Search found 770 matches
- Tue Sep 23, 2014 10:13 pm
- Forum: Railway Setups
- Topic: My station with belt-only ore sorting
- Replies: 5
- Views: 13088
Re: My station with belt-only ore sorting
Yeah, I actually have an overflow area with a separate sorting area as well. You can actually see if on the overview picture. On the right end side of the incoming belts is a bunch of inserters that just put everything in chests (with backup chests daisychained) that then put it on the far right upw...
- Tue Sep 23, 2014 1:53 am
- Forum: Railway Setups
- Topic: My station with belt-only ore sorting
- Replies: 5
- Views: 13088
Re: My station with belt-only ore sorting
I've been trying to find a good unloading and sorting system that fit's within a relatively compact area. I use an inline buffering and rebalancing system I designed to store ore prior to sending it to smelting. The copper one in the image below fit well, though the location of the iron one on the ...
- Tue Sep 23, 2014 12:17 am
- Forum: Railway Setups
- Topic: My station with belt-only ore sorting
- Replies: 5
- Views: 13088
My station with belt-only ore sorting
So after playing a game where I was using a logistics network to unload my trains into, for this new game I set out to do the ore sorting using only belts. I play using the resource spawner overhaul mod, so resources in the starting area are fairly limited and I need to branch out fairly early in th...
- Mon Sep 22, 2014 12:05 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.12] Inconsistent behaviour on multi-stop trainstation
- Replies: 9
- Views: 2339
Re: [0.10.12] Inconsistent behaviour on multi-stop trainstat
No worries, this setup seems to work for your 4th station: http://i.imgur.com/7mO2mUO.png Sidenote: Removing those 4 lights and just having the light before the station seems to work too, although I foresee some collision in that situation. Seen a few too many of those already :lol: But I guess, wh...
- Sun Sep 21, 2014 11:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.12] Inconsistent behaviour on multi-stop trainstation
- Replies: 9
- Views: 2339
Re: [0.10.12] Inconsistent behaviour on multi-stop trainstat
Thanks, hadn't thought of moving it that way. It does seem to make it work for the three stops, but the fourth doesn't get used at all. Guess that's too far away to get selected (the mouseover indicator for that signal also only shows the middle two paths, so that's probably related). I now have 8 t...
- Sun Sep 21, 2014 10:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.12] Inconsistent behaviour on multi-stop trainstation
- Replies: 9
- Views: 2339
Re: [0.10.12] Inconsistent behaviour on multi-stop trainstat
Well, it did help somewhat, but with higher load and all four tracks in use, there's still the same inconsistency, just less frequently.
- Sun Sep 21, 2014 2:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.12] Inconsistent behaviour on multi-stop trainstation
- Replies: 9
- Views: 2339
Re: [0.10.12] Inconsistent behaviour on multi-stop trainstat
Hmm.. It does look like moving the entrance signal back a few spots (to the straight piece between the walls, for anyone watching ) makes it a bit better. Not sure if it's because of the straight or because it's further away from the switch.
- Sun Sep 21, 2014 10:33 am
- Forum: Technical Help
- Topic: Game starts in the wrong monitor
- Replies: 2
- Views: 4155
- Sun Sep 21, 2014 1:35 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.12] Inconsistent behaviour on multi-stop trainstation
- Replies: 9
- Views: 2339
[0.10.12] Inconsistent behaviour on multi-stop trainstation
In the attached save, I have two trainstops named "Factory" (one named manually, the other using the "Perform change" button). From my observations, this should work as long as the block leading up to these stops only has exits here and not to other stops (emphasis on observation...
- Sat Sep 20, 2014 9:23 pm
- Forum: General discussion
- Topic: That moment when,
- Replies: 69
- Views: 38394
Re: That moment when,
That was all in my logistics network (yes, I know ), so just hover over any logistics chest to pop it up.lxl wrote:@Boogie, how do you get that info. I've typed every key and didn't see it.
- Sat Sep 20, 2014 5:59 pm
- Forum: Ideas and Suggestions
- Topic: Mining and Resource-Harvesting Robots
- Replies: 16
- Views: 8521
Re: Mining and Resource-Harvesting Robots
This would be total OP. Why? You cannot place tons of mining drills all over a field of iron or copper, you have to carefully place them, place modules inside and so on. If you'd use robots for mining - you would be able to do that and thus literally "suck" a resource field in mere minute...
- Sat Sep 20, 2014 3:33 pm
- Forum: Gameplay Help
- Topic: Help for Oil refinery
- Replies: 7
- Views: 2334
Re: Help for Oil refinery
If your storage for one of the output products (heavy, light or petroleum) is full, the refinery will stop producing all three. I'm going to guess that's what's happening (most likely light oil, in your case). So add a chem plant to either crack some light oil into petroleum, or make it into solid f...
- Fri Sep 19, 2014 10:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.12] Deconstructing a belt exit or inserter
- Replies: 6
- Views: 2045
[0.10.12] Deconstructing a belt exit or inserter
When you deconstruct a belt exit while the belt entry is still receiving input, this will keep the drones busy for a looooong time while they try to clear the exit of any items stored inside :) *edit* A possibly related issue I noticed today: when you deconstruct an inserter, first a bot will take a...
- Fri Sep 19, 2014 10:08 pm
- Forum: Pending
- Topic: 0.10.12 Game only plays on left monitor
- Replies: 18
- Views: 12847
Re: 0.10.12 Game only plays on left monitor
Hmm.. that is weird, perhaps something kovarex will have to look into again after all then
- Fri Sep 19, 2014 9:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.12][slpwnd] Burner inserters grab fuel first
- Replies: 6
- Views: 5648
Re: [0.10.12] Burner insterters *always* try to grab fuel fi
Although this may "look & feel" like incorrect behaviour, you'll find that *all* the inserters follow this pattern. I don't believe it's a bug at all. The inserter you're using is a "dumb" inserter ; Inserters, with the exception of the Smart Inserter, do not grab items that...
- Fri Sep 19, 2014 9:49 pm
- Forum: Pending
- Topic: 0.10.12 Game only plays on left monitor
- Replies: 18
- Views: 12847
Re: 0.10.12 Game only plays on left monitor
Is it what you use as primary or what Window detects as such? Right-click on the desktop, click Screen Resolution and check the numbers there. When unconfigured, factorio will use the screen labeled as 1 there now. I think before this change, it would use the screen marked as your main display in th...
- Fri Sep 19, 2014 9:31 pm
- Forum: Ideas and Suggestions
- Topic: Filter for research window
- Replies: 0
- Views: 1079
Filter for research window
In my games, I tend to take it slow getting to the next tier of science packs. This usually means after a while many technologies listed require science packs I can't make/acquire yet. It would be nice to have an option to filter out a specific tier. So filter out alien science packs to only show wh...
- Fri Sep 19, 2014 8:04 pm
- Forum: Pending
- Topic: 0.10.12 Game only plays on left monitor
- Replies: 18
- Views: 12847
Re: 0.10.12 Game only plays on left monitor
That was changed in 0.10.10: Fixed that it wasn't possible to start fullscreen game in other than the primary window. There is now settings in config in category [graphics] section: preffered-screen-index. Changing the value changes the display adapter (monitor) that is used. If many people use this...
- Fri Sep 19, 2014 2:43 pm
- Forum: Not a bug
- Topic: [0.10.12] last inserter of single train wagon not working
- Replies: 4
- Views: 3526
[0.10.12] last inserter of single train wagon not working
On a train with a single wagon, the 7th inserter refuses to pick stuff out of the train:
Add a second wagon and the 7th inserter suddenly becomes active:
Add a second wagon and the 7th inserter suddenly becomes active:
- Thu Sep 18, 2014 10:37 pm
- Forum: Gameplay Help
- Topic: smart inserter with exclusion filter?
- Replies: 4
- Views: 1849
Re: smart inserter with exclusion filter?
Or, you could just unload all of it into chests, and just have filters taking out the ores, and occasionally come by to clean up manually. Yeah, i think I'll end up doing that. Or rather, have a system of belts and inserters that take off the bulk of the material, then what's left over I drop into ...