Search found 13 matches
- Wed Dec 04, 2024 4:39 am
- Forum: Duplicates
- Topic: [2.0.23] Small chests requests are being rounded to zero while modifying it with sliders
- Replies: 1
- Views: 62
[2.0.23] Small chests requests are being rounded to zero while modifying it with sliders
1) Set small requests for an item less than a stack size not far from each other, for example, yellow belt, min=5, max=20 2) move any slider just a little bit 3) both requests are being reset to 0 My particular usecase is that modifying max to infinity also resets min to 0, which is extremely annoyi...
- Wed Nov 27, 2024 5:49 pm
- Forum: Duplicates
- Topic: [2.0.21] Thruster of rare quality has consumption value with too many digits
- Replies: 1
- Views: 148
[2.0.21] Thruster of rare quality has consumption value with too many digits
Thruster consumption number for Rare quality looks weird. Should it be just 9.6?
- Mon Nov 25, 2024 9:16 pm
- Forum: Ideas and Suggestions
- Topic: Fixing spamming cargo pods
- Replies: 2
- Views: 225
Re: Fixing spamming cargo pods
If you control requests with circuit network, you can request one stack of items using selector combinator. It has an option "Stack size" which outputs a stack of items for every signal it receives. If you have a request larger than one stack you can also round it up to a number of full st...
- Mon Nov 25, 2024 9:10 pm
- Forum: Ideas and Suggestions
- Topic: Allow configuring inserter filter settings while "use filters" is disabled
- Replies: 2
- Views: 125
Re: Allow configuring inserter filter settings while "use filters" is disabled
Maybe this could be solved by allowing inserters to use "*" (everything or anything) signal as a filter.
- Mon Nov 25, 2024 8:25 pm
- Forum: Ideas and Suggestions
- Topic: Allow belt/chest circuit readers to read spoilage level of most spoiled item
- Replies: 21
- Views: 2355
Re: Allow belt/chest circuit readers to read spoilage level of most spoiled item
For logistic network I kinda solved it by offloading fresh products to a storage chest (yellow) with an inserter, and then unloading most spoiled to a passive provider chest (red) when yellow has more than N items. From the red chest most spoiled get offloaded right into a heating tower in the same ...
- Fri Nov 22, 2024 5:18 pm
- Forum: Ideas and Suggestions
- Topic: Allow belt/chest circuit readers to read spoilage level of most spoiled item
- Replies: 21
- Views: 2355
- Thu Nov 21, 2024 9:51 pm
- Forum: Ideas and Suggestions
- Topic: Allow belt/chest circuit readers to read spoilage level of most spoiled item
- Replies: 21
- Views: 2355
Re: Allow belt/chest circuit readers to read spoilage level of most spoiled item
+1 to this. Also I feel like there should be not a value but a few buckets similar to quality, eg fresh (100%..75%), mildly fresh (75%..50%), not so fresh(50%..25%) and nearly spoiled (25%..0%). It should also allow insertes to pick more spoiled or more fresh from each bucket. My usecase: I want to ...
- Wed Oct 23, 2024 7:37 pm
- Forum: Ideas and Suggestions
- Topic: 2.0 update warning for 1.1 players
- Replies: 5
- Views: 412
- Wed Oct 23, 2024 6:29 pm
- Forum: Ideas and Suggestions
- Topic: 2.0 update warning for 1.1 players
- Replies: 5
- Views: 412
2.0 update warning for 1.1 players
After a recent update I have to make huge changes to my 1.1 base to keep playing, e.g. rebuild all curved rails with new ones (still cant believe this). I suggest that there is a warning for 1.1 players which tells about irreversible incompatible changes they will face after an update: 1) that they ...
- Wed Oct 23, 2024 4:38 pm
- Forum: Gameplay Help
- Topic: [2.0] Rebuild all rails in an 1.x base
- Replies: 6
- Views: 1900
Re: [2.0] Rebuild all rails in an 1.x base
no rebuilding work should be "required" I try to expand my rail network to fix fluid warnings, and I end up with this kind of rail placement (see attachment). I can not see how I fix that in a good way without rebuilding the whole intersection, which would require rebuilding all rails aro...
- Wed Oct 23, 2024 12:58 am
- Forum: Not a bug
- Topic: [2.0.8] Tech not explored after update from 1.x
- Replies: 1
- Views: 106
[2.0.8] Tech not explored after update from 1.x
After an auto-upgrade to 2.0.8 from the latest 1.x release some basic tech is shown as unexplored, see screenshot.
Obviously, all of it is explored and widely used
Obviously, all of it is explored and widely used
- Wed Oct 23, 2024 12:40 am
- Forum: Gameplay Help
- Topic: Dynamically setting train station names
- Replies: 5
- Views: 1554
Re: Dynamically setting train station names
I was playing with universal unload for a while, and my solution is to - make an "unload" station with purple chests - make lots of "requester" stations for each resource I want, an set limit on them from 0 to 1 when a threshold for a resource is reached; they may be placed in a ...
- Tue Oct 22, 2024 11:18 pm
- Forum: Gameplay Help
- Topic: [2.0] Rebuild all rails in an 1.x base
- Replies: 6
- Views: 1900
[2.0] Rebuild all rails in an 1.x base
I've just got auto-updated to 2.0.8 from the latest 1.x release, and now I cant add rails to my existing base where I need it (error is "legacy rail is in the way" or something). Is there any workaround or fix available? Also I noticed that rail turn radius in now larger, and as I use roun...