to be deconstructed. I think, it adds to confusion, if the game decides, that the order was not important after 2 hours and removes it (probably without notice). If you work on a big project like solar, 2 hours might be short. Importance ...
- Sat Nov 16, 2024 9:10 pm
- Forum: Ideas and Requests For Mods
- Topic: No Deconstruction Timeout
- Replies: 30
- Views: 10070
Re: No Deconstruction Timeout
I mark something for deconstruction, because I want it to be deconstructed. I think, it adds to confusion, if the game decides, that the order was not important after 2 hours and removes it (probably without notice). If you work on a big project like solar, 2 hours might be short. Importance is ...
- Fri Nov 15, 2024 8:51 am
- Forum: Not a bug
- Topic: [kovarex] [2.0.12] Rocket automatically launched when not expected
- Replies: 9
- Views: 2121
Re: [kovarex] [2.0.12] Rocket automatically launched when not expected
I see multiple ways:
As kovarex wrote at the end of his post, disable automatic requests on the other platforms while you need manual/targeted launches.
Do not fill up the rocket (e.g. send only 49 space platforms instead of 50)
Put in an item combination that's only requested by the target ...
As kovarex wrote at the end of his post, disable automatic requests on the other platforms while you need manual/targeted launches.
Do not fill up the rocket (e.g. send only 49 space platforms instead of 50)
Put in an item combination that's only requested by the target ...