Search found 72 matches
- Mon Apr 01, 2024 8:46 pm
- Forum: Gameplay Help
- Topic: Best way to get around the "filter inserters only have 5 filter slots and stack filters only 1" constraint?
- Replies: 7
- Views: 560
Re: Best way to get around the "filter inserters only have 5 filter slots and stack filters only 1" constraint?
Ahh… so simple and I feel so dumb. Get train contents, do logical AND with signal of requested items, send to filter inserters. Thanks for the help everybody. I had kind of forgotten you could read train contents from the rail stations as this is “new” functionality since the last time I really play...
- Mon Apr 01, 2024 3:28 am
- Forum: Gameplay Help
- Topic: Best way to get around the "filter inserters only have 5 filter slots and stack filters only 1" constraint?
- Replies: 7
- Views: 560
Best way to get around the "filter inserters only have 5 filter slots and stack filters only 1" constraint?
When you use a circuit signal to set the filters on a filter inserter, the filter inserter only chooses the "first" 5 items in the signal (and a stack filter inserter chooses only the first item). I'm trying to design a single centralized rail station which demands certain numbers of items...
- Wed Dec 02, 2020 10:55 am
- Forum: General discussion
- Topic: Chain signals are overused
- Replies: 23
- Views: 8368
Re: Chain signals are overused
My opinion is that chain signals, the way people often use them, actually have no additional benefit over regular signals other than giving the user a sense of security, "this will never deadlock". In actuality, the chain signals, whenever they do prevent deadlocks, are only masking a dif...
- Mon Nov 23, 2020 9:54 pm
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 129653
Re: Version 1.1.0
I'm assuming the blueprint change (power poles remembering connections) doesn't break old blueprints, correct? So old-non-connected blueprinted powerpoles will still autoconnect randomly to each other?
- Mon Nov 23, 2020 9:23 pm
- Forum: General discussion
- Topic: Alt-F4 #14 - Exploring the Infinite
- Replies: 6
- Views: 4324
Re: Alt-F4 #14 - Exploring the Infinite
Pretty serendipitous timing - I was just finishing up a vanilla run and had just started a Space Exploration run maybe 3 days before this Alt-F4 dropped. I was getting a bit bogged down in the early phase (sort of out of burner phase except for furnaces) and both the burner phase and the more compli...
- Mon Nov 23, 2020 4:06 am
- Forum: General discussion
- Topic: Alt-F4 #14 - Exploring the Infinite
- Replies: 6
- Views: 4324
- Sun Nov 15, 2020 10:56 pm
- Forum: Ideas and Suggestions
- Topic: Reset autosave timer on save/load
- Replies: 7
- Views: 1958
Reset autosave timer when saving game
TL;DR Reset the autosave timer when saving the game What ? My base is getting large enough (and my laptop old enough) that saving the game is starting to take an annoyingly long time. I still want autosave on in case I make a huge, unexpected mistake. But it's slightly annoying that sometimes I'll ...
- Sat Nov 07, 2020 12:01 pm
- Forum: Gameplay Help
- Topic: Force blueprint on water to add landfill as needed?
- Replies: 10
- Views: 5601
Re: Force blueprint on water to add landfill as needed?
Does this work with books? No, afaik it does not. It’s pretty quick anyway. I have a few books with 2 and 4 rail modular pieces as well as a huge book with dozens of prefab assembly lines and it only took a few minutes to convert them all. Only little annoyance is that for some reason the button to...
- Wed Nov 04, 2020 5:20 pm
- Forum: Gameplay Help
- Topic: Force blueprint on water to add landfill as needed?
- Replies: 10
- Views: 5601
Re: Force blueprint on water to add landfill as needed?
I like to use a mod called “landfill everything” and I use this mod only in a separate game save so I don’t lose the pure vanilla status of my actual factory save. The way it works is it gives you a button that you push with a blueprint in your hand which modifies the blueprint to have landfill unde...
- Wed Nov 04, 2020 4:27 pm
- Forum: Gameplay Help
- Topic: Centre train map on player
- Replies: 4
- Views: 1927
Re: Centre train map on player
Sorry, don’t know the answer to your question, but the other option you have is to have an unreachable train station in your taxi’s schedule. When you want the taxi to come to you you can drop a train station with that name at the nearest rail segment and that taxi should immediately come to you. Yo...
- Sun Oct 18, 2020 10:39 pm
- Forum: Ideas and Suggestions
- Topic: Rocket Silo should connect to circuit network
- Replies: 50
- Views: 15885
Re: Rocket Launch by Circuit Condition
This is simple: you can add 10 inserters around the rocket launch, each picks up science packs from a chest. Don’t forget to switch their max. stack size to 10 each, and control them all with a circuit. When launch signal is send, all 10 inserters move at once, put each 10 science pack in and so yo...
- Sun Oct 18, 2020 11:21 am
- Forum: Ideas and Suggestions
- Topic: Rocket Silo should connect to circuit network
- Replies: 50
- Views: 15885
Re: Rocket Launch by Circuit Condition
Reviving this ancient suggestion: I'm trying to automate spidertron construction (as in, make an N spidertron per minute factory. Why? Why not??), which necessitates automating fish production, which means automating rocket launches with space science packs in it. Currently, with the "Auto-laun...
- Sun Oct 04, 2020 8:41 pm
- Forum: General discussion
- Topic: What is the optimal gap (and direction) between rails?
- Replies: 20
- Views: 16821
Re: What is the optimal gap (and direction) between rails?
I run with 4 lanes (2 in each direction). Well, a lot of the base is 2 lane, but I've set up my rail so that my 4 lane blueprints paste directly over the 2 lane one, so the 2 lane version are spaced for 4-lane junctions. My answer is: the opposite direction lanes are split by 3 rail distance, and th...
- Wed Sep 30, 2020 12:25 am
- Forum: Ideas and Suggestions
- Topic: Rail Signals immune to fire
- Replies: 11
- Views: 3764
Re: Rail Signals immune to fire
But why would you want to have signals in that area? Even if the signals become fireproof, what if a train has to stop there? I usually leave two chunks of space from the wall to any rail constructions in the wilderness. Just straight out of the base. It's not so much of a conscious decision so muc...
- Tue Sep 29, 2020 4:56 am
- Forum: Ideas and Suggestions
- Topic: Rail Signals immune to fire
- Replies: 11
- Views: 3764
Re: Rail Signals immune to fire
I know this post is 4 years old... but hey at least I searched before posting. Currently my mining outposts are completely walled in and defended with laser and flame turrets, with the only exterior bits being rail, large power poles, rail signals, and chain signals. Rail and power poles seem to be ...
- Mon Sep 07, 2020 2:39 pm
- Forum: Duplicates
- Topic: [1.0.0] Cannot place ghost train if ghost is 90 degrees rotated from rail.
- Replies: 3
- Views: 1513
[1.0.0] Cannot place ghost train if ghost is 90 degrees rotated from rail.
Get a train in your hand that is vertical and try to place it as a ghost (not direct placement) onto a horizontal rail, or vice versa. It will be impossible to do so (even though graphically the train in your hand will snap to the rail correctly). Because hitting the rotate key with a train in your ...
- Mon Sep 07, 2020 2:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][1.0.0] Pipette tool on train gives ghost train that is 90 degrees rotated if train is aimed SOUTH or WEST
- Replies: 1
- Views: 2849
[Twinsen][1.0.0] Pipette tool on train gives ghost train that is 90 degrees rotated if train is aimed SOUTH or WEST
Place horizontal and vertical rail, then place 4 locomotives that face east/west/north/south. If you use the pipette tool on locomotives that face north or east, the train in your hand will face the correct direction. If you use the pipette tool on the locomotives that face south or west, the train ...
- Mon Sep 07, 2020 4:36 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.4] Cliff Deconstruction not issued (MR)
- Replies: 13
- Views: 8896
Re: [0.17.4] Cliff Deconstruction not issued (MR)
Still running into this in [1.0.0]. It's a super minor issue: to fix it all I have to do to fix it is throw cliff explosives on the offending cliff (which doesn't do damage to any other items), or mark the bad cliff piece with deconstruction planner, but still, it's... unexpected... for a game which...
- Tue Aug 25, 2020 11:33 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Intentional Throughput Throttling
- Replies: 5
- Views: 3387
Re: Intentional Throughput Throttling
However, my favorite use is for science. 90 red and green SPM happens to require exactly 11.25 iron/s, and sending exactly that much allows you to make a neat factory: perfect_rg_science.png It works perfectly consistently once it's running (at least as far as I can tell), even if it takes about 3 ...
- Fri Aug 14, 2020 12:26 pm
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 210
- Views: 104198
Re: Friday Facts #360 - 1.0 is here!
Holy crap guys, congratulations. I alternatively can't believe it took this long to finish the game while I also can't believe how fast and thorough you guys were in making this game so tight, so clean, so solid and bug-free, and so full featured so quickly. Really one of my favorite gaming experien...