Search found 11 matches
- Mon Feb 19, 2018 10:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.17] Timing issue with circuit-controlled inserters
- Replies: 1
- Views: 1333
Re: [0.16.17] Timing issue with circuit-controlled inserters
For my purposes, 0.16.25 has fixed this.
- Mon Jan 22, 2018 11:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.17] Timing issue with circuit-controlled inserters
- Replies: 1
- Views: 1333
[0.16.17] Timing issue with circuit-controlled inserters
I've been playing around with timing stack inserters to place items on a belt at exactly the right speed to get compressed output. I've been successful in making such a setup by regulating the stack size of two inserters to 10, and having them each place on the same side of one belt exactly once eac...
- Sun Dec 17, 2017 10:26 am
- Forum: Duplicates
- Topic: [0.16.4] Game crashing on specific savefile load
- Replies: 1
- Views: 842
[0.16.4] Game crashing on specific savefile load
Hi,
I've found a consistent crash when loading one of my new 0.16 save games. You can find the log and save file attached. Not sure what is causing the issues. No mods used, and I can load some previous saves of the same map up to about 10 minutes prior to this save.
I've found a consistent crash when loading one of my new 0.16 save games. You can find the log and save file attached. Not sure what is causing the issues. No mods used, and I can load some previous saves of the same map up to about 10 minutes prior to this save.
- Fri Mar 10, 2017 6:43 pm
- Forum: Ideas and Suggestions
- Topic: Train-IDs for the circuit network
- Replies: 10
- Views: 7237
Re: Train-IDs for the circuit network
This is also on my wishlist. I'd like to use something like this to route trains to a specific station from a stacker using the circuit network. Since 0.15 will implement reading train contents via circuit network, something like having the constant combinator signal interface as a tab in the train ...
- Fri Jul 01, 2016 4:24 am
- Forum: Ideas and Suggestions
- Topic: [0.13] Allow trains to send a circuit signal
- Replies: 1
- Views: 1742
[0.13] Allow trains to send a circuit signal
I've seen it suggested that trains should be able to send their contents to the circuit network via a train stop, but I haven't seen anyone suggest that trains also be able to send an arbitrary signal (E.g. send 100 of signal A) to the circuit network via the train stop. This would enable the circui...
- Fri Jul 01, 2016 4:07 am
- Forum: Implemented Suggestions
- Topic: [0.13]Deactivating Train Stop via Network
- Replies: 17
- Views: 9877
Re: [0.13]Deactivating Station via Network
I am also interested in a feature that can do this. It would be possible to add a sort of 'requester station' to the rail network using this (analogous to a requester chest in a logistics system).
- Wed Jun 29, 2016 4:38 pm
- Forum: Releases
- Topic: Version 0.13.1
- Replies: 42
- Views: 37873
Re: Version 0.13.1
I used a console command to enable the flamethrower turret while waiting for the research bug to be fixed. Now achievements are disabled. Is there a way to clear the 'console command used' flag and re-enable them?
- Fri Mar 11, 2016 12:22 am
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 227557
Re: Friday Facts #128 - Back down to earth
I don't quite like the recent suggestion by Klonan to limit the loaders to outputting at half belt speed and only interacting with inserters. Restricting them to being loaded/unloaded by inserters means you'll still have to have about 4/5 fast inserters to output a compressed belt, making the minimu...
- Sat Mar 05, 2016 1:52 am
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 227557
Re: Friday Facts #128 - Back down to earth
I love the loader idea. It would be great for builds where you need a bunch of compressed belts side-by-side without the (enormous) space required to compress/decompress the belts at either end with chests/inserters. As for balancing them, probably having them cost blue circuits/lubricant and run wi...
- Fri Nov 27, 2015 10:31 pm
- Forum: News
- Topic: Friday Facts #114 - Better train conditions
- Replies: 77
- Views: 58125
Re: Friday Facts #114 - Better train conditions
I see a lot of potential for some amazingly good changes in this. OpenTTD has a thing for this, it's called "Conditional Order Jump" - an order that, when executed, checks the train's condition and decides whether to continue on to the next order, or rather skip to a specific order. This w...
- Wed Jan 21, 2015 11:31 pm
- Forum: 5dim's mod
- Topic: General Discussion
- Replies: 293
- Views: 213959
Re: [MOD 0.11.x] 5dim's mod
UPDATE Changelog Trains update to 0.0.3 Fix a little bug The change here seems to have fixed the crash, but now my logistic carriages are no longer being loaded/unloaded by my logistic bots. This doesn't happen right away, but after a few minutes of regular use. After a while, even new carriages th...