Search found 90 matches
- Fri Nov 15, 2024 1:14 pm
- Forum: News
- Topic: Friday Facts #437 - Cargo Pod Deep Dive
- Replies: 41
- Views: 5645
Re: Friday Facts #437 - Cargo Pod Deep Dive
Biggest gripe is I really feel like we should be able to set minimum payload size for orbital drops so that it doesn't send 1000 pods of 1 science over just sending 5 pods with 200 science or so. It's solveable by the player though. Have the platform in a state where it must not unload :) You can a...
- Wed Nov 13, 2024 10:29 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Belt based storage for 81k items
- Replies: 2
- Views: 583
Re: Belt based storage
Fill and empty speed should be the same as it's just one long belt and it seems to be capped at 30 items per second. Is that correct?
And shouldn't you fill the little 2x2 squares with some more undergrounds?
And shouldn't you fill the little 2x2 squares with some more undergrounds?
- Tue Nov 12, 2024 12:56 pm
- Forum: General discussion
- Topic: The Restart Loop
- Replies: 11
- Views: 775
Re: The Restart Loop
Yeah...I have that a lot of times...However, in factorio you just put up a lot of yellow chests and let everything be deconstructed to get a fresh start
- Tue Nov 12, 2024 9:45 am
- Forum: Gameplay Help
- Topic: Getting trains to park
- Replies: 4
- Views: 305
Re: Getting trains to park
For doing that you just have no wait condition on the parking stop. The train will go there and wait until a receiver gets activated. So the schedule would be "go to pickup until full, then go to dropoff until empty" and the interrupt would be "if not at parking station and destinatio...
- Mon Nov 11, 2024 1:39 pm
- Forum: Not a bug
- Topic: [2.0.15] Train interrupts removing limits of next stop
- Replies: 5
- Views: 282
Re: [2.0.15] Train interrupts removing limits of next stop
An interrupt that triggers will not reserve a place in the destination in the first place since the train will never have departed to that station. An interrupt will never trigger while a train is holding a reservation to a destination where it is destined to go. To be fair, there is the condition t...
- Mon Nov 11, 2024 1:02 pm
- Forum: General discussion
- Topic: Active provider (purple) chests redundant in 2.0?
- Replies: 15
- Views: 1220
Re: Active provider (purple) chests redundant in 2.0?
Active provider might have a higher priority than requester chest trash slots.
- Fri Nov 08, 2024 5:23 pm
- Forum: Gameplay Help
- Topic: Ammo alerts
- Replies: 2
- Views: 213
Ammo alerts
I do get a global warning "turret just ran out of ammo". However, when I don't react immediately, that warning disappears again. Is there a way to make the "turret ran out of ammo warning" permanent like the "train no path" warning or the "bots don't have materials...
- Thu Nov 07, 2024 7:13 am
- Forum: Gameplay Help
- Topic: Help me understand train circuit conditions.
- Replies: 7
- Views: 281
Re: Help me understand train circuit conditions.
The station is indeed disabled, maybe because there is no ammo request. Check the circuits on that station. As the station is disabled the train will not go there. However, there has been a change for 2.0. Trains no longer skip disabled stations. They treat disabled stations as if they have a train ...
- Thu Oct 31, 2024 3:29 pm
- Forum: Technical Help
- Topic: [2.0.13] Computer shuts down when dropping to Gleba
- Replies: 5
- Views: 250
Re: [2.0.13] Computer shuts down when dropping to Gleba
Shutdown as in "automatically closing all applications in a controlled manner and prepare everything for switching off" or
crash to BIOS and restart?
crash to BIOS and restart?
- Thu Oct 31, 2024 3:12 pm
- Forum: Not a bug
- Topic: [2.0.9] Missing barrel recipes
- Replies: 3
- Views: 456
Re: [2.0.9] Missing barrel recipes
To keep them on their planet without writing new customs-check-logic for barrels in the spaceport
- Thu Oct 31, 2024 3:03 pm
- Forum: Bug Reports
- Topic: [2.0.12] Train does not move between stops with same name (MR)
- Replies: 13
- Views: 1184
Re: [2.0.12] Train does not move between stops with same name, conditions flash rapidly
the described behavior implies that the old reservation is not released before the train "re-arrives", so it never checks the new limit value. Actually that's exactly what happens if I recall one of the FFFs correctly. A departing train only clears its reservation once it has left the blo...
- Thu Oct 31, 2024 2:59 pm
- Forum: Assigned
- Topic: [boskid] Not closest train arrives at the station
- Replies: 4
- Views: 255
Re: Not closest train arrives at the station
Don't see a problem here.
If you don't specify priorities then some random train will be called.
Solution:
Just set the priority of the train stop that shall release the train earlier to a higher value.
If you don't specify priorities then some random train will be called.
Solution:
Just set the priority of the train stop that shall release the train earlier to a higher value.
- Thu Oct 31, 2024 7:08 am
- Forum: Gameplay Help
- Topic: [2.0.11] Train interrupt activates even if all next stops are disabled
- Replies: 6
- Views: 396
Re: [2.0.11] Train interrupt activates even if all next stops are disabled
Possible solution:
Make anohter interrupt...
If...
...at refuel station
and
...no path
then...
go to depot
Set the depot to a higher priority so the train in the depot will be dispatched to the unloader before any train waiting at a loading station.
Make anohter interrupt...
If...
...at refuel station
and
...no path
then...
go to depot
Set the depot to a higher priority so the train in the depot will be dispatched to the unloader before any train waiting at a loading station.
- Wed Oct 30, 2024 7:04 pm
- Forum: Gameplay Help
- Topic: Train Fuel Consumption Priority and Interrupts
- Replies: 6
- Views: 940
Re: Train Fuel Consumption Priority and Interrupts
If you call them in with "OldFuel < x AND NewFuel < y" then they will only come to switch once the old fuel has been burnt mostly.
You can't burn all since you need to account for the traveltime from the last stop to the fuel station.
You can't burn all since you need to account for the traveltime from the last stop to the fuel station.
- Wed Oct 30, 2024 7:22 am
- Forum: Gameplay Help
- Topic: Train interrupt "Destination full or no path" question
- Replies: 15
- Views: 2898
Re: Train interrupt "Destination full or no path" question
That can't be made easily.
The "next station" is only ever determined after the wait conditions are fulfilled so the information is not yet there while the train is waiting.
Interrupts are supposed to be used for that case.
The "next station" is only ever determined after the wait conditions are fulfilled so the information is not yet there while the train is waiting.
Interrupts are supposed to be used for that case.
- Wed Oct 30, 2024 7:18 am
- Forum: Gameplay Help
- Topic: Train Fuel Consumption Priority and Interrupts
- Replies: 6
- Views: 940
Re: Train Fuel Consumption Priority and Interrupts
What about removing it automatically?
Like when at the refuel stop that puts in solid fuel just remove every wood and coal fuel (use filters on inserters)?
If you configure the interrupt well you even get a fleetwide fuel update with every train coming in to switch fuel.
Like when at the refuel stop that puts in solid fuel just remove every wood and coal fuel (use filters on inserters)?
If you configure the interrupt well you even get a fleetwide fuel update with every train coming in to switch fuel.
- Mon Oct 28, 2024 2:40 pm
- Forum: Gameplay Help
- Topic: [Resolved] Train pathing to disabled train stop
- Replies: 7
- Views: 459
Re: Train pathing to disabled train stop
There have been changes in 2.0 concerning disabling train stops. Pre-2.0 trains would repath upon disabling a train stop that they were inbound to and potentially stop on track if no destination was reachable. Since 2.0 that has been "fixed" by keeping an inbound train headed to the statio...
- Mon Oct 28, 2024 8:25 am
- Forum: Gameplay Help
- Topic: Train Signals: Do I really NEED a chain signal at the entrance of a split?
- Replies: 6
- Views: 599
Re: Train Signals: Do I really NEED a chain signal at the entrance of a split?
I'd put the rail signal at the split (not the one on the main line) directly after the split. So only one train goes into the split and once it's in the mainline is free again. Similar thing for the merge. Keep the mainline signals at their proper distance Then put the rail signal right behind the t...
- Fri Oct 25, 2024 7:34 am
- Forum: Technical Help
- Topic: [2.0.9] Can't get steam achievements when playing co-op
- Replies: 1
- Views: 137
Re: [2.0.9] Can't get steam achievements when playing co-op
Afaik you need to have participated in at least 50% of the playtime to be eligible for achievements in multiplayer
- Fri Oct 25, 2024 7:19 am
- Forum: Gameplay Help
- Topic: How to have trains skip stops now?
- Replies: 7
- Views: 438
Re: How to have trains skip stops now?
Then have multiple interrupts and send the trains to differently named dropoff stations. That will work. It will just introduce some unneccesary complexity in the interrupts. For the train and the scheduling system it's not relevant that the coal receiver is using the coal for. Only thing that matte...