As the subject says. I'm using the AAI Miner to clear forests, but he miner neither uses the trees for fuel nor does he harvest them. They are just gone. Harvesting coal is working as intended.
Any help is appreciated.
Thanks
Edit: I discovered that this is only true with the normal miner, the AI ...
Search found 113 matches
- Thu Mar 26, 2026 6:59 pm
- Forum: Gameplay Help
- Topic: AAI Miner not harvesting trees
- Replies: 0
- Views: 113
- Sat Mar 07, 2026 6:34 am
- Forum: Gameplay Help
- Topic: Rail alignemt vertical / horizontal
- Replies: 6
- Views: 636
Re: Rail alignemt vertical / horizontal
Ahhh!!! I see. Thanks ...
- Fri Mar 06, 2026 10:50 pm
- Forum: Gameplay Help
- Topic: Rail alignemt vertical / horizontal
- Replies: 6
- Views: 636
Re: Rail alignemt vertical / horizontal
Nope, unfortunately none of the above. I now rebuilt this and found out, that rails actually really do have a different horizontal and vertical alignment. I buildt an exact 100x100 tiles square with belts and created the middle of each side with two lines of 50 belts each. As you can see, the ...
- Mon Mar 02, 2026 7:58 pm
- Forum: Gameplay Help
- Topic: Rail alignemt vertical / horizontal
- Replies: 6
- Views: 636
Rail alignemt vertical / horizontal
I don't know if I'm doing something wrong. When having a blueprint that includes rails, I cannot simply rotate the blueprint. If constructed in one way (eg. horizontal), its of by one tile when rotating. This is incredibly annoying, and I cannot believe this is the built-in behavior. So obviously I ...
- Wed Oct 01, 2025 11:12 am
- Forum: Gameplay Help
- Topic: Train ignores waiting bay
- Replies: 10
- Views: 2077
Re: Train ignores waiting bay
As a side note, it looks to me like you have way more signals than you need.
The fundamental rule is:
Chain signal at each entrance to a shared section.
Regular signal at each exit from a shared section.
This ensures that a train doesn't enter a shared section unless it can also exit that ...
- Tue Sep 30, 2025 10:14 pm
- Forum: Gameplay Help
- Topic: Train ignores waiting bay
- Replies: 10
- Views: 2077
Re: Train ignores waiting bay
So this has obviously changed over the years ... ok ...
Found out that this problem seems to be solved by setting the train limit of the destination station to 1.
Thanks!
Found out that this problem seems to be solved by setting the train limit of the destination station to 1.
Thanks!
- Tue Sep 30, 2025 9:04 pm
- Forum: Gameplay Help
- Topic: Train ignores waiting bay
- Replies: 10
- Views: 2077
Re: Train ignores waiting bay
So here's my Savegame. As for the schedule: with the final station occupied by another train, the chain signals for this path are all red. Hence, once arriving at the Waiting Stop, the train should come to a halt until the signals to the final station turn green again. At least that's how I ...
- Tue Sep 30, 2025 7:01 pm
- Forum: Gameplay Help
- Topic: Train ignores waiting bay
- Replies: 10
- Views: 2077
Train ignores waiting bay
Can somen please help me out. I simply don't understandmy trains. I have a standard layout for small station, that include three waiting bays for the trains.I have used this layout hundred times before, but out of the sudden (well, I haven't played factorio for over a year now at least) this setup ...
- Wed Sep 10, 2025 8:16 pm
- Forum: Gameplay Help
- Topic: Problems with % operation
- Replies: 0
- Views: 434
Problems with % operation
I'm currently trying to better understand cobinator logic, and therefore tried to create a numerical display. It all worked oout fine except for the fact that I cannot display "0", as the artihmetic combinator doesn't send an output signal for this operation, as the result of 206739/10000%10 gives 0 ...
- Mon Sep 08, 2025 9:12 pm
- Forum: Gameplay Help
- Topic: Combinators: Keep a Gete ope for some time after passing it
- Replies: 4
- Views: 972
Re: Combinators: Keep a Gete ope for some time after passing it
I understand the underlying idea, but how am I supposed to tell the signal (or any combinator processing network signals) to wait for something?
- Mon Sep 08, 2025 7:20 pm
- Forum: Gameplay Help
- Topic: Combinators: Keep a Gete ope for some time after passing it
- Replies: 4
- Views: 972
Re: Combinators: Keep a Gete ope for some time after passing it
Ok, so here's the problem. As you can see, the gate has already closed, and the signal would be green again, but I'm right on the tracks ... so I want the signal to stay red long enough for me to cross the whole track. I know there would be an easy solution to this problem by covering the whole ...
- Mon Sep 08, 2025 6:58 pm
- Forum: Gameplay Help
- Topic: Combinators: Keep a Gete ope for some time after passing it
- Replies: 4
- Views: 972
Combinators: Keep a Gete ope for some time after passing it
Hi all, I'm currently stuck at creating a safe railroad crossing. Recently, I placed some gate elements and set the signal to turn red once the gate is open. However, since the gate closes behind, the signal turns green again when you are still crossing the rails. Which bears some risk of getting ...
- Thu Aug 01, 2024 3:37 pm
- Forum: Gameplay Help
- Topic: Refineries are only producing light oil
- Replies: 5
- Views: 2216
Re: Refineries are only producing light oil
So,with the benefit of hindsight, it was obvious from the beginning :-) and I can confirm my earlier post. Problem solved. Well,not really, as I'm still lacking petroleum, but the refinery setup is working. The fact that the refinery shows light oil in the output obviously tells you that this output ...
- Thu Aug 01, 2024 12:46 pm
- Forum: Gameplay Help
- Topic: Refineries are only producing light oil
- Replies: 5
- Views: 2216
Re: Refineries are only producing light oil
Thanks, I think I just misunderstood the visualization of the refinery. I added some extra chemical plants for cracking light oil into petroleum, and watched the pipes coming from the refinery. There was a constant flow of between 0 an 5 (what is it, by the way - mΒ³?) within the pipes. So it seems I ...
- Thu Aug 01, 2024 3:47 am
- Forum: Gameplay Help
- Topic: Refineries are only producing light oil
- Replies: 5
- Views: 2216
Refineries are only producing light oil
For some reason, my refineries suddenly only produce light oil as you can see from the screenshots. This setup already worked pretty fine, but now it seems to be broken. It is set up to work the following way:
produce lubricant
above 24000 lubricant >> crack heavy into light oil and produce solid ...
produce lubricant
above 24000 lubricant >> crack heavy into light oil and produce solid ...
- Wed Jul 31, 2024 10:51 am
- Forum: Gameplay Help
- Topic: Pipes merging
- Replies: 5
- Views: 1719
Re: Pipes merging
You could also use a mod that gives you straight pipes that don't connect. It's one of Bob's mods if I remeber correctly. It features straight, L, T and underground pipes coverung longer distances. But just search for pipes in the mod section, there seems to be a wider variety of mods covering that ...
- Sun Mar 20, 2022 4:08 pm
- Forum: Gameplay Help
- Topic: Full tank gives 24000 as output signal
- Replies: 7
- Views: 4366
Re: Full tank gives 24000 as output signal
Ok .. it's because I built a fill level display, where the last (green) light should be active when the tank is full. SO I wil set it to 24.500 ..
THx
THx
- Sun Mar 20, 2022 9:34 am
- Forum: Gameplay Help
- Topic: Full tank gives 24000 as output signal
- Replies: 7
- Views: 4366
Full tank gives 24000 as output signal
Hello there, I just created a system to evenly fill my tanks using combinators. Now I have stumbled across somthing interesting, that I cannot explain: When I connect a full tank to the circuit, the signal reads 24.000 instead of 25.000, see picture. As you can see, this has nothing to do with ...
- Fri Oct 01, 2021 11:48 am
- Forum: Gameplay Help
- Topic: Are production ratios changed by modules and why?
- Replies: 8
- Views: 6502
Re: Are production ratios changed by modules and why?
Thanks for the huge amount of in-detail explanation
I guess the nost important issue is that I missed the fact that the input values are not altered by modules. I was assuming that the same happens at higher process speed, but that obviously is wrong for productivity mdules 
- Tue Sep 21, 2021 8:28 pm
- Forum: Gameplay Help
- Topic: Are production ratios changed by modules and why?
- Replies: 8
- Views: 6502
Are production ratios changed by modules and why?
I'm currently trying to set up an efficient lubricant / light oil / petroleum production using beacons and speed / productivity modules. I always read that the basic production ratios (in that case the ratio refinery:heavy oil cracking:light oil cracking) are no longer valid when using modules. But ...