Simple Questions and Short Answers

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Kyralessa
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Re: Simple Questions and Short Answers

Post by Kyralessa »

cinnamon wrote: Tue Apr 07, 2026 9:13 pm Is a big train with 5 resources better than 5 trains with 1 resource? this mostly regards the time that the big train has to gather resources from each section
It depends on how quickly you can fill the train.

If you can fill 5 cars as fast as 1 car, then you're getting 5 times as many resources over time.

If it takes you 5 times as long, then you're getting the same amount of resources, but you're also only getting them 1/5 as often as before.

Personally, I prefer 1 locomotive, 1 cargo wagon (or 1 fluid wagon), for fast filling and low-latency delivery, but a lot of people run longer trains.
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Re: Simple Questions and Short Answers

Post by ZzZombo »

Why does this train stop get twice the train count in the "Enable/disable" condition?
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If I remove either wire it suddenly goes back to the expected value. The combinators just pass through the signals unmodified.
jdrexler75
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Re: Simple Questions and Short Answers

Post by jdrexler75 »

Mouse over to the top right of the dialog with the red/green wires, and you'll probably see that it gets 1 from the red wire and 1 from the green wire, and 1+1 = 2.
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Re: Simple Questions and Short Answers

Post by ZzZombo »

I can see that, however, it makes no sense to me. The green wire is connected to the input port of the combinator while the red wire is connected to the output port of the other combinator. The 1st combinator thus outputs the stop's signals on the same green wire while the other outputs nothing over the red wire to the stop. Where does the red wire get the signals then to transmit them to the stop?
jdrexler75
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Re: Simple Questions and Short Answers

Post by jdrexler75 »

Yeah I missed that... maybe you'll need to post your blueprint to let us see the details.
Tertius
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Re: Simple Questions and Short Answers

Post by Tertius »

The station is configured to output train count, so it outputs a 1. Output is 1 to red and 1 to green wire. Both added together are 2.
Enable/disable reads input, and since devices read the added input of red and green, it reads 2.
Sounds valid.

It's a rather unusual use case and doesn't usually happen, because you don't disable a station this way. Instead, you configure a train limit, either dynamically in this dialog as L or statically in the regular station properties.
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Re: Simple Questions and Short Answers

Post by ZzZombo »

Why does the red wire output the stop's signal? The only source of signals it has is the stop and the combinator, but the latter doesn't produce any signals. It makes no sense that the wire by itself transmits the stop's output right back as its input. Also, the output is strange. With 0 or 1 wires it shows 1 train as expected. With two it shows 2. If it was a simple sum of the input signals I'd get 1/2/3 per 0/1/2 wires connected.
Tertius
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Re: Simple Questions and Short Answers

Post by Tertius »

It seems the station has an integrated circuit network, so it can see its own signals even with no wire connected. And if it is connected to at least 1 network, this network is used instead of the integrated one.

But again: the proper way to handle this is to use train limits.
You seem to use a modded signal that defines a train limit, in the enable/disable condition, it looks like a download icon. Set this signal as train limit and use no enable/disable condition at all, and no more than this amount of trains will get this station as destination. This is even more reliable than your setup, because it's possible with your setup that an arbitrary amount of trains can reserve this station in the same tick, since enable/disable has 1 tick delay, and overflow the station's waiting area when they arrive. Exactly because of this train limits exist.
Nidan
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Re: Simple Questions and Short Answers

Post by Nidan »

The wires make no distinction where the signal came from. They simply sum up the outputs of all connected entities and then provide that as the input to all connected entities in the next tick. Thus the train station sees its own signals once per connected wire. With no connected wires the control behavior isn't active, so even if the UI displays some values, they're not used for anything. (There are a few entities with special cases where the own output is subtracted from the inputs, generally for functions that pick one or a few signals from the input when the entity can, at the same time, provide signals that could change that selection; e.g. assemblers for set recipe (possibly changed by read contents/ingredients/recipe), asteroid collectors for set filters (read contents).)

For 2.1, one dev said they'll try and add wire selection options, like we have for combinators. But I haven't heard anything about the results of that attempt.
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Re: Simple Questions and Short Answers

Post by DarkLordKelvin »

Does having a higher quality ag-tower yield ANY benefit? There is nothing in the wiki or in-game help that I can find (other than increased hit points), but somewhere online (reddit?) it said that higher quality ag towers lower spore production, with legendary towers producing only 2.5 per harvested plant as opposed to the normal 15. The wiki just says each plant yields 15 and each ag tower adds 4/minute (presumably that's only when it's working, but it would be nice to confirm that). It would be awesome if there were actually some point to making higher quality ag towers.

I have searched this forum and other resources but have been unable to find a clear answer. Thanks in advance for any clarification you can provide.
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Nova
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Re: Simple Questions and Short Answers

Post by Nova »

I can't see any special declaration for quality in the entity definition for the agriculture tower, the only thing for emissions, spores and pollution is this:

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emissions_per_minute = { spores = 4 } -- necessary so attack groups find the entity
After that I did a small test ingame: I paused an agriculture tower for a few minutes and then let it harvest a full field of Yumako trees, and then the same save but with a legendary tower - both had the same spore cloud.
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Re: Simple Questions and Short Answers

Post by ynot01 »

Just landed on Vulcanus, and was deconstructing trees with my bots when I noticed one got injured by a burning tree. Wanted to see if the damage was lasting, so I placed all of my bots into the world for repairs. Problem became I could no longer pick the robots back up. Since I just got here, I don't have a roboport yet, thus the bots are just standing over the coal patch, and I cannot mine them. Any way to recover them short of constructing and delivering a roboport to Vulcanus?
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EDIT: Taking off and putting the roboport back on fixed it!
Last edited by ynot01 on Sat Jun 20, 2026 12:36 am, edited 1 time in total.
Jap2.0
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Re: Simple Questions and Short Answers

Post by Jap2.0 »

ynot01 wrote: Sat Jun 20, 2026 12:35 am the bots are just standing over the coal patch, and I cannot mine them.
Are you sure? I thought you were able to do that...

Are you on 2.0 or 2.1?
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Gust
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Re: Simple Questions and Short Answers

Post by Gust »

2.1. Ok, how do I transfer items between platforms in space? It just does not work. I have source plaform with Unload flag on this planet and with a flag to provide to other platforms. I have a request in target platform enabled and flagged with the source "other platforms", But it does not work. It actually still tries to pull items frm the planet via rocket! Even when source is put to platforms only.
What am I missing?
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Re: Simple Questions and Short Answers

Post by Jap2.0 »

Jap2.0 wrote: Thu Jun 25, 2026 2:12 am
ynot01 wrote: Sat Jun 20, 2026 12:35 am the bots are just standing over the coal patch, and I cannot mine them.
Are you sure? I thought you were able to do that...

Are you on 2.0 or 2.1?
Nevermind, this is not possible in 2.0 or 2.1.
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kitters
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Re: Simple Questions and Short Answers

Post by kitters »

Wnated to back up blueprints, find blueprint-storage.dat and blueprint-storage-2.dat files. The second is updater recently, first on not updated in years. Why are there two of them?
Tertius
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Re: Simple Questions and Short Answers

Post by Tertius »

blueprint-storage.dat is the original blueprint storage used for Factorio 1.1. blueprint-storage-2.dat ist the blueprint storage for Factorio 2.0.
Eiermann
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Re: Simple Questions and Short Answers

Post by Eiermann »

Question: Is it possible to copy / paste a space platform without overwriting the existing schedule of a ship (eq. upgrading the ship)?
jdrexler75
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Re: Simple Questions and Short Answers

Post by jdrexler75 »

Eiermann wrote: Sun Jun 28, 2026 2:51 pm Question: Is it possible to copy / paste a space platform without overwriting the existing schedule of a ship (eq. upgrading the ship)?
To not overwrite the existing platform schedule, you have to turn it into a blueprint (press B), and then remove the platform hub from the blueprint by right-clicking it. Of course then you'll have to manually reconnect any circuit wires to it after pasting.

I don't think there's a way to copy the hub without schedule.
kitters
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Re: Simple Questions and Short Answers

Post by kitters »

Why biters hatched from eggs despawn? Is there a way to ake them form a nest?
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