I just found your post because I was looking for something exactly like this.
It looks good, but I'm not quite certain which input / output goes where in this setup
Search found 8 matches
- Sun Mar 03, 2024 5:36 pm
- Forum: Combinator Creations
- Topic: Uranium Production Balancer
- Replies: 1
- Views: 1854
- Sun Feb 13, 2022 8:02 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 502760
Re: Simple Questions and Short Answers
Can someone help me with an updated version of the command below? It used to be able to spawn a grid of an oil patch, but it doesn't work anymore. for a = -10, 10 do for b = -10, 10 do game.player.surface.create_entity{name="coal", position={game.player.position.x+a, game.player.position.y...
- Sun Feb 21, 2021 7:43 pm
- Forum: Railway Setups
- Topic: Complete 2-Lane system RHD as a Blueprint-Book! Suggestions?
- Replies: 25
- Views: 175388
Re: Complete 2-Lane system RHD as a Blueprint-Book! Suggestions?
Hello!
I've spotted an issue with the 'Output Mainline' blueprint, there's an incorrectly placed Rail Chain Signal that prevents rail from being put down.
I've spotted an issue with the 'Output Mainline' blueprint, there's an incorrectly placed Rail Chain Signal that prevents rail from being put down.
- Mon May 18, 2020 5:05 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 299744
Re: [MOD 0.15] SmartTrains 2.0.5
You don't need to use SmartTrains functionality for that. Simply make sure there is a logic wire attached to the stop and set it to "read stopped train". This will output a unique ID per train, but you can use that same signal to disable the train stop when it is present. For example if y...
- Sun May 17, 2020 11:48 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 299744
Re: [MOD 0.15] SmartTrains 2.0.5
How do I disable a station once a train is present? In the past, before Smarter Trains I used this system: https://imgur.com/a/2n6Gh I've got a minimum of station names, for example I've got 10 'provider' stations all named 'Iron Plate Loading', there are 10 trains running Iron plates so that's a ba...
- Sun May 17, 2020 11:47 am
- Forum: Pending
- Topic: [0.17.79] CTD (log attached) "!this->reservedSignals.empty() was not true"
- Replies: 3
- Views: 1324
Re: [0.17.79] CTD (log attached) "!this->reservedSignals.empty() was not true"
I just noticed something that may or may not be critical in the process of finding and removing this specific bug. I've put about 31 hours into the current play-through, the bug did not become apparent until I made my most recent factory addittion: water storage tanks. There's a train track that goe...
- Fri May 15, 2020 6:23 pm
- Forum: Pending
- Topic: [0.17.79] CTD (log attached) "!this->reservedSignals.empty() was not true"
- Replies: 3
- Views: 1324
Re: [0.17.79] CTD (log attached) "!this->reservedSignals.empty() was not true"
I saw this crash in at least 2 bugs and they both are fixed in current experimental. Were you using for example Bob Locomotives Mk3 (or something like that) at the time of a crash? Most likely duplicate https://forums.factorio.com/84216 I'm using quite a few of the Bob's mods, but not the locomotiv...
- Fri May 15, 2020 4:42 pm
- Forum: Pending
- Topic: [0.17.79] CTD (log attached) "!this->reservedSignals.empty() was not true"
- Replies: 3
- Views: 1324
[0.17.79] CTD (log attached) "!this->reservedSignals.empty() was not true"
Not sure what happened, I left the game running in the background while doing some online shopping.
I've been running a lot of mods but this is the first time anything's CTD. Let me know what I can provide to assist troubleshooting.
I've been running a lot of mods but this is the first time anything's CTD. Let me know what I can provide to assist troubleshooting.