Search found 20 matches
- Sat Nov 09, 2024 11:54 pm
- Forum: Pending
- Topic: [2.0.15] Very weird behaviour with trains
- Replies: 13
- Views: 386
Re: [2.0.15] Very weird behaviour with trains
If it's too OP to just ignore trains, an indicator would be fine, or some sort of way of working around it when it happens.
- Sat Nov 09, 2024 11:15 pm
- Forum: Pending
- Topic: [2.0.15] Very weird behaviour with trains
- Replies: 13
- Views: 386
Re: [2.0.15] Very weird behaviour with trains
Here it is happening again, I caught it in a save just now!
Trains are stuck. Don't know for how long...
I even updated to experimental just in case. Still happaned
Trains are stuck. Don't know for how long...
I even updated to experimental just in case. Still happaned
- Sat Nov 09, 2024 9:22 pm
- Forum: Ideas and Suggestions
- Topic: Allow logistics transfers between space platforms
- Replies: 34
- Views: 6825
Re: Allow logistics transfers between space platforms
I would mostly love to send extra asteroids from various platforms to a single one which turns them all into calcite
- Sat Nov 09, 2024 9:21 pm
- Forum: Ideas and Suggestions
- Topic: Allow logistics transfers between space platforms
- Replies: 34
- Views: 6825
Re: Allow logistics transfers between space platforms
+1 on this
I landed here in search of a mod, if not part of the base DLC, can someone at least make this via a mod?
I landed here in search of a mod, if not part of the base DLC, can someone at least make this via a mod?
- Sat Nov 09, 2024 3:16 pm
- Forum: Pending
- Topic: [2.0.15] Very weird behaviour with trains
- Replies: 13
- Views: 386
Re: [2.0.15] Very weird behaviour with trains
If it's intended game mechanic I'm fine with it... But it usually broke my immersion by me having to MANUALLY go back and fix it on Nauvis, wherever I am, which is a drag. Right now it's a non issue anymore, I just have a spidertron filled to the brim with rails and guns, and I just send it off to r...
- Sat Nov 09, 2024 10:45 am
- Forum: Pending
- Topic: [2.0.15] Very weird behaviour with trains
- Replies: 13
- Views: 386
Re: [2.0.15] Very weird behaviour with trains
The train also gets switched to "manual" mode, so hopefully that narrows down the case.
- Sat Nov 09, 2024 10:44 am
- Forum: Pending
- Topic: [2.0.15] Very weird behaviour with trains
- Replies: 13
- Views: 386
Re: [2.0.15] Very weird behaviour with trains
I'll keep an eye on it and if it happens again, hopefully get you a state from where you can debug. Thanks anyway... What you could try though is using developer tools send some bitters to attack the elevated rails, my elevated rails were in rare cases under attack, so that can lead you to a case wh...
- Sat Nov 09, 2024 2:44 am
- Forum: Pending
- Topic: [2.0.15] Very weird behaviour with trains
- Replies: 13
- Views: 386
Re: [2.0.15] Very weird behaviour with trains
Sure, but you should know that I fixed it manually... And then carried on to play normally. Can't reproduce it, and my save from THAT time got overriden so... Anyway, here's the save:
- Sat Nov 09, 2024 12:37 am
- Forum: Pending
- Topic: [2.0.15] Very weird behaviour with trains
- Replies: 13
- Views: 386
Re: Very weird behaviour with trains
Note, it is also running in "manual" mode when this happens! So it breaks everything (obviously)
- Sat Nov 09, 2024 12:36 am
- Forum: Pending
- Topic: [2.0.15] Very weird behaviour with trains
- Replies: 13
- Views: 386
[2.0.15] Very weird behaviour with trains
I found this very weird behaviour. It has happened multiple times, I though it was me, but, I can't explain what's going on. I though it was my signaling, but I think it's something else. This is the 3rd time I find my base with no ore, and I go diagnose and I find a random detached rouge wagon from...
- Mon Nov 04, 2024 10:47 am
- Forum: Assigned
- Topic: [Hrusa][2.0.14] Asteroid collector stuck at computing navigation
- Replies: 38
- Views: 33898
Re: [Hrusa][2.0.14] Asteroid collector stuck at computing navigation
+1
I've encoutered the same errors too today
I've encoutered the same errors too today
- Sun Nov 03, 2024 3:46 pm
- Forum: Gameplay Help
- Topic: Fluid 2.0 system doesn't have unlimited throughput?
- Replies: 7
- Views: 1225
Re: Fluid 2.0 system doesn't have unlimited throughput?
The main reason I was doing this is I wanted to have priority sulfiric acid + power cable switch when steam is below a certaion treshold, and I found it reliable, but at the end of the day, I just added more power production facilities and called it a day. As for your explanations, it all makes perf...
- Sun Nov 03, 2024 3:44 pm
- Forum: Gameplay Help
- Topic: Fluid 2.0 system doesn't have unlimited throughput?
- Replies: 7
- Views: 1225
Re: Fluid 2.0 system doesn't have unlimited throughput?
Interesting stuff. Thanks
- Sat Nov 02, 2024 8:57 am
- Forum: Gameplay Help
- Topic: Fluid 2.0 system doesn't have unlimited throughput?
- Replies: 7
- Views: 1225
Re: Fluid 2.0 system doesn't have unlimited throughput?
I did try to place even 3 pumps, but it seems to make the problem worse, as the pump quickly gets capped at 1200fluid/s and can't keep up with production, so that's why I posted here to ask is this a bug or intended behaviour?
- Fri Nov 01, 2024 10:21 pm
- Forum: Gameplay Help
- Topic: Fluid 2.0 system doesn't have unlimited throughput?
- Replies: 7
- Views: 1225
Fluid 2.0 system doesn't have unlimited throughput?
I have a setup on Vulcanus: https://i.imgur.com/mwd2wZ1.png https://i.imgur.com/dmWavYp.png With fluids 2.0, the pipes should have unlimited throughput if I understood the FFF correctly. However, in this case, the machine says "output full" even though there's space in tank (tank is 20k/25...
- Mon Dec 02, 2019 11:35 am
- Forum: Gameplay Help
- Topic: Help with designing factory bus
- Replies: 11
- Views: 5395
Re: Help with designing factory bus
Lanebalancers make sure the input is balanced when the output is unevenly consumed. splitters dont do this , they treat every lane separate. example: lanebalancing example.gif This is exactly what I was looking for too. Thank you very much :D :D The only problem @disentius is, what do I do now with...
- Mon Dec 02, 2019 11:20 am
- Forum: Gameplay Help
- Topic: Help with designing factory bus
- Replies: 11
- Views: 5395
Re: Help with designing factory bus
You may think: supply is always too low :), so first branches will consume almost all materials leaving nothing for the rest. Here’s the trick: can you limit the production output? If you produce to the chest, just limit its stack . Greedy production line will take most of resources but for limited...
- Mon Dec 02, 2019 11:15 am
- Forum: Gameplay Help
- Topic: Help with designing factory bus
- Replies: 11
- Views: 5395
Re: Help with designing factory bus
Lanebalancers make sure the input is balanced when the output is unevenly consumed. splitters dont do this , they treat every lane separate. example: lanebalancing example.gif Oh, yea, this is what actually started my little confusion. I wanted to take one arm off my bus and process it as steel, bu...
- Sun Dec 01, 2019 2:09 am
- Forum: Gameplay Help
- Topic: Help with designing factory bus
- Replies: 11
- Views: 5395
Help with designing factory bus
I have a 2 lane bus I'm trying to build inside a factory, to keep things organized, but when I try to grasp the actual ratios I can't comprehend why do we need so many spitters, and also, how does someone come up with a decision like this? I'd like to keep my factory throughput going, so I understan...
- Thu Nov 28, 2019 1:33 pm
- Forum: Not a bug
- Topic: [0.17.79] Campaign transport belt madness
- Replies: 1
- Views: 610
[0.17.79] Campaign transport belt madness
I'm not sure if this is intended or not, but when you play the belt challenge, you're supposed to have limited resources, right? So what happens is when you go to "Start Level" and then back to "Build mode" the belt count gets reset to 100. I'm not sure if you're supposed to comp...