Search found 33 matches

by Roaders
Sun Dec 15, 2024 10:15 am
Forum: Gameplay Help
Topic: Bug: Incorrectly waiting for items (I'm sure it's me not a bug)
Replies: 5
Views: 532

Re: Bug: Incorrectly waiting for items (I'm sure it's me not a bug)


Looks like your inserter filter is "spent fuel cell of normal quality", but the reactor has processed an uncommon fuel cell and so there's now an uncommon spent fuel cell.

Change the filter to match "any" quality of fuel cell.


Yes this is the reason!!! Thanks

I only made a few of these ...
by Roaders
Sun Dec 15, 2024 10:14 am
Forum: Gameplay Help
Topic: Bug: Incorrectly waiting for items (I'm sure it's me not a bug)
Replies: 5
Views: 532

Re: Bug: Incorrectly waiting for items (I'm sure it's me not a bug)

Junorus wrote: Sun Dec 15, 2024 9:02 am From what I remember, there in so benefit to quality nuclear fuel. Stick to common.
It'll last a bit longer. I think that this was just to use up quality stuff that I had no other use for.
by Roaders
Sun Dec 15, 2024 8:22 am
Forum: Gameplay Help
Topic: Bug: Incorrectly waiting for items (I'm sure it's me not a bug)
Replies: 5
Views: 532

Bug: Incorrectly waiting for items (I'm sure it's me not a bug)

Hi All

I'm confused as to why my nuclear plant has stopped working due to spent fuel cells when I have an inserter to remove them:

12-15-2024, 08-21-26.png

12-15-2024, 08-21-48.png

This works fine most of the time but at the moment I have 2 reactors in this state and I will have to manually ...
by Roaders
Sun Nov 24, 2024 10:16 am
Forum: Gameplay Help
Topic: Max white science from space platform
Replies: 5
Views: 2354

Max white science from space platform

Hi All

I want to produce 45 science per second (a blue belt).

How many space platforms will I need for this? It seems that however big I make a platform I will be limited by the number of asteroids that happen to float by.

Also is there a limit for the max rate that supplies can be sent from a ...
by Roaders
Mon Nov 18, 2024 2:29 pm
Forum: Gameplay Help
Topic: No "Read construction network requests" on roboport :-(
Replies: 2
Views: 1583

No "Read construction network requests" on roboport :-(

I got all excited when I saw the "read logistic network requests" on my roboport and thought that I would be able to automate the supply of building materials to remote outposts when an entity is destroyed. Turns out it's only logistic requests and not construction... :-(

I guess I'll have to ...
by Roaders
Mon Nov 11, 2024 6:27 pm
Forum: Gameplay Help
Topic: How do I stop an inserter controlled by circuit network from insterting construction robots
Replies: 2
Views: 586

How do I stop an inserter controlled by circuit network from insterting construction robots

Hi All

I have a logic circuit that decides how many items to remove from a train. I have say 10 repair packs, 20 power poles and 30 construction robots ro remove.

The construction robots are handled by a different insterter and go straight into a roboport. How do I remove the construction robots ...
by Roaders
Sat Nov 09, 2024 5:56 am
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 172
Views: 37928

Why can't I dispose of Uncommon Iron plates in an assembler for non quality items

Hi All

I am pre-recycler at this stage and am trying to craft rare quality modules. I am making progress but obviously end up with a lot of uncommon items that I don't want. It seems like an odd decision to not let me use these up in a non-quality assembler....

Even when I have the recycler it ...
by Roaders
Tue Nov 05, 2024 5:11 am
Forum: Gameplay Help
Topic: Train interrupts skip stations
Replies: 10
Views: 1764

Re: Train interrupts skip stations

Zanthra wrote: Mon Nov 04, 2024 9:47 pm What are the wait conditions for the holding station?
There is no wait condition. It should wait until the next station is free. I have edited the interrupt based on your comment to not fire if the train is at the holding station.
by Roaders
Tue Nov 05, 2024 5:08 am
Forum: Gameplay Help
Topic: Train interrupts skip stations
Replies: 10
Views: 1764

Re: Train interrupts skip stations

11-05-2024, 05-08-38.png
11-05-2024, 05-08-38.png (119.16 KiB) Viewed 1394 times
the temporary stop should have been added before the mine but it's added before smelting so the train goes smelting -> holding -> smelting.

My interrupt:
11-05-2024, 05-10-14.png
11-05-2024, 05-10-14.png (97.56 KiB) Viewed 1393 times
by Roaders
Mon Nov 04, 2024 6:28 pm
Forum: Gameplay Help
Topic: Train interrupts skip stations
Replies: 10
Views: 1764

Re: Train interrupts skip stations

awm23 wrote: Mon Nov 04, 2024 4:43 pm
You can add several stations into interrapt. Remember it is a schedule inside schedule.
I can't see how that would help. I want the interrupt to fire when any station is full so I don't know what station needs to be added after the interrupt
by Roaders
Sun Nov 03, 2024 3:40 pm
Forum: Duplicates
Topic: [2.0.14] Train Interrupt skips a station
Replies: 7
Views: 1003

Re: Train Interrupt skips a station

save file added
by Roaders
Sun Nov 03, 2024 2:20 pm
Forum: Duplicates
Topic: [2.0.14] Train Interrupt skips a station
Replies: 7
Views: 1003

[2.0.14] Train Interrupt skips a station

Hi

I have a train route that simply goes between a mining station and a smelting station. I have a train limit of 3 at the smelting station and if the mine is full I have full trains of ore waiting behind an empty train that is waiting to go to the mine (which is blocked by another train being ...
by Roaders
Sat Nov 02, 2024 9:56 am
Forum: Gameplay Help
Topic: Train interrupts skip stations
Replies: 10
Views: 1764

Train interrupts skip stations

Hi all

I have just added a tain interrupt that is supposed to remove trains blocking stations when there is a full train waiting behind them but the next station is full. I.e. a smelting station has run dry, train at station is empty but mines are all full .

I added a simple interrupt, when next ...
by Roaders
Fri Jul 12, 2024 11:04 am
Forum: Railway Setups
Topic: Reliable, constant and balanced 2 compressed blue belt per wagon side
Replies: 6
Views: 5351

Re: Reliable, constant and balanced 2 compressed blue belt per wagon side


There is a strange looking but very balanced loader for 2 blue belts, evolved from some discussion in this forum. It's almost completely mechanically balanced. I added active balancing nonetheless to force it and to make sure it's still balanced if the input isn't completely compressed, but if you ...
by Roaders
Sun Feb 18, 2024 9:56 am
Forum: Gameplay Help
Topic: Logic network long(ish) expressions
Replies: 33
Views: 5994

Re: Logic network long(ish) expressions

I've refined this a little bit now. SOme improvements:

I only have 1 constant combinator. I get negative values using arithmetic combinators on the single combinator that specifies the quantities of each good
I now ignore the goods that are not on the train unless there is a train in the station ...
by Roaders
Tue Jan 23, 2024 10:10 am
Forum: Gameplay Help
Topic: Logic network long(ish) expressions
Replies: 33
Views: 5994

Re: Logic network long(ish) expressions

a wait period of 0 seconds did not work BTW. It made a difference. The train stopped and inserters managed 1 sweep of the arm but then the train left. 1 second means that the expression is correctly re-evaluated when the train arrives.
by Roaders
Tue Jan 23, 2024 8:37 am
Forum: Gameplay Help
Topic: Logic network long(ish) expressions
Replies: 33
Views: 5994

Re: Logic network long(ish) expressions

Yes, a 1 second wait condition AND trainSatisfied = 1 as the wait condition worked. I can remove some combinatores and make it a little bit simpler.
by Roaders
Tue Jan 23, 2024 8:20 am
Forum: Gameplay Help
Topic: Logic network long(ish) expressions
Replies: 33
Views: 5994

Re: Logic network long(ish) expressions

Ok so the 1 second thing might be a bit simpler. With multiple wait conditions does it just execute them in order or does it leave if any of them are matched or what?
Sorry that the train isn't in the blueprint... First time I have exported ANY blueprint from the game so didn't think about adding ...
by Roaders
Tue Jan 23, 2024 7:53 am
Forum: Gameplay Help
Topic: Logic network long(ish) expressions
Replies: 33
Views: 5994

Re: Logic network long(ish) expressions

Pi-C wrote: Tue Jan 23, 2024 7:41 am Does that mean that you're relying on a specific ID, or are you checking whether there is any train ID (i.e. whether the train station sends a signal 'T')? (I know there is a blueprint, but I can't use the game right now.)
Just using any id. Making sure that T > 0.

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