Search found 346 matches
- Sat Feb 15, 2025 3:29 am
- Forum: Gameplay Help
- Topic: Decider combinator not working for equality check on signal with quality for "Each" comparator
- Replies: 2
- Views: 638
Re: [2.0.32] Decider combinator not working for equality check on signal with quality for "Each" comparator
Is this intended?
Yes. The conditions using Each don't select the signal chosen on the right hand side, but all signals with the same value. In the screenshot that's all signals with the value 2.
You can mouse over the signals displayed near the bottom to see how they're evaluated.
I do not ...
- Wed Feb 05, 2025 6:54 pm
- Forum: Ideas and Suggestions
- Topic: Removal of the "Use filter" checkbox
- Replies: 13
- Views: 2246
Re: Removal of the "Use filter" checkbox
[...] auto-switch the "Use Filers" setting to on. Except when he emptied the list of filtered items. In this case, auto-switch "Use Filters" to off. He can manually re-enable Use Filters to on if he wants, with an empty filter list, which makes no sense but might be a valid temporary setting while ...
- Wed Feb 05, 2025 7:32 am
- Forum: Ideas and Suggestions
- Topic: Removal of the "Use filter" checkbox
- Replies: 13
- Views: 2246
Re: Removal of the "Use filter" checkbox
I use the 'use filter' checkbox on unfiltered inserters all the time as a speedy hey inserter STOP for a minute. Yes there are many other ways to do this, but this one is fast and not easy to mess up, and I don't have to flip through different tabs to click on say a deconstruction planner to tell ...
- Thu Jan 30, 2025 5:31 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2064
- Views: 960674
Re: Simple Questions and Short Answers
Looks good.
Have you researched any qualities above rare? Since you are obviously on or past Gleba, at least the epic research should be available.
- Thu Jan 30, 2025 11:08 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2064
- Views: 960674
Re: Simple Questions and Short Answers
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.
- Wed Jan 22, 2025 7:12 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Legendary electronic circuits 28/s
- Replies: 8
- Views: 6662
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: 25857
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: 588
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: 8380
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: 8380
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: 1541
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: 31928
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: 31928
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: 3491
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: 2716
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: 737
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: 1476
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: 1476
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: 1965
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: 14833
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 ...