Search found 8 matches
- Tue Jan 14, 2025 4:16 pm
- Forum: Ideas and Suggestions
- Topic: Achievement: Rocket with no trains
- Replies: 0
- Views: 179
Achievement: Rocket with no trains
I got "Steam all the way" by launching a rocket with no solar panels. But I also had built no trains yet! Thought that was worthy of achievement note as well.
- Thu Apr 04, 2024 1:26 am
- Forum: Not a bug
- Topic: [1.1.104] Robot drone pathfinding: infinite loops
- Replies: 2
- Views: 899
Re: [1.1.104] Robot drone pathfinding: infinite loops
Ah! Yes, of course. The final example in FFF-374. That's indeed my complaint, and fixed in 2.0. Much appreciated for taking the time to explain it to me.
- Thu Apr 04, 2024 1:09 am
- Forum: Not a bug
- Topic: [1.1.104] Robot drone pathfinding: infinite loops
- Replies: 2
- Views: 899
[1.1.104] Robot drone pathfinding: infinite loops
[Running a long game with Space Exploration & Krastorio 2 mods ... but I don't think either of those change robot pathfinding]
I happen to build large bases with a single huge robotport network, following all train lines and to all remote mines. (I realize this may not be "best practice", but it ...
I happen to build large bases with a single huge robotport network, following all train lines and to all remote mines. (I realize this may not be "best practice", but it ...
- Sat Dec 30, 2023 4:49 pm
- Forum: Gameplay Help
- Topic: Is a train junction parallel multiplexer possible?
- Replies: 7
- Views: 1815
Re: Is a train junction parallel multiplexer possible?
Yes, agreed. I actually put chain signals pretty much everywhere. It works as suggested.
IMG_8432.jpg
If I were starting over from scratch, I might leave much more space between the waiting area and the drop off area, and build a more symmetric "christmas tree" MUX junction, like sparr suggested ...
IMG_8432.jpg
If I were starting over from scratch, I might leave much more space between the waiting area and the drop off area, and build a more symmetric "christmas tree" MUX junction, like sparr suggested ...
- Sat Dec 30, 2023 1:42 am
- Forum: Gameplay Help
- Topic: Is a train junction parallel multiplexer possible?
- Replies: 7
- Views: 1815
Re: Is a train junction parallel multiplexer possible?
Thanks, guys. I think I get it now. I should have a LOT more space in between my wait area and my drop off area, and then build something like sparr's 4-to-6 mux junction (but perhaps scale it up to 20-to-10 or something). I can see now how that would work. Much appreciated!
- Fri Dec 29, 2023 1:30 am
- Forum: Gameplay Help
- Topic: Is a train junction parallel multiplexer possible?
- Replies: 7
- Views: 1815
Re: Is a train junction parallel multiplexer possible?
Huh. I did not make that connection, since I really have all the trains coming from one side, and all exiting on the other side. But the more I think about it ... the more I think you're probably right.
Here (attached) was my own guess. It "kind of" works ... in the sense that, once in awhile, when ...
Here (attached) was my own guess. It "kind of" works ... in the sense that, once in awhile, when ...
- Fri Dec 29, 2023 12:37 am
- Forum: Gameplay Help
- Topic: Is a train junction parallel multiplexer possible?
- Replies: 7
- Views: 1815
Is a train junction parallel multiplexer possible?
You have a junction with two independent train lines coming in, and two possible destination lines out. (Or, in general, NxM MUX.) It's easy enough to allow any input train to choose to go to any output track. It's easy to avoid collisions, by having chain signals prior to the junction, and rail ...
- Sat Sep 02, 2023 2:41 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 219
- Views: 79528
Re: Friday Facts #374 - Smarter robots
One thing I'd love to see tackled is the classic problem of logistic robots delivering to player, but player leaves logistic area and all robots go back. Would it be possible that if the player goes back to the area, the robots turn around again with the item in them and deliver it to the player ...