Search found 33 matches
- 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 ...
- 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)
It'll last a bit longer. I think that this was just to use up quality stuff that I had no other use for.Junorus wrote: Sun Dec 15, 2024 9:02 am From what I remember, there in so benefit to quality nuclear fuel. Stick to common.
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
I guess I'll have to ...
- Mon Nov 11, 2024 6:49 pm
- Forum: Gameplay Help
- Topic: How do I stop an inserter controlled by circuit network from insterting construction robots
- Replies: 2
- Views: 586
Re: How do I stop an inserter controlled by circuit network from insterting construction robots
Yeah I guess. Simple as that as I suppose. Thanks
- 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 ...
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 ...
- 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 ...
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 ...
- Tue Nov 05, 2024 5:11 am
- Forum: Gameplay Help
- Topic: Train interrupts skip stations
- Replies: 10
- Views: 1764
Re: Train interrupts skip stations
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.
- Tue Nov 05, 2024 5:08 am
- Forum: Gameplay Help
- Topic: Train interrupts skip stations
- Replies: 10
- Views: 1764
Re: Train interrupts skip stations
My interrupt:
- Mon Nov 04, 2024 6:28 pm
- Forum: Gameplay Help
- Topic: Train interrupts skip stations
- Replies: 10
- Views: 1764
Re: Train interrupts skip stations
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 interruptawm23 wrote: Mon Nov 04, 2024 4:43 pm
You can add several stations into interrapt. Remember it is a schedule inside schedule.
- 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
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
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 ...
- 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.
- 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.
- 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 ...
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 ...
- 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
Just using any id. Making sure that T > 0.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.)