Search found 339 matches
- Thu Nov 27, 2025 10:55 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2052
- Views: 930037
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 ...
- Thu Nov 06, 2025 11:41 pm
- Forum: Ideas and Suggestions
- Topic: Scale factor in decider combinator output
- Replies: 3
- Views: 455
Re: Scale factor in decider combinator output
Each[red] < Each[green] and Each[green] != 0, output Each 1mrvn 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.
Have fun deconstructing combinators
- Wed Oct 29, 2025 8:44 am
- Forum: Gameplay Help
- Topic: Decider combinator behavior
- Replies: 4
- Views: 538
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 ...
- Tue Oct 07, 2025 6:26 pm
- Forum: Duplicates
- Topic: Resource duplicate
- Replies: 1
- Views: 247
- Thu Oct 02, 2025 3:12 am
- Forum: Combinator Creations
- Topic: Number Displays and Number Dashboards (Display Panels)
- Replies: 9
- Views: 2383
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 ...
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 ...
- Wed Sep 24, 2025 9:04 pm
- Forum: Gameplay Help
- Topic: Question Regarding Blueprints
- Replies: 5
- Views: 694
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 ...
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 ...
- Thu Sep 04, 2025 2:09 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2052
- Views: 930037
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 ...
- 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: 700
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 ...
- Fri Aug 15, 2025 12:08 pm
- Forum: Gameplay Help
- Topic: Is there any word on skipping stations
- Replies: 13
- Views: 1841
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 ...
- Fri Aug 15, 2025 12:15 am
- Forum: Gameplay Help
- Topic: Is there any word on skipping stations
- Replies: 13
- Views: 1841
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 ...
- Wed Aug 13, 2025 7:27 am
- Forum: General discussion
- Topic: Red vs Yellow Ammo in edge case Deathworld scenarios.
- Replies: 12
- Views: 3211
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 ...
- Tue Aug 12, 2025 10:42 pm
- Forum: General discussion
- Topic: Red vs Yellow Ammo in edge case Deathworld scenarios.
- Replies: 12
- Views: 3211
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 ...
- Mon Aug 11, 2025 3:09 pm
- Forum: Ideas and Suggestions
- Topic: Signal Filtering
- Replies: 9
- Views: 5836
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
- 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: 494
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.
- Sun Jul 20, 2025 11:44 am
- Forum: Gameplay Help
- Topic: Parameterised Blueprints - count of ingredient 1 of item 1
- Replies: 2
- Views: 500
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.)
- Thu Jul 17, 2025 1:33 am
- Forum: Combinator Creations
- Topic: Automatic asteroids balancer
- Replies: 4
- Views: 1840
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 ...
- 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: 5436
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 ...
Considering there's a file named "data/space-age/migrations/aquilo-tilesets.json" in my install and "." as the first character in a ...
- Sat Jul 05, 2025 3:00 pm
- Forum: Gameplay Help
- Topic: Average Asteroid Frequency
- Replies: 5
- Views: 5846
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 ...
- Fri Jul 04, 2025 3:56 pm
- Forum: Gameplay Help
- Topic: Reactor network setup
- Replies: 47
- Views: 6892
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 ...
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 ...
- Tue Jul 01, 2025 6:34 am
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 614
- Views: 442333
Re: Thank you (Make the dev-team happy today!)
It is available, at least on steam.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!