In general it seems you need to learn how one-way and two-way signals work.
When you place a signal on only one side of the track, a train can't pass this signal in the other direction at all. The whole track become a one-way track if there is any one-sided signal.
To make a track two-way, all ...
Search found 183 matches
- Sat Jun 06, 2026 11:15 am
- Forum: Gameplay Help
- Topic: i need help with trains
- Replies: 5
- Views: 302
- Fri Jun 05, 2026 2:00 pm
- Forum: Gameplay Help
- Topic: i need help with trains
- Replies: 5
- Views: 302
Re: i need help with trans
The track at the bottom is signaled for one-way traffic, but in the wrong direction for your train. So it can't go there (or anywhere since that's the only path).
- Mon Jun 01, 2026 7:22 pm
- Forum: Gameplay Help
- Topic: Quality Bug
- Replies: 2
- Views: 269
Re: Quality Bug
In fact you got lucky and made 51.4% quality items. And you got even luckier and made even more epic items than expected on average (which is always 10% of the previous tier). It's not the plant quality ratio from tier to tier!
The expected values are:
862 common items
849 quality items (49.6 ...
The expected values are:
862 common items
849 quality items (49.6 ...
- Tue May 19, 2026 2:35 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2090
- Views: 1112655
Re: Simple Questions and Short Answers
Yeah I missed that... maybe you'll need to post your blueprint to let us see the details.
- Tue May 19, 2026 6:04 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2090
- Views: 1112655
Re: Simple Questions and Short Answers
Mouse over to the top right of the dialog with the red/green wires, and you'll probably see that it gets 1 from the red wire and 1 from the green wire, and 1+1 = 2.
- Sat May 09, 2026 4:26 pm
- Forum: Gameplay Help
- Topic: Ho to properly calculate needs for inserters?
- Replies: 5
- Views: 536
Re: Ho to properly calculate needs for inserters?
If you want a formula to calculate this, it will be inordinately complicated.
There are too many factors that all affect inserter throughput in different ways, and they interact in non-linear ways with each other: Is the target a chest or belt or splitter? What speed is the belt/splitter? Is the ...
There are too many factors that all affect inserter throughput in different ways, and they interact in non-linear ways with each other: Is the target a chest or belt or splitter? What speed is the belt/splitter? Is the ...
- Mon May 04, 2026 2:58 pm
- Forum: Gameplay Help
- Topic: Train Interrupts
- Replies: 5
- Views: 740
Re: Train Interrupts
Nothing in particular, just lingering dull pain regarding station name changes misbehaving in the past. Probably routing issues and such.TomyTheBest wrote: Mon May 04, 2026 7:11 am This idea saved me, thank you. However ... what other problems you were thinking as a posibility? My system's stress test works well..... no issue. yet.
- Sun May 03, 2026 11:58 am
- Forum: Gameplay Help
- Topic: New combinator logic: Output any TRUE condition as 1
- Replies: 3
- Views: 423
Re: New combinator logic: Output any TRUE condition as 1
"Each" is an output option when there is an input with "each". Otherwise "each" could not match any signal to output.
The way I solve this situation, is with a constant combinator box that sets the negative value of your desired condition, in your case Substation=-10, Wall=-100, Repair Pack=-100 ...
The way I solve this situation, is with a constant combinator box that sets the negative value of your desired condition, in your case Substation=-10, Wall=-100, Repair Pack=-100 ...
- Sat May 02, 2026 10:31 am
- Forum: Gameplay Help
- Topic: Train Interrupts
- Replies: 5
- Views: 740
Re: Train Interrupts
If I understand what you're describing correctly, this is a general behaviour independent of interrupts: whenever you rename a station whose name is unique, then all references to it in all train schedules (including interrupts) will change accordingly. Because it's the only station with that name ...
- Sun Apr 26, 2026 9:20 am
- Forum: Gameplay Help
- Topic: Power draw issues on Gleba
- Replies: 7
- Views: 856
Re: Power draw issues on Gleba
You're talking the first graph? I'm guessing a power spiral is preventing steam engines from getting fueled.
Also the second graph where steam engine power production is very spiky, with 8 engines they should be producing 7.2 MW continuously at night when the batteries are empty, but only ...
- Sat Apr 25, 2026 10:38 pm
- Forum: Gameplay Help
- Topic: Power draw issues on Gleba
- Replies: 7
- Views: 856
Re: Power draw issues on Gleba
Each roboport draws 2 MW (or legendary ones even 5 MW) when recharging robots, and the graphs show them draining your batteries. Also somehow your steam engines seem to be choked, not getting enough water? Or are you throttling them with circuits? Something doesn't seem to be working correctly there ...
- Sun Apr 12, 2026 2:38 pm
- Forum: Gameplay Help
- Topic: Construction Robots flying to "deliver" with no item in them.
- Replies: 5
- Views: 888
Re: Construction Robots flying to "deliver" with no item in them.
This happens when the robot is flying to a chest to pick something up, but then an inserter removes the last item from the chest before the robot gets there.
- Thu Mar 26, 2026 7:56 pm
- Forum: Gameplay Help
- Topic: FISH
- Replies: 4
- Views: 1572
Re: FISH
There's always another ocean to overfish, just beyond the horizon. (Quite unlike on Earth...)
- Sun Mar 22, 2026 10:32 pm
- Forum: Gameplay Help
- Topic: Why train refueling stations?
- Replies: 8
- Views: 1186
Re: Why train refueling stations?
You don't really have to do one or the other anyway. The best way is to combine both IMHO. I have fuel available at most unloading stations that are close enough to the base to be reached by bots. But if I forget one, or a train ends up going to other stations for a long time, the interrupt makes ...
- Sun Mar 08, 2026 3:05 pm
- Forum: Gameplay Help
- Topic: Help with evolution / dealing with bitters!
- Replies: 5
- Views: 2214
Re: Help with evolution / dealing with bitters!
I tried to research more and found out that they get stronger based on an 'evolution' factor, which get effected by pollution and how often I destroy their nests.
So how I understand it now - destroying their nests screws me in the long run as it makes their expansion faster and bigger.
Just one ...
- Mon Feb 23, 2026 9:30 pm
- Forum: Gameplay Help
- Topic: Output issue
- Replies: 4
- Views: 802
Re: Output issue
If it's a burner drill, the inserter is taking out some of the fuel that you put in, to pass on to the next drill, so that you can chain fuel them from one supply point.
- Fri Jan 30, 2026 5:53 pm
- Forum: Gameplay Help
- Topic: How to make quality rocket parts
- Replies: 7
- Views: 1938
Re: How to make quality rocket parts
It would be really nice if higher quality rockets had bigger payload capacity!
- Mon Jan 26, 2026 11:36 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2090
- Views: 1112655
Re: Simple Questions and Short Answers
Did I get this right, if a platform has a request from the planet it's above, it completely ignores a a request from this planet for same item?
I want a platform to satisfy a request from a planet, but keep some amount locked. How do I achieve it?
Yes. You can for example store it on a belt ...
- Sun Jan 25, 2026 3:43 pm
- Forum: Gameplay Help
- Topic: How to Read Power Levels and Usage on Circuit Network?
- Replies: 14
- Views: 3735
Re: How to Read Power Levels and Usage on Circuit Network?
In my experience the higher tiers of power generation are so many orders of magnitude stronger that connecting lower tiers on demand will not do much to prevent brownouts.
But if you want to do it, the only vanilla way is to read battery charge level, if it is getting depleted then you connect more ...
But if you want to do it, the only vanilla way is to read battery charge level, if it is getting depleted then you connect more ...
- Tue Jan 06, 2026 3:14 pm
- Forum: Gameplay Help
- Topic: how do i ssetup a circut to remove fluids?
- Replies: 9
- Views: 1792
Re: how do i ssetup a circut to remove fluids?
Explain your problem.