Search found 207 matches
- Wed Dec 30, 2020 12:17 am
- Forum: Gameplay Help
- Topic: Power logic
- Replies: 8
- Views: 2357
Re: Power logic
Yeah, a picture is worth a thousand words, a save is worth a thousand pictures.
- Tue Dec 15, 2020 5:00 pm
- Forum: Gameplay Help
- Topic: Trains still route to closest station (with limits set)
- Replies: 37
- Views: 11806
Re: Trains still route to closest station (with limits set)
Right...or I could just give them different names like i've done for like 3 years now. You could. Train limits solve some problems, but can create new ones. I always send an artillery train around to keep things clean at my outposts. With train limits, I've named all my iron mines the same, all my ...
- Fri Dec 11, 2020 4:52 am
- Forum: Gameplay Help
- Topic: Power issue
- Replies: 10
- Views: 3210
Re: Power issue
What is the maximum temperature for your MK2 steam engines, and what is the steam temerature produced by the boilers you are using?
- Mon Dec 07, 2020 7:33 pm
- Forum: Gameplay Help
- Topic: trains behavior with few same name stations
- Replies: 10
- Views: 4794
Re: trains behavior with few same name stations
... i just try to figure out: on megabase can i name all unload stations with same name , or this is bad idea because the farthest stations never get any ore (if case when trains have enough closest stations to not create a queue ?? (for simple example if 1 have 1 train - will he always go to one c...
- Sun Dec 06, 2020 2:13 am
- Forum: Gameplay Help
- Topic: [1.1.5] Train stop - inserter loading train although being disabled
- Replies: 8
- Views: 2924
Re: [1.1.5] Train stop - inserter loading train although being disabled
If you are going to change the design the other solution is to use fluid wagons for the sulfuric acid. Inserters can’t take or load from fluid tanks and pumps can’t access normal wagons, so no circuit conditions are needed for the inserters. The fluid wagons don’t need to manage barrels and unload a...
- Sat Dec 05, 2020 10:24 pm
- Forum: Technical Help
- Topic: [1.1.5] Ctrl+V does not paste blueprint string
- Replies: 25
- Views: 10816
Re: [1.1.5] Ctrl+V does not paste blueprint string
To ensure that the correct scancode (if indeed that is how Factorio reads keyboard input) try the following: Open Settings > Controls > Search for "paste" Right mouse to clear the current binding Left mouse to re-assign the binding Press CTRL+V Confirm This should hopefully read the corre...
- Sat Dec 05, 2020 10:05 pm
- Forum: Technical Help
- Topic: [1.1.5] Ctrl+V does not paste blueprint string
- Replies: 25
- Views: 10816
- Sat Dec 05, 2020 9:27 pm
- Forum: Technical Help
- Topic: [1.1.5] Ctrl+V does not paste blueprint string
- Replies: 25
- Views: 10816
Re: [1.1.5] Ctrl+V does not paste blueprint string
To rule out the keyboard layout as any potential issues, can you try using the windows on screen keyboard to enter the Ctrl-V to paste? If you read the above, that has been ruled out already, and pasting to a text editor has been proven to work. I don't believe it has. The OP has a keyboard that is...
- Sat Dec 05, 2020 8:46 pm
- Forum: Technical Help
- Topic: [1.1.5] Ctrl+V does not paste blueprint string
- Replies: 25
- Views: 10816
Re: [1.1.5] Ctrl+V does not paste blueprint string
The factorio keybind does not control the copy paste mechanics in the text box, only the copy paste of entities in the factorio world (changing that or adding a second shortcut does not change pasing in text boxes for me), but it also seems that Factorio is not using standard windows interface for c...
- Sat Dec 05, 2020 1:45 pm
- Forum: Gameplay Help
- Topic: Trains still route to closest station (with limits set)
- Replies: 37
- Views: 11806
Re: Trains still route to closest station (with limits set)
I was just saying this wasn't the solution I was hoping for. Never said it was useless or not a good new addition, just not what I had hoped for. Perhaps it would be possible to add an additional option, that being round robin. Instead of the AI always selecting the closest open/available station, ...
- Fri Nov 27, 2020 6:41 am
- Forum: Gameplay Help
- Topic: [1.1.1] Limited Stations cause Train pathing issues.
- Replies: 12
- Views: 3951
Re: [1.1.1] Limited Stations cause Train pathing issues.
Here are the modifications I made: Train Stop has "Read trains count" enabled, and the red circuit network is connected on the input of the two combinators near the stop. Trains limit should be set to 1 although it's not in the screenshot. I was thinking it would be irrelevant, and it shou...
- Fri Nov 27, 2020 4:32 am
- Forum: Gameplay Help
- Topic: [1.1.1] Limited Stations cause Train pathing issues.
- Replies: 12
- Views: 3951
Re: [1.1.1] Limited Stations cause Train pathing issues.
Wire the circuit network to the train station instead of the signal, and have the train departure condition based on that signal. They won't reserve the next station until the departure condition is met. I can confirm that this did not fix anything as the issue is that stuff is going to the wrong s...
- Thu Nov 26, 2020 8:18 pm
- Forum: Gameplay Help
- Topic: [1.1.1] Limited Stations cause Train pathing issues.
- Replies: 12
- Views: 3951
Re: [1.1.1] Limited Stations cause Train pathing issues.
A train with no path will not reserve a station. The trains pathfinder is how it finds the nearest station, so #4 is concurrent with #1 in my understanding. Basically. 1) Pathfinder searches all routes ahead of the train. 2) If a path finds a destination station: 2a) If the station has free reservat...
- Thu Nov 26, 2020 7:31 pm
- Forum: Gameplay Help
- Topic: [1.1.1] Limited Stations cause Train pathing issues.
- Replies: 12
- Views: 3951
Re: [1.1.1] Limited Stations cause Train pathing issues.
If you have different trains for different resources all scheduled to deliver at the same train station, and are using circuits to control signals to prevent the trains for unneeded resources from reaching the destination, then you probably wont be able to use the train limit effectively, since a t...
- Thu Nov 26, 2020 7:11 pm
- Forum: Gameplay Help
- Topic: [1.1.1] Limited Stations cause Train pathing issues.
- Replies: 12
- Views: 3951
Re: [1.1.1] Limited Stations cause Train pathing issues.
If you have different trains for different resources all scheduled to deliver at the same train station, and are using circuits to control signals to prevent the trains for unneeded resources from reaching the destination, then you probably wont be able to use the train limit effectively, since a tr...
- Mon Nov 23, 2020 10:08 pm
- Forum: Gameplay Help
- Topic: dragon's teeth no longer working
- Replies: 21
- Views: 6861
Re: dragon's teeth no longer working
Since 0.13 Biters will attack stuff that prevents them from pathing where they want to go, regardless of whether it is considered hostile or not (peaceful biters may attack objects built close to their bases). They will attempt to path around the object for a little while, but there is a limit to th...
- Sat Nov 21, 2020 9:21 pm
- Forum: Gameplay Help
- Topic: trains getting stuck
- Replies: 11
- Views: 3255
Re: trains getting stuck
Can you post the save for that? The train should not be getting stuck there. They upper train should sit there for 30 seconds max before repathing. yes, it resolves itself after 30 seconds or so. I just didn't wait long enough to see that until you pointed it out. I'll post the save when I figure o...
- Sat Nov 21, 2020 8:10 am
- Forum: Gameplay Help
- Topic: trains getting stuck
- Replies: 11
- Views: 3255
Re: trains getting stuck
Yes. After 5 - 6 minutes it should repath. Which, i'll admit, would look like they are getting stuck. Since the southwest bound trains are very reluctant to use the trainstop as a bypass, you either need another bypass, or you need to signal the main line as you would if the trainstop rail was not ...
- Sat Nov 21, 2020 5:51 am
- Forum: Gameplay Help
- Topic: trains getting stuck
- Replies: 11
- Views: 3255
Re: trains getting stuck
Yes, but there is this penalty. When the rail block is occupied by a train -> Add a penalty of 2 * length of the block divided by block distance from the start, so the far away occupied paths don't matter much. Given that there is no distance to the start of the occupied block, it's effectively inf...
- Sat Nov 21, 2020 4:55 am
- Forum: Gameplay Help
- Topic: trains getting stuck
- Replies: 11
- Views: 3255
Re: trains getting stuck
Can you post the save for that? The train should not be getting stuck there. They upper train should sit there for 30 seconds max before repathing. https://wiki.factorio.com/Railway/Train_path_finding In particular the following bit. When the path includes a train stop that is not the destination ->...