Search found 92 matches

by Kalanndok
Mon Jan 06, 2025 7:45 am
Forum: Ideas and Suggestions
Topic: Allow custom Upgrade Planners to generically upgrade Quality
Replies: 18
Views: 1775

Re: Update planner should be able to upgrade quality of items

Hmm...where's the problem?

The upgrade planner CAN already upgrade the quality of items.
Just select which entity (with quality) to replace with which entity (with quality) and the upgrade planner will execute the task.

And for quality...you don't want all entities to be upgraded in quality. There ...
by Kalanndok
Mon Dec 09, 2024 7:34 am
Forum: Gameplay Help
Topic: Force a train to move to the next station (of the same name)
Replies: 7
Views: 1696

Re: Force a train to move to the next station (of the same name)

Do you really need a wait condition on the second stop? Afaik a stop with no wait condition serves as a mandatory waypoint but the train would just run through.

Another thing: You would need to find a way to determine the need for an artillery train so that the train can be actively called to that ...
by Kalanndok
Fri Nov 15, 2024 1:14 pm
Forum: News
Topic: Friday Facts #437 - Cargo Pod Deep Dive
Replies: 45
Views: 11613

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 ...
by Kalanndok
Wed Nov 13, 2024 10:29 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Belt based storage for 81k items
Replies: 3
Views: 2252

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?
by Kalanndok
Tue Nov 12, 2024 12:56 pm
Forum: General discussion
Topic: The Restart Loop
Replies: 11
Views: 1773

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
by Kalanndok
Tue Nov 12, 2024 9:45 am
Forum: Gameplay Help
Topic: Getting trains to park
Replies: 4
Views: 843

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 destination full, then go ...
by Kalanndok
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: 804

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 ...
by Kalanndok
Mon Nov 11, 2024 1:02 pm
Forum: General discussion
Topic: Active provider (purple) chests redundant in 2.0?
Replies: 15
Views: 2295

Re: Active provider (purple) chests redundant in 2.0?

Active provider might have a higher priority than requester chest trash slots.
by Kalanndok
Fri Nov 08, 2024 5:23 pm
Forum: Gameplay Help
Topic: Ammo alerts
Replies: 2
Views: 465

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" warning?
by Kalanndok
Thu Nov 07, 2024 7:13 am
Forum: Gameplay Help
Topic: Help me understand train circuit conditions.
Replies: 7
Views: 828

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 ...
by Kalanndok
Thu Oct 31, 2024 3:29 pm
Forum: Technical Help
Topic: [2.0.13] Computer shuts down when dropping to Gleba
Replies: 5
Views: 463

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?
by Kalanndok
Thu Oct 31, 2024 3:12 pm
Forum: Not a bug
Topic: [2.0.9] Missing barrel recipes
Replies: 3
Views: 968

Re: [2.0.9] Missing barrel recipes

To keep them on their planet without writing new customs-check-logic for barrels in the spaceport :)
by Kalanndok
Thu Oct 31, 2024 3:03 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.12] Train does not move between stops with same name (MR)
Replies: 30
Views: 5577

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 block ...
by Kalanndok
Thu Oct 31, 2024 2:59 pm
Forum: Not a bug
Topic: [boskid] Not closest train arrives at the station
Replies: 5
Views: 614

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.
by Kalanndok
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: 753

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.
by Kalanndok
Wed Oct 30, 2024 7:04 pm
Forum: Gameplay Help
Topic: Train Fuel Consumption Priority and Interrupts
Replies: 7
Views: 3136

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.
by Kalanndok
Wed Oct 30, 2024 7:22 am
Forum: Gameplay Help
Topic: Train interrupt "Destination full or no path" question
Replies: 17
Views: 6472

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.
by Kalanndok
Wed Oct 30, 2024 7:18 am
Forum: Gameplay Help
Topic: Train Fuel Consumption Priority and Interrupts
Replies: 7
Views: 3136

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.
by Kalanndok
Mon Oct 28, 2024 2:40 pm
Forum: Gameplay Help
Topic: [Resolved] Train pathing to disabled train stop
Replies: 7
Views: 1339

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 station when ...
by Kalanndok
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: 1248

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 ...

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