Search found 10 matches

by tangofan
Sun Nov 24, 2024 12:11 am
Forum: Resolved Problems and Bugs
Topic: [2.0.20] Ghosts don't get revived, even after waiting 20 minutes
Replies: 8
Views: 855

Re: [2.0.20] Ghosts don't get revived, even after waiting 20 minutes


I don't think reassigning a job that can't be completed due to missing item to another network is desired.
Like, if I'm building an outpost from my inventory but run out of e.g. big miners, I may not want a bots come from the base over some biter bases and risk losing them.
I would expect an alert ...
by tangofan
Sat Nov 23, 2024 7:40 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.20] Ghosts don't get revived, even after waiting 20 minutes
Replies: 8
Views: 855

Re: [2.0.20] Ghosts don't get instantiated, even after waiting 20 minutes


It seems to me that one particular rail (the north one, next to the support) got assigned to the spidertron's bot network (possibly because spidertron's bot area is larger than player's and that rail fell just out of player's personal bot range).
I disabled spidertron's "Trash unrequested", put ...
by tangofan
Fri Nov 22, 2024 9:20 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.20] Ghosts don't get revived, even after waiting 20 minutes
Replies: 8
Views: 855

Re: [2.0.20] Ghosts don't get instantiated, even after waiting 20 minutes

LCStark wrote: Fri Nov 22, 2024 9:10 pm Perhaps it's the same issue as here? 122426
Possible, but hard to know for sure. FWIW I do not have any construction warnings.
by tangofan
Fri Nov 22, 2024 8:51 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.20] Ghosts don't get revived, even after waiting 20 minutes
Replies: 8
Views: 855

[2.0.20] Ghosts don't get revived, even after waiting 20 minutes

When you load the linked savegame (see end of this post), the block in which the player (in the spidertron) is located contains some ghosts for rails and elevated rails, rail signals and a rail chain signal. It appears that I have sufficient items in my logistic network to cover those (at least I'm ...
by tangofan
Wed Oct 30, 2024 5:26 pm
Forum: Gameplay Help
Topic: 2.0 train schedule setup
Replies: 13
Views: 17867

Re: 2.0 train schedule setup


Hi guys,

have you found good generic train schedule setup? I have tested one, while it works i am pretty sure there are better setups. Mine setup is like this:

* all input stations (which provide stuff) are named Input


This is the part that bothers me (which isn't your fault of course). I'd ...
by tangofan
Wed Oct 30, 2024 6:54 am
Forum: Gameplay Help
Topic: Train Signals: Do I really NEED a chain signal at the entrance of a split?
Replies: 6
Views: 1261

Re: Train Signals: Do I really NEED a chain signal at the entrance of a split?



Your case is a bit different, but I'd say it still needs a chain signal:



Hi Kyralessa,

Thanks so much for your response and your explanations.

It seems that our definitions of "need" vs. "want" (aka "highly desirable) might be a bit different. :) My definition of "need" for signals contain ...
by tangofan
Mon Oct 28, 2024 2:14 am
Forum: Gameplay Help
Topic: Train Signals: Do I really NEED a chain signal at the entrance of a split?
Replies: 6
Views: 1261

Re: Train Signals: Do I really NEED a chain signal at the entrance of a split?


No need, but the train will lose the option to chose the next free path. Instead it has to wait on the chosen path until it's free.
It depends on your setup and what you are doing in each path. Normally trains should take the bottom path, but sometimes trains are weird.
grafik.png

This could be ...
by tangofan
Sun Oct 27, 2024 9:07 pm
Forum: Gameplay Help
Topic: Train Signals: Do I really NEED a chain signal at the entrance of a split?
Replies: 6
Views: 1261

Train Signals: Do I really NEED a chain signal at the entrance of a split?

Hi all,

In the image below I've shown two rows with possible signaling a train split and a train merge. Enough space is assumed before and after the split and the merge to allow for regular rail signals wherever possible.

Factorio Train Signal Merge+Split.jpg


The top row shows how I usually ...
by tangofan
Wed Oct 23, 2024 3:59 pm
Forum: Duplicates
Topic: [2.0.9] Train interrupt "Destination full or no path" inserts temporary stop at wrong position in schedule
Replies: 4
Views: 1092

Re: [2.0.9] Train interrupt "Destination full or no path" inserts temporary stop at wrong position in schedule

Loewchen wrote: Wed Oct 23, 2024 12:18 pm This one: 115988?
Yes, likely the same, though my example is a bit simpler, both the train schedule and the interrupt definition. Sorry for the duplicate.
by tangofan
Wed Oct 23, 2024 12:14 pm
Forum: Duplicates
Topic: [2.0.9] Train interrupt "Destination full or no path" inserts temporary stop at wrong position in schedule
Replies: 4
Views: 1092

[2.0.9] Train interrupt "Destination full or no path" inserts temporary stop at wrong position in schedule

For testing purposes (currently on my copper ore trains only) I am using train interrupts to send my train to a "depot", when they get a destination full/no path event. For those copper ore trains I am using a train group, which consists of two stops:
1. a Supply stop (to load copper ore)
2. a ...

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