Search found 167 matches

by jdrexler75
Fri Jan 30, 2026 5:53 pm
Forum: Gameplay Help
Topic: How to make quality rocket parts
Replies: 7
Views: 546

Re: How to make quality rocket parts

It would be really nice if higher quality rockets had bigger payload capacity!
by jdrexler75
Mon Jan 26, 2026 11:36 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 2074
Views: 990741

Re: Simple Questions and Short Answers


Did I get this right, if a platform has a request from the planet it's above, it completely ignores a a request from this planet for same item?

I want a platform to satisfy a request from a planet, but keep some amount locked. How do I achieve it?

Yes. You can for example store it on a belt ...
by jdrexler75
Sun Jan 25, 2026 3:43 pm
Forum: Gameplay Help
Topic: How to Read Power Levels and Usage on Circuit Network?
Replies: 14
Views: 1237

Re: How to Read Power Levels and Usage on Circuit Network?

In my experience the higher tiers of power generation are so many orders of magnitude stronger that connecting lower tiers on demand will not do much to prevent brownouts.

But if you want to do it, the only vanilla way is to read battery charge level, if it is getting depleted then you connect more ...
by jdrexler75
Tue Jan 06, 2026 3:14 pm
Forum: Gameplay Help
Topic: how do i ssetup a circut to remove fluids?
Replies: 9
Views: 815

Re: how do i ssetup a circut to remove fluids?

Explain your problem.
by jdrexler75
Mon Jan 05, 2026 7:03 pm
Forum: Gameplay Help
Topic: Bots don't refill Fusion reactors
Replies: 5
Views: 534

Re: Bots don't refill Fusion reactors

Since 2.0, construction bots can refill the reactor, but you have to manually place a fuel cell ghost in each reactor to give the appropriate construction command (like for every construction). However logistics bots only interact with logistics chests. It may be possible with a mod though.
by jdrexler75
Thu Dec 18, 2025 4:56 pm
Forum: Gameplay Help
Topic: Inserters feeding into train act before station can report signals.
Replies: 3
Views: 617

Re: Inserters feeding into train act before station can report signals.

Another thing to consider, and which has bit me far too often than I care to admit, is that the enable and filters only work during pickup. If the train becomes full, or leaves the station, the inserter will complete its swing anyway and then wait to drop its hand contents into the next train that ...
by jdrexler75
Sat Nov 29, 2025 12:10 pm
Forum: Gameplay Help
Topic: Spaceship blueprint requested
Replies: 11
Views: 1581

Re: Spaceship blueprint requested

I am still unable to build a ship which can relieably produce enough fuel for itself. Sooner or later, tanks will run dry an the vessel limps to its destination.

If that's the main problem (rather than asteroid defence), there are three ways of tackling it:
Reduce fuel consumption: thrusters ...
by jdrexler75
Wed Nov 26, 2025 10:34 pm
Forum: Gameplay Help
Topic: Once more... Decider Combinator and Input Count
Replies: 2
Views: 391

Re: Once more... Decider Combinator and Input Count

Indeed, you can have the C signal show up by adding an "Each(R) = C(R)" OR condition at the end. However then the output will be C+1, since you get 1 from the each output as well.
by jdrexler75
Mon Nov 24, 2025 4:34 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 2074
Views: 990741

Re: Simple Questions and Short Answers

kitters wrote: Mon Nov 24, 2025 4:11 pm How to set up logic to make an assembler/ect to not start a new cycle?
Use the "set recipe" option and stop sending any recipe signal. It will finish the current craft and then stop.
by jdrexler75
Sun Nov 09, 2025 2:38 pm
Forum: Gameplay Help
Topic: Decider combinator filters?
Replies: 2
Views: 386

Re: Decider combinator filters?

You're not comparing your signal to the constant value 4, but to the signal "4 on black". When you uncheck the "R" box, because there is no green wire, both "green check" and "4 on black" have the same value, zero. When you don't only "4 on black" is zero.

You'll want to enter a constant value ...
by jdrexler75
Mon Oct 27, 2025 12:54 pm
Forum: Gameplay Help
Topic: Spaceships interrupts don't interrupt...
Replies: 4
Views: 777

Re: Spaceships interrupts don't interrupt...

Interrupts only trigger when leaving a destination, not while flying. To stop flying to the shattered planet and return you use a fly condition instead. I'm pretty sure it's been like this since SA came out.

You should probably post a picture of your station schedule or a savegame so people can see ...
by jdrexler75
Wed Oct 15, 2025 10:19 am
Forum: Gameplay Help
Topic: Artillery cleaning all chunks -> no more enemy?
Replies: 5
Views: 1008

Re: Artillery cleaning all chunks -> no more enemy?

Pretty sure it doesn't work like that on Nauvis though, fresh expansion parties keep coming in from the edges of the already generated chunks, whether explored or not. So left to their own devices the biters will repopulate the world.

If this method works on Gleba (and is not a bug that gets fixed ...
by jdrexler75
Mon Oct 13, 2025 11:29 am
Forum: Gameplay Help
Topic: traffic lights
Replies: 2
Views: 457

Re: traffic lights

This looks a bit contrived since you could just move one turn down a bit so they don't even touch.

How do you want the trains to move? One-way traffic or two way traffic, from where to where?
by jdrexler75
Thu Oct 09, 2025 7:06 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 2074
Views: 990741

Re: Simple Questions and Short Answers

I don't think so. But there's two workarounds I'm using, (1) pick a ghost using Q on a legendary building, or (2) quickly Alt+Mousewheel to legendary quality. I've become accustomed to doing that while I move the mouse to the building to select so it doesn't even slow me down anymore.
by jdrexler75
Sat Sep 27, 2025 11:18 pm
Forum: Gameplay Help
Topic: Circuit-Established Landing Pad Requests Not Truly Fulfilled
Replies: 4
Views: 752

Re: Circuit-Established Landing Pad Requests Not Truly Fulfilled

If it worked before that would've been a bug, or you've been handling the items differently. Possibly you've been removing the items from the CLP so that they are immediately in the logistics network instead? Or maybe items just got removed quickly enough since the logistics network needed them ...
by jdrexler75
Wed Sep 24, 2025 4:04 pm
Forum: Gameplay Help
Topic: Question Regarding Blueprints
Replies: 5
Views: 879

Re: Question Regarding Blueprints

...or just press 'B' to drop in your blueprint book.
by jdrexler75
Sun Sep 21, 2025 2:03 pm
Forum: Gameplay Help
Topic: Advice For 40 Hour Space Age Run
Replies: 5
Views: 6669

Re: Advice For 40 Hour Space Age Run

Congratulations! 🎆🎉

Anything you'd do differently, as advice for someone else who wants to try this?
by jdrexler75
Fri Sep 19, 2025 10:15 pm
Forum: Gameplay Help
Topic: Productivity on coal liquefaction recipe
Replies: 6
Views: 1049

Re: Productivity on coal liquefaction recipe

Not in the game I think (at least without mods), but you can look at the recipe.lua files, where ingredients listed with "ignored_by_productivity" are catalysts. However bacteria cultivation is really the only exception here.
by jdrexler75
Fri Sep 19, 2025 7:37 pm
Forum: Gameplay Help
Topic: Productivity on coal liquefaction recipe
Replies: 6
Views: 1049

Re: Productivity on coal liquefaction recipe

Yes, in other words the 25 input oil is just passed through to the output, and 65 oil is actually produced and it's only this part for which productivity applies. This is the same for all catalytic recipes in the game (though mods could specify different ratios I think).
by jdrexler75
Wed Sep 10, 2025 5:15 pm
Forum: Ideas and Suggestions
Topic: Allow belt/chest circuit readers to read spoilage level of most spoiled item
Replies: 25
Views: 14917

Re: Allow belt/chest circuit readers to read spoilage level of most spoiled item


To add another related idea this makes me think about, add an inserter choice to pick up anything with specific spoil settings. For example, remove anything with less then a few minutes or percent left. Kind of like the spoil first/last but numeric which makes more since because stacks in chests ...

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