Search found 109 matches

by Quax
Wed Oct 01, 2025 11:12 am
Forum: Gameplay Help
Topic: Train ignores waiting bay
Replies: 10
Views: 473

Re: Train ignores waiting bay


As a side note, it looks to me like you have way more signals than you need.

The fundamental rule is:


Chain signal at each entrance to a shared section.
Regular signal at each exit from a shared section.


This ensures that a train doesn't enter a shared section unless it can also exit that ...
by Quax
Tue Sep 30, 2025 10:14 pm
Forum: Gameplay Help
Topic: Train ignores waiting bay
Replies: 10
Views: 473

Re: Train ignores waiting bay

So this has obviously changed over the years ... ok ...

Found out that this problem seems to be solved by setting the train limit of the destination station to 1.
Thanks!
by Quax
Tue Sep 30, 2025 9:04 pm
Forum: Gameplay Help
Topic: Train ignores waiting bay
Replies: 10
Views: 473

Re: Train ignores waiting bay

So here's my Savegame. As for the schedule: with the final station occupied by another train, the chain signals for this path are all red. Hence, once arriving at the Waiting Stop, the train should come to a halt until the signals to the final station turn green again. At least that's how I ...
by Quax
Tue Sep 30, 2025 7:01 pm
Forum: Gameplay Help
Topic: Train ignores waiting bay
Replies: 10
Views: 473

Train ignores waiting bay

Can somen please help me out. I simply don't understandmy trains. I have a standard layout for small station, that include three waiting bays for the trains.I have used this layout hundred times before, but out of the sudden (well, I haven't played factorio for over a year now at least) this setup ...
by Quax
Wed Sep 10, 2025 8:16 pm
Forum: Gameplay Help
Topic: Problems with % operation
Replies: 0
Views: 283

Problems with % operation

I'm currently trying to better understand cobinator logic, and therefore tried to create a numerical display. It all worked oout fine except for the fact that I cannot display "0", as the artihmetic combinator doesn't send an output signal for this operation, as the result of 206739/10000%10 gives 0 ...
by Quax
Mon Sep 08, 2025 9:12 pm
Forum: Gameplay Help
Topic: Combinators: Keep a Gete ope for some time after passing it
Replies: 4
Views: 501

Re: Combinators: Keep a Gete ope for some time after passing it

I understand the underlying idea, but how am I supposed to tell the signal (or any combinator processing network signals) to wait for something?
by Quax
Mon Sep 08, 2025 7:20 pm
Forum: Gameplay Help
Topic: Combinators: Keep a Gete ope for some time after passing it
Replies: 4
Views: 501

Re: Combinators: Keep a Gete ope for some time after passing it

Ok, so here's the problem. As you can see, the gate has already closed, and the signal would be green again, but I'm right on the tracks ... so I want the signal to stay red long enough for me to cross the whole track. I know there would be an easy solution to this problem by covering the whole ...
by Quax
Mon Sep 08, 2025 6:58 pm
Forum: Gameplay Help
Topic: Combinators: Keep a Gete ope for some time after passing it
Replies: 4
Views: 501

Combinators: Keep a Gete ope for some time after passing it

Hi all, I'm currently stuck at creating a safe railroad crossing. Recently, I placed some gate elements and set the signal to turn red once the gate is open. However, since the gate closes behind, the signal turns green again when you are still crossing the rails. Which bears some risk of getting ...
by Quax
Thu Aug 01, 2024 3:37 pm
Forum: Gameplay Help
Topic: Refineries are only producing light oil
Replies: 5
Views: 1630

Re: Refineries are only producing light oil

So,with the benefit of hindsight, it was obvious from the beginning :-) and I can confirm my earlier post. Problem solved. Well,not really, as I'm still lacking petroleum, but the refinery setup is working. The fact that the refinery shows light oil in the output obviously tells you that this output ...
by Quax
Thu Aug 01, 2024 12:46 pm
Forum: Gameplay Help
Topic: Refineries are only producing light oil
Replies: 5
Views: 1630

Re: Refineries are only producing light oil

Thanks, I think I just misunderstood the visualization of the refinery. I added some extra chemical plants for cracking light oil into petroleum, and watched the pipes coming from the refinery. There was a constant flow of between 0 an 5 (what is it, by the way - mΒ³?) within the pipes. So it seems I ...
by Quax
Thu Aug 01, 2024 3:47 am
Forum: Gameplay Help
Topic: Refineries are only producing light oil
Replies: 5
Views: 1630

Refineries are only producing light oil

For some reason, my refineries suddenly only produce light oil as you can see from the screenshots. This setup already worked pretty fine, but now it seems to be broken. It is set up to work the following way:
produce lubricant
above 24000 lubricant >> crack heavy into light oil and produce solid ...
by Quax
Wed Jul 31, 2024 10:51 am
Forum: Gameplay Help
Topic: Pipes merging
Replies: 5
Views: 1301

Re: Pipes merging

You could also use a mod that gives you straight pipes that don't connect. It's one of Bob's mods if I remeber correctly. It features straight, L, T and underground pipes coverung longer distances. But just search for pipes in the mod section, there seems to be a wider variety of mods covering that ...
by Quax
Sun Mar 20, 2022 4:08 pm
Forum: Gameplay Help
Topic: Full tank gives 24000 as output signal
Replies: 7
Views: 3598

Re: Full tank gives 24000 as output signal

Ok .. it's because I built a fill level display, where the last (green) light should be active when the tank is full. SO I wil set it to 24.500 ..

THx
by Quax
Sun Mar 20, 2022 9:34 am
Forum: Gameplay Help
Topic: Full tank gives 24000 as output signal
Replies: 7
Views: 3598

Full tank gives 24000 as output signal

Hello there, I just created a system to evenly fill my tanks using combinators. Now I have stumbled across somthing interesting, that I cannot explain: When I connect a full tank to the circuit, the signal reads 24.000 instead of 25.000, see picture. As you can see, this has nothing to do with ...
by Quax
Fri Oct 01, 2021 11:48 am
Forum: Gameplay Help
Topic: Are production ratios changed by modules and why?
Replies: 8
Views: 5298

Re: Are production ratios changed by modules and why?

Thanks for the huge amount of in-detail explanation :-) I guess the nost important issue is that I missed the fact that the input values are not altered by modules. I was assuming that the same happens at higher process speed, but that obviously is wrong for productivity mdules :-)
by Quax
Tue Sep 21, 2021 8:28 pm
Forum: Gameplay Help
Topic: Are production ratios changed by modules and why?
Replies: 8
Views: 5298

Are production ratios changed by modules and why?

I'm currently trying to set up an efficient lubricant / light oil / petroleum production using beacons and speed / productivity modules. I always read that the basic production ratios (in that case the ratio refinery:heavy oil cracking:light oil cracking) are no longer valid when using modules. But ...
by Quax
Sun Sep 12, 2021 8:55 pm
Forum: Gameplay Help
Topic: Confused over ore-to-plates ratio
Replies: 7
Views: 16368

Re: Confused over ore-to-plates ratio

I'm using the electric furnace in order to avoid the coal supply. And I'm using express belts, so tht is not the problem. I already activated the "show-transport-lines" in the debug settings. When activated, there are white and blue lines shown atop the belts, but I haven't found a information ...
by Quax
Sun Sep 12, 2021 2:10 pm
Forum: Gameplay Help
Topic: Confused over ore-to-plates ratio
Replies: 7
Views: 16368

Confused over ore-to-plates ratio

I am uterly confused about the input-to-output ration for producing (copper or iron) plates. I'm using the "Factorio Caclulator" by Kirk McDonald which tells me that 2700 ore will result in 2700 plates per minute using 72 electric furnaces. However, when setting this up using expressbelts, which ...
by Quax
Wed Aug 11, 2021 7:31 am
Forum: Technical Help
Topic: Error "Couldn't set permissions to 777: Operation not permitted" on game start and update
Replies: 6
Views: 3447

Re: Error "Couldn't set permissions to 777: Operation not permitted" on game start and update

Well, the regular Ubuntu update, but I doubt this changes the permissions for my NAS share ... question is how should I set the permissions on this share to allow for Factorio to set the neccessary permissions runtime?
by Quax
Tue Aug 10, 2021 2:21 pm
Forum: Technical Help
Topic: Error "Couldn't set permissions to 777: Operation not permitted" on game start and update
Replies: 6
Views: 3447

Re: Error "Couldn't set permissions to 777: Operation not permitted" on game start and update

I'll follow these hints, however I don't understand where the problem comes from, as I didn't change anything on my settings regarding NAS, ... and Factorio has been running fine for several years now.

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