Search found 152 matches
- Sat Jan 27, 2024 1:32 am
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 138
- Views: 18629
Re: Friday Facts #395 - Generic interrupts and Train stop priority
I see that train blueprints now undergo a state transition once fully constructed. This is a thing I desperately want for more general blueprints: some kind of combinator which sets a signal when the blueprint containing it is fully constructed. I have the issue that I really need for some of my co...
- Sat Jan 27, 2024 1:23 am
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 138
- Views: 18629
Re: Friday Facts #395 - Generic interrupts and Train stop priority
I never used icons in stop names, making that a necessity sounds like a terrible idea I think this is needed because in multiplayer one player could in Spanish and the other in English. So 'iron' would then not work in e.g. Spanish… icons prevents this entire problem. You could have a token that re...
- Sat Jan 27, 2024 1:18 am
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 138
- Views: 18629
Re: Friday Facts #395 - Generic interrupts and Train stop priority
Very nice changes. However, what if I want my train stops to have names like [item="iron-plate"] Iron Plates / Unload and not just [item="iron-plate"] Unload ? Is there a way to generalize item name, not only icon? So many similar icons in mods, you can't just use the icon.
- Sat Jan 27, 2024 1:16 am
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 138
- Views: 18629
Re: Friday Facts #395 - Generic interrupts and Train stop priority
Now the only question is if I will manage to finish my Seablock megabase with the train stop priority circuits before 2.0 drops.
- Tue Jan 23, 2024 2:39 am
- Forum: Gameplay Help
- Topic: Can't create blast furnace
- Replies: 6
- Views: 732
Re: Can't create blast furnace
You should probably ask in the Angel's mod forum. My current version doesn't require clay bricks for level 1 blast furnaces.
- Mon Jan 22, 2024 5:15 pm
- Forum: Gameplay Help
- Topic: Logic network: do one thing when condition matches and do another thing when it does not
- Replies: 3
- Views: 324
Re: Logic network: do one thing when condition matches and do another thing when it does not
Enable the inserter if the value is 0.
- Sun Jan 21, 2024 11:00 pm
- Forum: Gameplay Help
- Topic: Can't create blast furnace
- Replies: 6
- Views: 732
Re: Can't create blast furnace
I'm not 100% sure, but I think lime can be made in a blast furnace 1, which only requires stone brick, not clay brick.
- Sat Jan 20, 2024 7:17 am
- Forum: Gameplay Help
- Topic: Question for train station balancing
- Replies: 18
- Views: 2508
Re: Question for train station balancing
I built a setup like this for my first megabase. It doesn't balance across the entire base, just each "installation". For instance, an iron smelter installation has 8 input train racks, and 4 output train racks, and the trains are balanced across the 8 input racks and the 4 output racks. I...
- Tue Dec 19, 2023 6:30 pm
- Forum: General discussion
- Topic: The big question: Are you going to try v2?
- Replies: 30
- Views: 5112
Re: The big question: Are you going to try v2?
Where cliff explosives were moved to so late in the game... I'm leaning toward not getting the expansion. It is just too much of a deal breaker. I don't want to build in weird confined areas. I like how the current system is with cliff explosives where I have to work toward the cliff explosives to ...
- Fri Dec 15, 2023 3:56 pm
- Forum: News
- Topic: Friday Facts #389 - Train control improvements
- Replies: 151
- Views: 27328
Re: Friday Facts #389 - Train control improvements
So many mods blown away! :D I presently refuel at each pickup stop. A special refueling train brings in fuel, which travels to each pickup rack by belt where it can refuel each train as it is loading cargo. Changing fuels is just a matter of telling the refueling train (or trains in a large base) to...
- Sun May 16, 2021 10:41 am
- Forum: Ideas and Suggestions
- Topic: Add simple train stop priorities on top of 1.1 train limit system.
- Replies: 14
- Views: 4726
Re: Add simple train stop priorities on top of 1.1 train limit system.
I have seen the issue of trains being stuck in delivery stops due to not enough supply when I miscalculated, but I don't think the proper solution is source priorities, but to either fix the issue of not enough supply, or at least supply something like a stacker the trains can go to. The major issu...
- Fri May 14, 2021 2:08 am
- Forum: Ideas and Suggestions
- Topic: Add simple train stop priorities on top of 1.1 train limit system.
- Replies: 14
- Views: 4726
Re: Add simple train stop priorities on top of 1.1 train limit system.
If a bunch of trains are flashing "destination full" and a station raises its train limit such that they can now path to it, the first available train that the game looks at during that tick will get the reservation, and distance to the station is not considered. I believe it is the close...
- Thu May 13, 2021 9:14 am
- Forum: Ideas and Suggestions
- Topic: Add simple train stop priorities on top of 1.1 train limit system.
- Replies: 14
- Views: 4726
Re: Add simple train stop priorities on top of 1.1 train limit system.
Ok, this is my mistake, I generally think that seeing "destination full" is evil and try not to overflow my train network with trains, sum of train limits in stops with the same name >= #trains having this station in schedule. I don't think it is evil at all. I know I have the correct bal...
- Tue May 11, 2021 5:36 pm
- Forum: Gameplay Help
- Topic: Red train signal set by circuit only has 1000 penalty?
- Replies: 10
- Views: 3316
Re: Red train signal set by circuit only has 1000 penalty?
I cannot simply disable stations with circuits to work around this. That was my initial approach actually, but it causes the problem that if all stops are disabled, the train will simply skip the station, effectively running around in circles pointlessly because no other stations exist to stop it. ...
- Sun May 02, 2021 7:26 pm
- Forum: Gameplay Help
- Topic: How do I know that I have enough Roboports now?
- Replies: 9
- Views: 2566
Re: How do I know that I have enough Roboports now?
The faster they travel, the faster they consume that "travel distance" power and the sooner they must return to charge. Oh, thanks, now I calmed down a bit. As your logic seems to be obviously correct, I'd like to introduce here The Mission :) And the mission of our bots is to transfer so...
- Sun May 02, 2021 5:35 pm
- Forum: Gameplay Help
- Topic: How do I know that I have enough Roboports now?
- Replies: 9
- Views: 2566
Re: How do I know that I have enough Roboports now?
as robot worker speed tech gets higher, the number of bots each port can support drops , approaching 4 bots per port. Whaaat??? Can you please explain? So, the faster my robots are the more Ports I need? But why? Per https://wiki.factorio.com/Worker_robot_speed_(research) , bots "consume 3 kW ...
- Sun May 02, 2021 5:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.32] Train hard stops when repathing while in intersection with path passing block twice
- Replies: 11
- Views: 7333
Re: train station limit causes trains hard stop sometimes randomly
In the video, that little red ball that travels ahead of trains is the point at which the train will stop if it applies maximum braking. If that red ball hits a chain signal, the train must be able to reserve all blocks along its path until it has reserved one guarded by a regular signal. In terms o...
- Sun May 02, 2021 1:34 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.32] Train hard stops when repathing while in intersection with path passing block twice
- Replies: 11
- Views: 7333
Re: train station limit causes trains hard stop sometimes randomly
I can't say for sure what causes that early train to "no path" but given that it happens at almost the same instant as a "something destroyed" alert going off, I'm guessing they are related. The trains that hard brake in the junction on the left are doing so because the chain sig...
- Sat May 01, 2021 11:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.32] Train hard stops when repathing while in intersection with path passing block twice
- Replies: 11
- Views: 7333
Re: train station limit causes trains hard stop sometimes randomly
Trains will perform a repath at the drop of a hat. Basically, anything which might make a train slow down will make it repath, at which time if it finds an open station that has a lower path cost, it will drop the old reservation and pick up the new station. The stop limit being set to 0 doesn't sto...
- Tue Apr 27, 2021 2:34 pm
- Forum: General discussion
- Topic: Fish per Minute
- Replies: 22
- Views: 10943
Re: Fish per Minute
What if you have more than one inserter? 10 stack inserters set to a stack size of 10?