Search found 351 matches

by Nidan
Mon Feb 02, 2026 10:16 am
Forum: Gameplay Help
Topic: Help with spaceship schedule
Replies: 3
Views: 188

Re: Help with spaceship schedule


Is this right as it is? The white line joining the AND and the first OR makes it look like "(Green signal > 0 AND purple =0) OR orange = 0". Am I just reading it incorrectly?

You're reading it correctly, train/station schedules and decider combinators only support disjunctive normal form (OR on ...
by Nidan
Wed Jan 28, 2026 1:16 pm
Forum: Gameplay Help
Topic: Universal transfer of quality, without pre-selected signal of a specific item
Replies: 2
Views: 261

Re: Universal transfer of quality, without pre-selected signal of a specific item

The output signal of the selectors quality transfer option supports Each.
by Nidan
Wed Jan 28, 2026 8:34 am
Forum: Gameplay Help
Topic: Modifying contents of logistic network
Replies: 3
Views: 205

Re: Modifying contents of logistic network

Not possible. The signals you get from the logistics network are always the items currently available to that logistics network. There's no method for changing them, other than putting items into or out of chests.

In your example I'd just set the inserter to iron plate < 1000.
by Nidan
Mon Jan 26, 2026 9:28 am
Forum: Duplicates
Topic: [2.0.73] Inconsistent overflow behavior for input into different combinators
Replies: 3
Views: 238

Re: [2.0.73] Inconsistent overflow behavior for input into different combinators

In the linked thread, the constant combinator has multiple specifications for the same signal, where I agree that following regular circuit behaviour / wrap-around makes sense.
Since you don't mention using multiple input fields, that reasoning doesn't apply here.

What I'd prefer: Each input field ...
by Nidan
Sun Jan 25, 2026 4:10 pm
Forum: Ideas and Suggestions
Topic: Consolidate interrupt & wait condition dropdown
Replies: 0
Views: 132

Consolidate interrupt & wait condition dropdown

TL;DR
Merge related train/station interrupt/wait conditions like "X" and "Not X" into a single condition.

What?

The "X" / "not X" conditions ("(Not) At specified station", "Passenger (not) present", "Request (not) satisfied" and "Station is (not) full") should just show at "X" in the ...
by Nidan
Sun Jan 04, 2026 7:21 pm
Forum: Ideas and Suggestions
Topic: Furnaces should show the recipe bar
Replies: 1
Views: 234

Furnaces should show the recipe bar

TL;DR
Crafters derived from the furnace prototype should show a recipe bar, like assembling machines

What?
Factorio 2 added a bar showing the current recipe to assembling machines. Show the same bar in crafters derived from the furnace prototype (including recyclers), obviously without the "set ...
by Nidan
Sun Jan 04, 2026 6:25 pm
Forum: Not a bug
Topic: [2.0.72] Rotation of building with Set Recipe is not always retained
Replies: 4
Views: 424

Re: [2.0.72] Rotation of building with Set Recipe is not always retained


I see this was moved to "Not a bug", but this is still a bug, despite Editor Mode being at play.

You still had mods enabled. If they aren't at fault you should be able to reproduce this in vanilla.
So I tried just that.

vanilla space age, /editor, instant blueprint building enabled.

paste ...
by Nidan
Sat Jan 03, 2026 3:44 pm
Forum: Ideas and Suggestions
Topic: New parameterisation variable 'Item count of crafting result'
Replies: 2
Views: 297

Re: New parameterisation variable 'Item count of crafting result'

While I'd like to have the outputs available for blueprints and circuit network, there's one actual issue: How should random outputs be handled, like e.g. uranium processing? Should this result in the minimum or maximum possible? Or the average, but how should non-integral amounts be represented ...
by Nidan
Wed Dec 31, 2025 6:20 pm
Forum: Gameplay Help
Topic: Prioritizing signals?
Replies: 6
Views: 549

Re: Prioritizing signals?


thank you for joining discussion, i'm not suree if i cannot gather all things into one, or it's just not possible to achieve

The circuit network is Turing complete; as long as it can be calculated/programmed somehow, the circuit network can do so as well.

That theoretical view is quite ...
by Nidan
Sun Dec 28, 2025 11:35 pm
Forum: Duplicates
Topic: [2.0.72] Connecting fusion generators' output back into fusion reactors results in plasma loss
Replies: 2
Views: 431

Re: [2.0.72] Connecting fusion generators' output back into fusion reactors results in plasma loss

According to 129371, this will be fixed in 2.1. You can put the generator feeding back into the reactor elsewhere until then.
by Nidan
Fri Dec 26, 2025 2:32 am
Forum: Bug Reports
Topic: [2.0.72] Parameters (pN_i1, PN_i2 etc) in Blueprint do not calculate correctly
Replies: 1
Views: 229

Re: [2.0.72] Parameters (pN_i1, PN_i2 etc) in Blueprint do not calculate correctly

The issue is that you've assigned all request counts the same value; give them all distinct values and the replacement will work as expected.
Fixed blueprint:
0eNrFls+OmzAQxl9lNccKVsFgtEHqoW/QQ2/VChlwEqtgWNtETSPevWP+ZEmwtkt6yCUhjv37vhnPGJ8hK1veKCENJGcQeS01JD/PoMVestKOSVZxSIBpzausFHLvVyw ...
by Nidan
Mon Dec 22, 2025 10:02 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 2073
Views: 980551

Re: Simple Questions and Short Answers

Can't see it from the pictures you posted, but I'm going to assume that the top and bottom paths have train stops. In that case, the situation will resolve itself after about 5 minutes when left alone.

Trains try very hard to avoid passing train stops that aren't their current destination (a ...
by Nidan
Thu Nov 27, 2025 10:55 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 2073
Views: 980551

Re: Simple Questions and Short Answers




You set it to start inserting when there are 300 coal in the chest and stop when there are 101 coal. Flip the values of the two conditions or rearrange them so it starts at 101 and stops at 300.

It starts at 100 and stops at 102. Memory doesn't hold. fact2.jpg


If you want to start it ...
by Nidan
Thu Nov 06, 2025 11:41 pm
Forum: Ideas and Suggestions
Topic: Scale factor in decider combinator output
Replies: 3
Views: 525

Re: Scale factor in decider combinator output

mrvn wrote: Wed Nov 05, 2025 8:33 pm I can't tell you how many instances of "each red < each green ==> Input Count green" followed by "each > 0 ==> each 1" I have in my bases.
Each[red] < Each[green] and Each[green] != 0, output Each 1

Have fun deconstructing combinators
by Nidan
Wed Oct 29, 2025 8:44 am
Forum: Gameplay Help
Topic: Decider combinator behavior
Replies: 4
Views: 652

Re: Decider combinator behavior


"anything" is undefined behavior right now, deducing from this: https://forums.factorio.com/viewtopic.php?t=122664


Using Anything as output isn't undefined, it's function is quite useful. But it's ingame tooltip could be improved.
When used as output and the conditions do not use Each, it ...
by Nidan
Tue Oct 07, 2025 6:26 pm
Forum: Duplicates
Topic: Resource duplicate
Replies: 1
Views: 308

Re: Resource duplicate

see 127998 and 120100
by Nidan
Thu Oct 02, 2025 3:12 am
Forum: Combinator Creations
Topic: Number Displays and Number Dashboards (Display Panels)
Replies: 9
Views: 2755

Re: Number Displays and Number Dashboards (Display Panels)

A display that properly handles negatives, thanks. The one I've previously grabbed from that other thread was lacking there.

Two small improvements:
I was able to cut a few combinators from Dashboard B: Those decider generated ±100 and ±10 constants can be folded into the combinator adding them to ...
by Nidan
Wed Sep 24, 2025 9:04 pm
Forum: Gameplay Help
Topic: Question Regarding Blueprints
Replies: 5
Views: 833

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: 2073
Views: 980551

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: 784

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 ...

Go to advanced search