Search found 16 matches
- Fri Dec 06, 2024 7:11 am
- Forum: Gameplay Help
- Topic: Shipping only fresh bioflux to Nauvis - what is your approach?
- Replies: 8
- Views: 4656
Re: Shipping only fresh bioflux to Nauvis - what is your approach?
Bots prioritise yellow chests over red, so on Gleba I put produced bioflux to a red chest, offloading most spoiled to a yellow chest for local use.
- Thu Dec 05, 2024 11:16 am
- Forum: Gameplay Help
- Topic: Can i set a filter for an spoiled amount
- Replies: 5
- Views: 584
Re: Can i set a filter for an spoiled amount
I set up an inserter which offloads most spoiled eggs to a heating tower if there are more than N in a chest.
Works well your production is running constantly, as I beleive it should on Gleba
Works well your production is running constantly, as I beleive it should on Gleba
- Thu Dec 05, 2024 5:17 am
- Forum: Ideas and Suggestions
- Topic: Output R/G settings for buildings
- Replies: 19
- Views: 2614
"Read contents" and "Read ingredients" on separate wires
These two outputs overlap. Please allow specifying wire color for each.
The case: I'm trying to upload to an assembler an exact amount of ingredients needed for one item to be crafted, and currently I need to keep a list of ingredients in a constant combinator.
The case: I'm trying to upload to an assembler an exact amount of ingredients needed for one item to be crafted, and currently I need to keep a list of ingredients in a constant combinator.
- Wed Dec 04, 2024 4:39 am
- Forum: Duplicates
- Topic: [2.0.23] Small chests requests are being rounded to zero while modifying it with sliders
- Replies: 1
- Views: 216
[2.0.23] Small chests requests are being rounded to zero while modifying it with sliders
1) Set small requests for an item less than a stack size not far from each other, for example, yellow belt, min=5, max=20
2) move any slider just a little bit
3) both requests are being reset to 0
My particular usecase is that modifying max to infinity also resets min to 0, which is extremely ...
2) move any slider just a little bit
3) both requests are being reset to 0
My particular usecase is that modifying max to infinity also resets min to 0, which is extremely ...
- Wed Nov 27, 2024 5:49 pm
- Forum: Duplicates
- Topic: [2.0.21] Thruster of rare quality has consumption value with too many digits
- Replies: 1
- Views: 394
[2.0.21] Thruster of rare quality has consumption value with too many digits
Thruster consumption number for Rare quality looks weird. Should it be just 9.6?
- Mon Nov 25, 2024 9:16 pm
- Forum: Ideas and Suggestions
- Topic: Fixing spamming cargo pods
- Replies: 2
- Views: 583
Re: Fixing spamming cargo pods
If you control requests with circuit network, you can request one stack of items using selector combinator.
It has an option "Stack size" which outputs a stack of items for every signal it receives.
If you have a request larger than one stack you can also round it up to a number of full stacks with ...
It has an option "Stack size" which outputs a stack of items for every signal it receives.
If you have a request larger than one stack you can also round it up to a number of full stacks with ...
- Mon Nov 25, 2024 9:10 pm
- Forum: Ideas and Suggestions
- Topic: Allow configuring inserter filter settings while "use filters" is disabled
- Replies: 2
- Views: 270
Re: Allow configuring inserter filter settings while "use filters" is disabled
Maybe this could be solved by allowing inserters to use "*" (everything or anything) signal as a filter.
- Mon Nov 25, 2024 8:25 pm
- Forum: Ideas and Suggestions
- Topic: Allow belt/chest circuit readers to read spoilage level of most spoiled item
- Replies: 23
- Views: 8495
Re: Allow belt/chest circuit readers to read spoilage level of most spoiled item
For logistic network I kinda solved it by offloading fresh products to a storage chest (yellow) with an inserter, and then unloading most spoiled to a passive provider chest (red) when yellow has more than N items. From the red chest most spoiled get offloaded right into a heating tower in the same ...
- Fri Nov 22, 2024 5:18 pm
- Forum: Ideas and Suggestions
- Topic: Allow belt/chest circuit readers to read spoilage level of most spoiled item
- Replies: 23
- Views: 8495
Re: Allow belt/chest circuit readers to read spoilage level of most spoiled item
I think that spoiled value should be kept, and buckets added just to simplify products management, and maybe UI, eg specifying a filter for a belt splitter.danbopes wrote: Thu Nov 21, 2024 10:11 pm Buckets will just reduce functionality for no good reason.
- Thu Nov 21, 2024 9:51 pm
- Forum: Ideas and Suggestions
- Topic: Allow belt/chest circuit readers to read spoilage level of most spoiled item
- Replies: 23
- Views: 8495
Re: Allow belt/chest circuit readers to read spoilage level of most spoiled item
+1 to this.
Also I feel like there should be not a value but a few buckets similar to quality, eg fresh (100%..75%), mildly fresh (75%..50%), not so fresh(50%..25%) and nearly spoiled (25%..0%). It should also allow insertes to pick more spoiled or more fresh from each bucket.
My usecase: I want to ...
Also I feel like there should be not a value but a few buckets similar to quality, eg fresh (100%..75%), mildly fresh (75%..50%), not so fresh(50%..25%) and nearly spoiled (25%..0%). It should also allow insertes to pick more spoiled or more fresh from each bucket.
My usecase: I want to ...
- Wed Oct 23, 2024 7:37 pm
- Forum: Ideas and Suggestions
- Topic: 2.0 update warning for 1.1 players
- Replies: 5
- Views: 905
Re: 2.0 update warning for 1.1 players
Actually, it only says how awesome the new version is (and it is!) and nothing about remaining saves.aka13 wrote: Wed Oct 23, 2024 7:19 pm it literally tells you that shit will break with a huge button
Also, this screen shows up after an update, when I can't do anything to prevent that.
- Wed Oct 23, 2024 6:29 pm
- Forum: Ideas and Suggestions
- Topic: 2.0 update warning for 1.1 players
- Replies: 5
- Views: 905
2.0 update warning for 1.1 players
After a recent update I have to make huge changes to my 1.1 base to keep playing, e.g. rebuild all curved rails with new ones (still cant believe this).
I suggest that there is a warning for 1.1 players which tells about irreversible incompatible changes they will face after an update: 1) that they ...
I suggest that there is a warning for 1.1 players which tells about irreversible incompatible changes they will face after an update: 1) that they ...
- Wed Oct 23, 2024 4:38 pm
- Forum: Gameplay Help
- Topic: [2.0] Rebuild all rails in an 1.x base
- Replies: 6
- Views: 3873
Re: [2.0] Rebuild all rails in an 1.x base
no rebuilding work should be "required"
I try to expand my rail network to fix fluid warnings, and I end up with this kind of rail placement (see attachment). I can not see how I fix that in a good way without rebuilding the whole intersection, which would require rebuilding all rails around it ...
- Wed Oct 23, 2024 12:58 am
- Forum: Not a bug
- Topic: [2.0.8] Tech not explored after update from 1.x
- Replies: 1
- Views: 194
[2.0.8] Tech not explored after update from 1.x
After an auto-upgrade to 2.0.8 from the latest 1.x release some basic tech is shown as unexplored, see screenshot.
Obviously, all of it is explored and widely used
Obviously, all of it is explored and widely used

- Wed Oct 23, 2024 12:40 am
- Forum: Gameplay Help
- Topic: Dynamically setting train station names
- Replies: 6
- Views: 4641
Re: Dynamically setting train station names
I was playing with universal unload for a while, and my solution is to
- make an "unload" station with purple chests
- make lots of "requester" stations for each resource I want, an set limit on them from 0 to 1 when a threshold for a resource is reached; they may be placed in a row on a single rail ...
- make an "unload" station with purple chests
- make lots of "requester" stations for each resource I want, an set limit on them from 0 to 1 when a threshold for a resource is reached; they may be placed in a row on a single rail ...
- Tue Oct 22, 2024 11:18 pm
- Forum: Gameplay Help
- Topic: [2.0] Rebuild all rails in an 1.x base
- Replies: 6
- Views: 3873
[2.0] Rebuild all rails in an 1.x base
I've just got auto-updated to 2.0.8 from the latest 1.x release, and now I cant add rails to my existing base where I need it (error is "legacy rail is in the way" or something). Is there any workaround or fix available?
Also I noticed that rail turn radius in now larger, and as I use roundabouts a ...
Also I noticed that rail turn radius in now larger, and as I use roundabouts a ...