Search found 358 matches

by Nidan
Sun Mar 22, 2026 3:28 pm
Forum: Gameplay Help
Topic: Help With a Signal Network Set-up
Replies: 19
Views: 1181

Re: Help With a Signal Network Set-up

Way too many combinators. One constant, one decider and one arithmetic are sufficient. The arithmetic is only for signal isolation/merging and might be able to be removed in 2.1. The conditions in the decider might be a bit more complicated than necessary, but I recall having the recipe switch ...
by Nidan
Sun Mar 15, 2026 5:18 pm
Forum: Gameplay Help
Topic: Math behind Quality
Replies: 5
Views: 535

Re: Math behind Quality

Your repetition counts are far too low to have statistical relevance.

The both setups are essentially a self recycling loop, only the input you count is one step before that loop. A standard self recycling loop takes 2726.9095067473136 common per legendary; accounting for the +200% prod in your ...
by Nidan
Sat Mar 07, 2026 2:48 am
Forum: Gameplay Help
Topic: Rail alignemt vertical / horizontal
Replies: 6
Views: 641

Re: Rail alignemt vertical / horizontal

Shift everything except for the rails one tile to the left and everything will line up properly.

As the others have already mentioned, rails align on a 2x2 grid. So, if you are designing a blueprint that includes rails, start with the rails (or at least put a rail on top of the planned rotation ...
by Nidan
Sat Feb 28, 2026 4:05 pm
Forum: Not a bug
Topic: Thrusters activate in odd pattern [2.0.76]
Replies: 4
Views: 370

Re: Thrusters activate in odd pattern [2.0.76]


The only thing left is the inconsistent behavior between the map editor (I can't place thrusters) and remote view (I can).

From what I recall from the attempt of eradicating fluid mixing during 1.x (or was it still 0.18 at that point?), this is intentional. There always was some corner case ...
by Nidan
Tue Feb 24, 2026 4:21 am
Forum: Gameplay Help
Topic: How to find the material have maximum quantity with a combinator.
Replies: 2
Views: 352

Re: How to find the material have maximum quantity with a combinator.

Isn't that just selecting the maximum of the input signals? That's a selector combinator in its default configuration.
With some hardcoding you could map straight to the reprocessing recipe signal with a decider and a constant; see this post, "Map item to recipe".
by Nidan
Wed Feb 18, 2026 10:17 pm
Forum: Energy Production
Topic: Redundant solar system to restart the reactor.
Replies: 16
Views: 1409

Re: Redundant solar system to restart the reactor.

(This fits better into your other thread, you may want to ask any follow-up questions there.)


how do biters work exactly?


When unprovoked, they occasionally expand by sending out a scouting party that'll build a new nest somewhere.
When you're getting close (~ shooting range), they'll defend ...
by Nidan
Thu Feb 12, 2026 1:20 am
Forum: Modding help
Topic: Understanding Lua
Replies: 11
Views: 1157

Re: Understanding Lua


Are there objective formatting conventions I should be aware of out of the gate that aren't just "your" personal preference

Even this is a personal recommendation, but if there's one thing: be consistent. Coding style is a topic of endless debate that always boils down to taste. Do whatever ...
by Nidan
Mon Feb 02, 2026 10:16 am
Forum: Gameplay Help
Topic: Help with spaceship schedule
Replies: 3
Views: 424

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: 443

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: 5
Views: 734

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: 419

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: 524

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: 291

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: 560

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: 432

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: 850

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: 554

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: Assigned
Topic: [Kovarex] [2.0.72] Parameters (pN_i1, PN_i2 etc) in Blueprint do not calculate correctly
Replies: 1
Views: 344

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: 2077
Views: 1036898

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: 2077
Views: 1036898

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 ...

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