Search found 334 matches

by Nidan
Wed Sep 24, 2025 9:04 pm
Forum: Gameplay Help
Topic: Question Regarding Blueprints
Replies: 5
Views: 292

Re: Question Regarding Blueprints

This once per install unlock has a command to fully unlock it immediately: /unlock-shortcut-bar
Similarly, for the tips and trick section there's /unlock-tips .

That said, I don't see why one would use the icon instead of the hotkey. (My shortcut bar only has two icons to show the state of my robo ...
by Nidan
Thu Sep 04, 2025 2:09 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 2030
Views: 838998

Re: Simple Questions and Short Answers

Add a second condition: ... and Each[green] != 0. This reduces the matches to signals that are present on the green wire. Your current condition succeeds for most items, because the combinator is evaluated for each signal where Each[red] !=0 and/or Each[green] != 0 (and likewise Each[red+green] if ...
by Nidan
Thu Aug 21, 2025 11:11 pm
Forum: Gameplay Help
Topic: Why is this decider combinator outputting 2 of the same signal?
Replies: 4
Views: 484

Re: Why is this decider combinator outputting 2 of the same signal?

You have Each in the conditions, that puts the combinator into what I like to call "vector mode". In the pictured decider the whole set of conditions is evaluated for each signal present on the green wire. Since the lower part of the condition always passes, you get H=1 for each signal on the green ...
by Nidan
Fri Aug 15, 2025 12:08 pm
Forum: Gameplay Help
Topic: Is there any word on skipping stations
Replies: 13
Views: 1131

Re: Is there any word on skipping stations


You can't (sans circuits) do (At A OR at B OR at C) AND (D not full). The game only allows one or inside of parenthesis. I'm sure circuit magic could do it.

I'm aware disjunctive normal form is required. The conditions I suggested can be transformed into it, no circuits required. Likewise, any ...
by Nidan
Fri Aug 15, 2025 12:15 am
Forum: Gameplay Help
Topic: Is there any word on skipping stations
Replies: 13
Views: 1131

Re: Is there any word on skipping stations


I know 2.1

2.0. 2.1 doesn't exist yet (except, maybe, for those with source access).

Interrupts do not do this.
It's some effort to set up, but doable. Have A as the only stop in the schedule, then add interrupts "train at A and B not full -> go to B", "train at A or B and C not full -> go to ...
by Nidan
Wed Aug 13, 2025 7:27 am
Forum: General discussion
Topic: Red vs Yellow Ammo in edge case Deathworld scenarios.
Replies: 12
Views: 2176

Re: Red vs Yellow Ammo in edge case Deathworld scenarios.


if you update that spreadsheet to show the numbers including the 10% physical resistance the biters have, I would love to have it!

The result of the IF inside the damage after resistance cells should be multiplied with (1 - percentage resistance). Fixing it for one set and copying it over to the ...
by Nidan
Tue Aug 12, 2025 10:42 pm
Forum: General discussion
Topic: Red vs Yellow Ammo in edge case Deathworld scenarios.
Replies: 12
Views: 2176

Re: Red vs Yellow Ammo in edge case Deathworld scenarios.

Yellow ammo seems to be more cost efficient for the majority of the cases. There are few cases where red ammo is vastly superior, namely when red ammo exceeds the flat reduction but yellow does not. For example, against big biters at physical projectile damage 2 red ammo is a 880% improvement over ...
by Nidan
Mon Aug 11, 2025 3:09 pm
Forum: Ideas and Suggestions
Topic: Signal Filtering
Replies: 9
Views: 4513

Re: Signal Filtering

The combinators pictured in post 2 and 3 are whitelists: Output the values from the green wire if the signal is also present on the red wire. If you need a blacklist, that's also doable in a single decider combinator.
Each[red] == 0 and Each[green] != 0, output Each[green] input count
by Nidan
Mon Aug 04, 2025 11:40 am
Forum: Gameplay Help
Topic: Is there a mod that allows sharing blueprints directly between players in multiplayer?
Replies: 1
Views: 305

Re: Is there a mod that allows sharing blueprints directly between players in multiplayer?

No mods needed, use the "game" section of the blueprint library. You can open it with one of the buttons next to the minimap or by pressing B.
by Nidan
Sun Jul 20, 2025 11:44 am
Forum: Gameplay Help
Topic: Parameterised Blueprints - count of ingredient 1 of item 1
Replies: 2
Views: 299

Re: Parameterised Blueprints - count of ingredient 1 of item 1

Substitute N with the parameter you want, i.e. p0_i1, p0_i2, p0_i3 for your blueprint. (Single letters like n, m, o, ... or x, y, z are often used as placeholders in mathematics or tech adjacent fields.)
by Nidan
Thu Jul 17, 2025 1:33 am
Forum: Combinator Creations
Topic: Automatic asteroids balancer
Replies: 4
Views: 1283

Re: Automatic asteroids balancer


Insane ! Thank you really much @Tertius !
It's really simple and small, and thanks for the explanations I've understood almost everything, just the EACH trick is a bit hazy for me to understand, I'm thinking this acts like a filter to choose the correct recipe ?

Picking the correct recipe is the ...
by Nidan
Sun Jul 13, 2025 10:17 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.7] Failed to load mod "space-age": Unexpected character () at __space-age__/migrations/._aquilo-tilesets.json:1
Replies: 19
Views: 4490

Re: [2.0.7] Failed to load mod "space-age": Unexpected character () at __space-age__/migrations/._aquilo-tilesets.json:1

The filesystem type is likely irrelevant. Also, the space-age mod doesn't come as a .zip, instead the unpacked version can be found in "<factorio-root>/data/space-age".
Considering there's a file named "data/space-age/migrations/aquilo-tilesets.json" in my install and "." as the first character in a ...
by Nidan
Sat Jul 05, 2025 3:00 pm
Forum: Gameplay Help
Topic: Average Asteroid Frequency
Replies: 5
Views: 4807

Re: Average Asteroid Frequency



So uhm. What is m in the y axis?

I thought meter or minute, but I can't really use that to figure out how many rockets would I need per minute.


That's meters, see the x-axis, which corresponds to the total length of the route.


The x axis is route length, yes; but that doesn't tell us ...
by Nidan
Fri Jul 04, 2025 3:56 pm
Forum: Gameplay Help
Topic: Reactor network setup
Replies: 47
Views: 5051

Re: Reactor network setup

Since you explicitly asked about grammar (my changes/corrections are marked)

I don't like it because a temperature sensor gives someone experience in reading equipment and maintaining a power budget based off that.
There's a reason why I'm point I'm pointing at a solution with one combinator and ...
by Nidan
Tue Jul 01, 2025 6:34 am
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 614
Views: 414893

Re: Thank you (Make the dev-team happy today!)

DocLegendary wrote: Mon Jun 30, 2025 9:29 pm One humble request: Please make the Space Age OST available to purchase as well, it is amazing!
It is available, at least on steam.
by Nidan
Tue Jun 24, 2025 6:44 am
Forum: Gameplay Help
Topic: how to setup space platform station conditions combinations
Replies: 6
Views: 726

Re: how to setup space platform station conditions combinations


You can just select "all requests satisfied".

That wouldn't help with the (cryogenic plant fulfilled || concrete == 0) part.


You could put the common parts into the schedule and implement the remainder (or anything that becomes unwieldy in disjunctive normal form) in combinators, e.g ...
by Nidan
Thu Jun 19, 2025 11:49 am
Forum: Technical Help
Topic: Non-blocking saves?
Replies: 16
Views: 5863

Re: Non-blocking saves?

No, that article talks about copy on write for copying files, i.e. instead of actually copying the file, both old and new are set up to share the same data on disk. What factorio needs is a way of duplicating its process without having to also duplicate all the memory associated to it.
by Nidan
Tue Jun 10, 2025 2:13 pm
Forum: Duplicates
Topic: 2.0.55 - Force unload (0/0 setting) doesnt respect force unload location
Replies: 6
Views: 832

Re: 2.0.55 - Force unload (0/0 setting) doesnt respect force unload location

You could turn things around and instead request barrels on Nauvis' landing pad.
by Nidan
Sun Jun 08, 2025 12:35 pm
Forum: Not a bug
Topic: [2.0.55] Heavy oil output per second estimation of coal liquefaction is incorrect when using productivity
Replies: 2
Views: 648

Re: [2.0.55] Heavy oil output per second estimation of coal liquefaction is incorrect when using productivity

The productivity bonus only applies to 65 heavy oil (90 output - 25 input). When you take this catalyst into account, the numbers will match:
90 Heavy Oil/Craft / 5 second/Craft * 0.55 craft speed * (1 + 0.3 prod bonus * (90-25)/90 output without catalyst) = 12.045 Heavy Oil/second

Not a Bug.
by Nidan
Fri Jun 06, 2025 2:06 am
Forum: Gameplay Help
Topic: Need your help to optimize a buffer zone
Replies: 27
Views: 3052

Re: Need your help to optimize a buffer zone

Does a combined madzuri loader & unloader suffice? If not, why?

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