I have some circuit logic, which generates a list of items with ones in them (say, 1 iron, 1 iron gears, 1 green circuits).
I have a wire network, which I want to be the result of wiring together multiples of the first network, where each member:
Checks the network
Adds one item to the network ...
Search found 13 matches
- Thu Nov 28, 2024 8:26 pm
- Forum: Gameplay Help
- Topic: Test-and-set with wire network?
- Replies: 0
- Views: 122
- Thu Nov 28, 2024 1:15 am
- Forum: Gameplay Help
- Topic: My attempt at generic stations
- Replies: 12
- Views: 1195
Re: My attempt at generic stations
With station train limit and the interrupt signal item from inventory you dont need any circuit signals.
Ergh, you made me forget why signal interrupts don't work.
You can only use signals in the circuit condition interrupt condition. Crucually, you can't use them in item count or fluid count ...
- Thu Nov 28, 2024 12:43 am
- Forum: Gameplay Help
- Topic: My attempt at generic stations
- Replies: 12
- Views: 1195
Re: My attempt at generic stations
"dropoff stations that can handle multiple products " is a new requirement that changes things majorly.
And yeah, of course you can have fewer trains if you load them only when required, but why do you care about that? Trains are cheap and easy to build.
If you're wanting trains to replace ...
- Wed Nov 27, 2024 4:51 pm
- Forum: Gameplay Help
- Topic: My attempt at generic stations
- Replies: 12
- Views: 1195
Re: My attempt at generic stations
Not even that.
If trains are sitting "idly" in pickup stations waiting for somewhere to drop off their stuff thats fine. Reducing response time improves throughput.
If more dropoff stations are open than you can currently supply that means your supply throughoput is bottlenecked and no kind of ...
- Wed Nov 27, 2024 4:36 pm
- Forum: Gameplay Help
- Topic: My attempt at generic stations
- Replies: 12
- Views: 1195
Re: My attempt at generic stations
With stampede, you mean multiple trains are employed for a task where just one is expected? Given proper usage of train limits, I can only imagine one setup where such a stampede could happen: if your train default state is empty, and every train is waiting at a depot for empty trains. If some ...
- Wed Nov 27, 2024 1:23 pm
- Forum: Gameplay Help
- Topic: My attempt at generic stations
- Replies: 12
- Views: 1195
Re: My attempt at generic stations
With station train limit and the interrupt signal item from inventory you dont need any circuit signals.
Actually you're right; that would simplify the circuits a great deal. I could label pickup stations then and not have to rely on enabling/disabling them.
It would still need circuits to ...
- Tue Nov 26, 2024 8:18 pm
- Forum: Gameplay Help
- Topic: My attempt at generic stations
- Replies: 12
- Views: 1195
My attempt at generic stations
The problem: I want to use trains to replace large swaths of my spaghetti belts. If possible, I want there to be no belts, only trains outside of space platforms.
I'd like to do this in a "generic" way, where I don't have trains dedicated to specific products; they just move whatever needs to be ...
I'd like to do this in a "generic" way, where I don't have trains dedicated to specific products; they just move whatever needs to be ...
- Tue Nov 26, 2024 6:53 pm
- Forum: Gameplay Help
- Topic: Trains 2.0 - Why can't it just be LTN?
- Replies: 3
- Views: 708
Re: Trains 2.0 - Why can't it just be LTN?
I've been feeling the same frustration. I feel like it could be good, but there's too much missing.
You can use a signal to drive an interrupt, but you can't actually use the signal in the interrupt logic beyond using it for station names. There's no way to reserve a slot in a station when an ...
You can use a signal to drive an interrupt, but you can't actually use the signal in the interrupt logic beyond using it for station names. There's no way to reserve a slot in a station when an ...
- Mon Nov 11, 2024 3:30 pm
- Forum: Ideas and Suggestions
- Topic: Allow Quality Downgrade
- Replies: 33
- Views: 5179
Re: Allow Quality Downgrade
Note: We are talking about using a i9 in place of a i7. Not a i7 in place of a i9.
First, yes you can put a i7 in a i9 and vice-versa.
You're correct, let me fix it.
If my old-ass, Pentium 1 based PC has its processor die, I can't just replace it with an i9. I might have perfectly serviceable ...
- Sun Nov 10, 2024 4:13 pm
- Forum: Ideas and Suggestions
- Topic: Allow Quality Downgrade
- Replies: 33
- Views: 5179
Re: Allow Quality Downgrade
I'm confused.
First, on the realism: you can't put a lower end processor in a higher-grade computer. If my i9 goes out, I can't just get a cheaper i7 to replace it with willy-nilly. That's how quality works--you're not trying to use a shiny electronics circuit in place of a dull one, you're trying ...
First, on the realism: you can't put a lower end processor in a higher-grade computer. If my i9 goes out, I can't just get a cheaper i7 to replace it with willy-nilly. That's how quality works--you're not trying to use a shiny electronics circuit in place of a dull one, you're trying ...
- Sat Nov 09, 2024 1:59 pm
- Forum: Ideas and Suggestions
- Topic: I am frustrated with interrupts
- Replies: 0
- Views: 321
I am frustrated with interrupts
I am trying to build a base which is completely beltless (other than space platforms) from start to finish. I love the idea of generic trains for this, becuase it makes balancing the trains themselves much easier. Need more hauling? Build more trains!
This issue generic trains as currently ...
This issue generic trains as currently ...
- Tue Oct 29, 2024 5:22 pm
- Forum: Gameplay Help
- Topic: Generic trains with burner furnaces?
- Replies: 0
- Views: 232
Generic trains with burner furnaces?
I'm trying to make a factory that uses no belts (except on space platforms). This means my automation has trains carrying stuff from mines and foundries, well before I have unlocked electric furnaces. Pre-2.0, I would have dedicated ore trains, with restricted slots in their cargo, travel to both ...
- Sun Oct 11, 2020 2:38 am
- Forum: Modding discussion
- Topic: What is the best way to get started?
- Replies: 2
- Views: 1386
What is the best way to get started?
I have an idea for my own mod, and I am an experienced programmer. However, I don't want to waste my time working on something that someone else already tried and found couldn't work within Factorio. Is there a good place for modders to go and discuss ideas?