This is still a problem, and will be especially hard for new players to get past, so the Devs should do something about it.
But, If you change your train system mentality from a "Point A to Point B" perspective to a "Point A is Home, everything else is an interrupt", it solves all your problems and ...
Search found 33 matches
- Tue Nov 05, 2024 1:43 am
- Forum: Duplicates
- Topic: Interrupt Temporary Station inserted AFTER the problematic station
- Replies: 10
- Views: 1535
- Sun Nov 03, 2024 8:00 pm
- Forum: Not a bug
- Topic: Clicking drive remotely doesn't change train to Manual drive
- Replies: 2
- Views: 288
Re: Clicking drive remotely doesn't change train to Manual drive
Out of curiousity, can you explain why that is how it's supposed to work? I'd think wanting the train to stay automatic when wanting to drive it remotely would be desired far less often than manually driving the train...
- Sun Nov 03, 2024 1:58 am
- Forum: Not a bug
- Topic: [Kovarex] Parametized Splitter filters not setting Quality correctly
- Replies: 4
- Views: 1360
Re: Parametized Splitter filters not setting Quality correctly
I separated the parameters (hard coded and not) into two different parameter variables, and it resolves the issue. But it requires entering the same parameter value twice which I doubt is what you guys would consider a good solution.
Screen shots below.
11-02-2024, 18-57-26.png 11-02-2024, 18-58 ...
Screen shots below.
11-02-2024, 18-57-26.png 11-02-2024, 18-58 ...
- Sun Nov 03, 2024 12:55 am
- Forum: Not a bug
- Topic: [Kovarex] Parametized Splitter filters not setting Quality correctly
- Replies: 4
- Views: 1360
Re: Parametized Splitter filters not setting Quality correctly
This also messes up any other filters (not just the splitter) that don't have the quality set.
So, anytime you set a parameter variable in a blueprint to a specific quality, any other variables in that blueprint without the quality set, default to normal quality.
So, anytime you set a parameter variable in a blueprint to a specific quality, any other variables in that blueprint without the quality set, default to normal quality.
- Sun Nov 03, 2024 12:21 am
- Forum: Not a bug
- Topic: [Kovarex] Parametized Splitter filters not setting Quality correctly
- Replies: 4
- Views: 1360
[Kovarex] Parametized Splitter filters not setting Quality correctly
I need a splitter to filter out all the selected item with the selected quality level, this is what I am trying to produce.
All other items of the same type, but of different quality level, should go the other path.
Then a set of inserters with a filter set for that item and the different levels of ...
All other items of the same type, but of different quality level, should go the other path.
Then a set of inserters with a filter set for that item and the different levels of ...
- Wed Oct 30, 2024 12:28 am
- Forum: Gameplay Help
- Topic: Train Fuel Consumption Priority and Interrupts
- Replies: 7
- Views: 4152
Re: Train Fuel Consumption Priority and Interrupts
Same issue here. Hope someone figures out a clean solution, because I haven't so far.
- Mon Oct 28, 2024 10:05 am
- Forum: Not a bug
- Topic: Interrupt triggers for inaccessible station
- Replies: 3
- Views: 1031
Interrupt triggers for inaccessible station
Interrupts are triggering and generating temp entries into the trains schedule when the train cannot access the station.
The trigger also does not reserve a space at the station (train limit does not change when interrupt is triggered).
The image is an example of the interrupt 10-28-2024, 03-01-18 ...
The trigger also does not reserve a space at the station (train limit does not change when interrupt is triggered).
The image is an example of the interrupt 10-28-2024, 03-01-18 ...
- Mon Oct 28, 2024 5:25 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Missing icon choices for Station and Train group names that appear in Factoriopedia
- Replies: 2
- Views: 371
Re: Missing icon choices for Station and Train group names that appear in Factoriopedia
Great, Thanks!kovarex wrote: Sun Oct 27, 2024 10:37 pm Hello, surprisingly, this is the same issue that caused barreled icons to not be there.
This should be fixed for the next release.
- Sun Oct 27, 2024 10:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Missing icon choices for Station and Train group names that appear in Factoriopedia
- Replies: 2
- Views: 371
[Rseding91] Missing icon choices for Station and Train group names that appear in Factoriopedia
When selecting icons to use in train group names, some are missing that appear in the Factoriopedia. This may be related to modded items?
See images. Examples - Steel Chest, Passive Provider, Active Provider, Requester chest, etc. These are modded with AAI Containers and Warehouses mod and don't ...
See images. Examples - Steel Chest, Passive Provider, Active Provider, Requester chest, etc. These are modded with AAI Containers and Warehouses mod and don't ...
- Sun Oct 27, 2024 1:19 pm
- Forum: Not a bug
- Topic: Clicking drive remotely doesn't change train to Manual drive
- Replies: 2
- Views: 288
Clicking drive remotely doesn't change train to Manual drive
When you click drive remotely on an automated train, it stays in Automatic so a player needs to click that also. clicking drive remotely should change the slider to manual.
- Wed Oct 23, 2024 1:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] Blueprint parameters in trainstation names not using Signal icons
- Replies: 9
- Views: 2868
Re: [kovarex] Blueprint parameters in trainstation names not using Signal icons
Parameters in Description Fields are not being replaced either.
- Tue Oct 22, 2024 10:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] Blueprint parameters in trainstation names not using Signal icons
- Replies: 9
- Views: 2868
Re: [kovarex] Blueprint parameters in trainstation names not using Signal icons
This impacts train groups as well.
- Tue Oct 22, 2024 5:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] Blueprint parameters in trainstation names not using Signal icons
- Replies: 9
- Views: 2868
Re: [kovarex] Blueprint parameters in trainstation names not using Signal icons
Just noticed this happens with recipes also (tried it with the advanced oil processing and same issue as signals)
- Tue Oct 22, 2024 3:16 am
- Forum: Duplicates
- Topic: Interrupt Temporary Station inserted AFTER the problematic station
- Replies: 10
- Views: 1535
Re: Interrupt Temporary Station inserted AFTER the problematic station
Link to a blueprint example https://factoriobin.com/post/gka94n
Devs will see any trains getting interrupted skip the station all together
- Tue Oct 22, 2024 1:41 am
- Forum: Duplicates
- Topic: Interrupt Temporary Station inserted AFTER the problematic station
- Replies: 10
- Views: 1535
Re: Interrupt Temporary Station inserted AFTER the problematic station
video example (close to the one described) https://www.reddit.com/r/factorio/comme ... nterrupts/
- Tue Oct 22, 2024 1:40 am
- Forum: Duplicates
- Topic: Interrupt Temporary Station inserted AFTER the problematic station
- Replies: 10
- Views: 1535
Interrupt Temporary Station inserted AFTER the problematic station
I have 2 stops ("Pickup" and "DropOff") hardcoded in my train's schedule as we have in the past.
I add a "Refuel" interrupt, and it works great. Exist the pickup station, needs gas, gets gas, heads to Dropoff station.
I then add a "WAIT" interrupt for that's triggered when pickup or dropoff is full ...
I add a "Refuel" interrupt, and it works great. Exist the pickup station, needs gas, gets gas, heads to Dropoff station.
I then add a "WAIT" interrupt for that's triggered when pickup or dropoff is full ...
- Mon Oct 21, 2024 3:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] Blueprint parameters in trainstation names not using Signal icons
- Replies: 9
- Views: 2868
[kovarex] Blueprint parameters in trainstation names not using Signal icons
I can set a parameter variable in the station name to an item without problem.
But if I select a signal icon (like A-Z, 0-9 icons, etc) It doesn't set the parameter in the station name. It leaves it as the parameter icon.
But if I select a signal icon (like A-Z, 0-9 icons, etc) It doesn't set the parameter in the station name. It leaves it as the parameter icon.
- Tue Oct 15, 2024 4:38 pm
- Forum: Ideas and Suggestions
- Topic: Update Burner Insert fuel logic
- Replies: 8
- Views: 1180
Update Burner Insert fuel logic
TL;DR
Change burner inserter to not reach for non-fuel unless already fueled.
Possible option to blueprint burner inserters with fuel requested (construction bot request)
What ?
If the burner inserter is presented with non-fuel items as its first items to transfer, it uses up its initial fuel ...
Change burner inserter to not reach for non-fuel unless already fueled.
Possible option to blueprint burner inserters with fuel requested (construction bot request)
What ?
If the burner inserter is presented with non-fuel items as its first items to transfer, it uses up its initial fuel ...
- Sat Sep 14, 2024 6:12 pm
- Forum: Ideas and Suggestions
- Topic: Train overview Add Queued train count
- Replies: 1
- Views: 375
Train overview Add Queued train count
TL;DR
enhancement to train overview that adds count of trains queued for given station name. i.e. How many trains have this station name as their next stop but have yet to be assigned to a station.
What ?
with a significantly large amounts of trains and stations, it's difficult to quickly find ...
enhancement to train overview that adds count of trains queued for given station name. i.e. How many trains have this station name as their next stop but have yet to be assigned to a station.
What ?
with a significantly large amounts of trains and stations, it's difficult to quickly find ...
- Tue Jan 23, 2024 12:02 am
- Forum: Ideas and Suggestions
- Topic: "Requires Mod" Blueprint parameter
- Replies: 8
- Views: 2017
"Requires Mod" Blueprint parameter
TL;DR
"Mod must be installed to use blueprint" option for creating/using blueprints.
What ?
Some blueprints are based around mods. I suggest an blueprint feature when creating or using blueprints that looks at installed options and makes sure any needed are installed.
Why ?
Things like ...
"Mod must be installed to use blueprint" option for creating/using blueprints.
What ?
Some blueprints are based around mods. I suggest an blueprint feature when creating or using blueprints that looks at installed options and makes sure any needed are installed.
Why ?
Things like ...