You have to specifically tell the inserters to stop inserting once the wagon (or train) is full enough. I'd look at how you're doing this, and make sure that the inserter conditions/filters are set correctly.
Search found 368 matches
- Sun Jan 15, 2023 9:44 pm
- Forum: Gameplay Help
- Topic: How to create a Dynamic Train station
- Replies: 4
- Views: 1150
Re: How to create a Dynamic Train station
- Sun Jan 15, 2023 12:02 am
- Forum: Technical Help
- Topic: Preferred screen shows incorrect primary screen
- Replies: 1
- Views: 389
Re: Preferred screen shows incorrect primary screen
You will probably need to attach your factorio-current.log in order to debug this.
- Sat Jan 14, 2023 8:02 pm
- Forum: Logistic Train Network
- Topic: Generic circuit limiter for loading stations
- Replies: 4
- Views: 943
Re: Generic circuit limiter for loading stations
I don't think I've ever bothered to filter the signals from the output combinator. What goes wrong when you let the non-item signals into your filter inserters (or whatever else you're using)?
- Fri Jan 13, 2023 1:42 am
- Forum: Ideas and Suggestions
- Topic: Allow loaders to be enabled/disabled with circuit conditions
- Replies: 5
- Views: 1280
Re: Allow loaders to be enabled/disabled with circuit conditions
You can do this already if you use Miniloaders.
You can also do a not-quite-perfect version by controlling the belt the loader is connected to.
You can also do a not-quite-perfect version by controlling the belt the loader is connected to.
- Thu Jan 12, 2023 5:45 pm
- Forum: Technical Help
- Topic: Determination of active mods on a headless server
- Replies: 1
- Views: 452
Re: Determination of active mods on a headless server
By default, mods that are not mentioned in mod-list.json are enabled. You can change this in the Other settings window.
If that doesn't fix things, I'd try also deleting crop-cache.dat and data-cache.dat when changing mod-list.json, if you have that caching enabled.
If that doesn't fix things, I'd try also deleting crop-cache.dat and data-cache.dat when changing mod-list.json, if you have that caching enabled.
- Wed Jan 11, 2023 4:21 pm
- Forum: Ideas and Suggestions
- Topic: No minable resources filter in deconstruction planner
- Replies: 5
- Views: 1161
Re: No minable resources filter in deconstruction planner
Both Auto Deconstruct and Picker Inventory Tools provide a better (as in 'more automatic') version of this feature today.
- Mon Jan 09, 2023 3:56 pm
- Forum: Logistic Train Network
- Topic: Threshold and Stack Threshold
- Replies: 58
- Views: 22063
Re: Threshold and Stack Threshold
It's been awhile, but I'm back to trying to build an LTN-controlled train network. Why? Train station is designed with specific train composition in mind. If the train station is designed for N cargo wagons then full train = N * 40 stacks or N * 25000 (liters?) for liquid trains. But there is no N ...
- Fri Jan 06, 2023 8:21 am
- Forum: Gameplay Help
- Topic: 20-25 biter nests right next to oil I need. Unsure how to deal with them.
- Replies: 28
- Views: 3223
Re: 20-25 biter nests right next to oil I need. Unsure how to deal with them.
I think the solution is probably to find a different oil patch.
- Fri Jan 06, 2023 8:20 am
- Forum: Gameplay Help
- Topic: A few questions about trains and outposts
- Replies: 10
- Views: 1770
Re: A few questions about trains and outposts
1. Add turrets until the biters aren't killing the walls or turrets. This will depend on the style of your wall, the type(s) of turrets, whether you're using CMO , and the spitter/biter spawner ratio of the nearby nests. 2. Zero. Use pumps and tanks for loading and unloading, not pipes. (see the wik...
- Wed Jan 04, 2023 9:03 pm
- Forum: Questions, reviews and ratings
- Topic: Industrial Revolution 3 -Ore washing and incinerators
- Replies: 6
- Views: 3466
Re: Industrial Revolution 3 -Ore washing and incinerators
And i know your not up to discussing great detail about it, but im just having a hard time wrapping my head around how to really make this work practically. Sooner or later, lead will be used less than tin, and lead ingot will back up. In order for this eventuality (or the reverse) to come to pass,...
- Wed Jan 04, 2023 7:07 pm
- Forum: Modding discussion
- Topic: How to find out the ingredients an assembling machine is missing?
- Replies: 2
- Views: 1033
Re: How to find out the ingredients an assembling machine is missing?
I think this can, in most cases, be done by leveraging existing mods. For the inserter version, use a recipe combinator from Crafting Combinator to convert from the selected recipe to the required ingredients, multiply by -2, and add the inventory as read by Inventory Sensor . Negative numbers repre...
- Wed Jan 04, 2023 1:38 pm
- Forum: Modding help
- Topic: How to control construction robots
- Replies: 2
- Views: 496
Re: How to control construction robots
Random thought, more than anything I know can be done, but: If you have access to the robot's charge state (and it's not one of Bob's tier 5 fusion-powered robots), you can set the charge state to 10%, and force the robot to return to recharge. It probably still won't release the job, but it'll stay...
- Wed Jan 04, 2023 7:36 am
- Forum: Combinator Creations
- Topic: Signal Sorter
- Replies: 6
- Views: 2006
Re: Signal Sorter
I don't understand what you mean by that. Can you post screenshots of the input and output? The tooltips for the input and output power poles seem like they should work well.
- Sat Dec 31, 2022 5:04 am
- Forum: Questions, reviews and ratings
- Topic: [1.174] [modded] Need help with Space Exploration
- Replies: 2
- Views: 587
Re: [1.174] [modded] Need help with Space Exploration
For others who may find this thread, diagonal connections don't count. There is containment on the two marked tiles, but not on either of their orthogonal neighbors.
- Sat Dec 31, 2022 4:57 am
- Forum: Gameplay Help
- Topic: Fluids, I keep running into this issue and it has to be a bug.
- Replies: 5
- Views: 1068
Re: Fluids, I keep running into this issue and it has to be a bug.
You probably have something (water?) polluting your light oil pipes. Click on one of the tanks. If there's a small amount of whatever pollutant, click the trash can next to that fluid. If it's a significant amount, or if the unwanted fluid comes back, you'll have to hunt through and figure out where...
- Fri Dec 23, 2022 2:53 am
- Forum: Ideas and Suggestions
- Topic: "Perfect" solution for circuit network system
- Replies: 13
- Views: 2562
Re: "Perfect" solution for circuit network system
⚙︎ Combinators shouldn't require current and circuit_wire_max_distance should be 28 for all wireable entities. It should be easy to create a mod that does this, though I'm not aware of any. ⚙︎ Optional: "big lever" - the Constant Combinator may represent a big lever or at least a switch, ...
- Tue Dec 20, 2022 4:45 am
- Forum: PyMods
- Topic: After 1.1.71 Py mods are not working
- Replies: 4
- Views: 1328
- Mon Dec 19, 2022 2:17 am
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 194
- Views: 61371
Re: Player Construction Bot Logic Improvement
Picker Blueprinter adds that feature
- Mon Dec 19, 2022 2:02 am
- Forum: Gameplay Help
- Topic: Tips on refactoring a circuits design
- Replies: 3
- Views: 821
Re: Tips on refactoring a circuits design
There's also https://github.com/Redcrafter/verilog2factorio The one time I used it, way back when, it wasn't very good at using the full capabilities of combinators, but that seems like a hard problem to solve. At a glance, FactorioScript just packs together the specific combinators you want, while ...
- Thu Dec 15, 2022 7:07 pm
- Forum: Ideas and Suggestions
- Topic: Factorio Modern Mod Manager
- Replies: 20
- Views: 4144
Re: Factorio Modern Mod Manager
I wish I could group my priority mods and activate/deactivate them with one option... How are you using mods? Even if I'm going back and forth between SE, A+B, and Nullius, I set up the mods once per game, and then use the "Sync mods and load" option when I want to switch which map I'm wo...