Search found 22 matches
- Thu Nov 21, 2024 3:33 am
- Forum: Duplicates
- Topic: [2.0.15] Train stuck at disabled station instead of going to closest enabled
- Replies: 4
- Views: 238
Re: [2.0.15] Train stuck at disabled station instead of going to closest enabled
You just dropped in one of the topics from the list robot256 already sent.
- Wed Nov 13, 2024 9:45 pm
- Forum: Duplicates
- Topic: [2.0.15] Train stuck at disabled station instead of going to closest enabled
- Replies: 4
- Views: 238
Re: [2.0.15] Train stuck at disabled station instead of going to closest enabled
Thank you. Topics are created since [2.0.10] and still no changes or reaction. That's sad.
- Wed Nov 13, 2024 4:44 pm
- Forum: Duplicates
- Topic: [2.0.15] Train stuck at disabled station instead of going to closest enabled
- Replies: 4
- Views: 238
[2.0.15] Train stuck at disabled station instead of going to closest enabled
I have a train set to cycle between Drop stations. Previously, when stations were continuously enabled, they had a stacking through timer priority count. As intended, the train would abandon the current station after 5 seconds of inactivity and move to the next one with the highest priority, resetti...
- Tue Nov 12, 2024 5:16 pm
- Forum: Not a bug
- Topic: [2.0.15] Artillery train doesn't count shells as cargo and doesn't interrupt
- Replies: 6
- Views: 457
Re: [2.0.15] Artillery train doesn't count shells as cargo and doesn't interrupt
Yes, it's pretty confusing. Well, if it at least checks interrupt after wait condition, that's at least something. Thank you.
- Tue Nov 12, 2024 9:12 am
- Forum: Not a bug
- Topic: [2.0.15] Artillery train doesn't count shells as cargo and doesn't interrupt
- Replies: 6
- Views: 457
- Tue Nov 12, 2024 6:41 am
- Forum: Not a bug
- Topic: [2.0.15] Artillery train doesn't count shells as cargo and doesn't interrupt
- Replies: 6
- Views: 457
Re: [2.0.15] Artillery train doesn't count shells as cargo and doesn't interrupt
Of course, here's the link. Artillery wagon is pinned under minimap and shooting his last seconds before the save.
- Mon Nov 11, 2024 5:53 pm
- Forum: Not a bug
- Topic: [2.0.15] Artillery train doesn't count shells as cargo and doesn't interrupt
- Replies: 6
- Views: 457
[2.0.15] Artillery train doesn't count shells as cargo and doesn't interrupt
So, I've tried setting up the interrupt condition both on "Empty Cargo" and "Item Count" — in every case, the train just doesn’t respond to being completely out of ammo and won’t go for a resupply.
- Sat Nov 09, 2024 11:36 pm
- Forum: Pending
- Topic: [2.0.15] Very weird behaviour with trains
- Replies: 13
- Views: 493
Re: [2.0.15] Very weird behaviour with trains
Agreed, it’s so frustrating to return to Nauvis after hours only to find a dozen trains stalled in deadlock — not even giving a "No Path" alert. They’re just silently waiting for a destroyed train to clear the segment, left there by biters after an attack. But honestly, I respect the biter...
- Sat Nov 09, 2024 5:00 pm
- Forum: Railway Setups
- Topic: [Space age] Logistic train without mods, pure vanilla - One train group to rule them all
- Replies: 15
- Views: 13251
Re: [Space age] Logistic train without mods, pure vanilla - One train group to rule them all
Just try mine, there are stations, trains and interrupts ready out of the box.
- Sat Nov 09, 2024 11:46 am
- Forum: Pending
- Topic: [2.0.15] Very weird behaviour with trains
- Replies: 13
- Views: 493
Re: [2.0.15] Very weird behaviour with trains
Same problem, but I used to think it's some new biters tactics. Guess train pushes them while they're going to attack something, then train stops before signals, biters change they attitude to revenge the train — and here we go, bitten off locomotive.
- Thu Nov 07, 2024 6:36 am
- Forum: Railway Setups
- Topic: [Space age] Logistic train without mods, pure vanilla - One train group to rule them all
- Replies: 15
- Views: 13251
Re: [Space age] Logistic train without mods, pure vanilla - One train group to rule them all
Strange question. It’s just like on a highway. With right-hand traffic, you always park only on the right side. At intersections, you enter on the right side and exit on the right side. If you need to turn around, you either find a place to make a U-turn (in our case, a loop) or go around the block.
- Wed Nov 06, 2024 2:35 am
- Forum: Railway Setups
- Topic: [Space age] Logistic train without mods, pure vanilla - One train group to rule them all
- Replies: 15
- Views: 13251
Re: [Space age] Logistic train without mods, pure vanilla - One train group to rule them all
I already set everything up and have been playing on my main factory for a few days now, with many blocks and even more mining outposts. It works perfectly. When there’s demand for resources, the first trains to go are the ones carrying surplus resources collected from the mines (when these mines ac...
- Sun Nov 03, 2024 8:50 pm
- Forum: Railway Setups
- Topic: [Space age] Logistic train without mods, pure vanilla - One train group to rule them all
- Replies: 15
- Views: 13251
Re: [Space age] Logistic train without mods, pure vanilla - One train group to rule them all
I've got idea. Let there be two minimal limits of stacks per requester station. Green one is, for example, 240 stacks. It says "Ok, we could have more of it, I'll turn station on, if there are some loaded trains near, come here". Red one is 120 stacks: "We're really low, and now train...
- Sat Nov 02, 2024 7:36 pm
- Forum: Railway Setups
- Topic: [Space age] Logistic train without mods, pure vanilla - One train group to rule them all
- Replies: 15
- Views: 13251
Re: [Space age] Logistic train without mods, pure vanilla - One train group to rule them all
Great work! You've tackled the exact problem I ran into while scaling up — when there are too many providers, trains rush to all of them at once just because of a single requester, and they all overload together. Unfortunately, I couldn’t quite understand the setup just from the blueprint, especiall...
- Sat Nov 02, 2024 7:01 pm
- Forum: Gameplay Help
- Topic: Is there a way to edit circuit parameters in blueprint window?
- Replies: 0
- Views: 106
Is there a way to edit circuit parameters in blueprint window?
I have a blueprint where I want to click on an individual combinator and edit its settings directly from the blueprint’s window. Is there a way or mod to do this, or am I stuck with placing the blueprint in the world each time, modifying its parameters, and then saving it back to the blueprint? http...
- Wed Oct 30, 2024 11:50 am
- Forum: Railway Setups
- Topic: [Space age] Logistic train without mods, pure vanilla - One train group to rule them all
- Replies: 15
- Views: 13251
Re: [Space age] Logistic train without mods, pure vanilla - One train group to rule them all
Nah, I got it. It's not a feature. There were just only one station in game that actually called "Item Parameter (solid item icon) Drop". When I changed it's name to "Anything (*) Drop" it just rewrote interrupt of Drop, and changed it's station's name same way. Same effect can b...
- Wed Oct 30, 2024 2:25 am
- Forum: Railway Setups
- Topic: [Space age] Logistic train without mods, pure vanilla - One train group to rule them all
- Replies: 15
- Views: 13251
Re: [Space age] Logistic train without mods, pure vanilla - One train group to rule them all
Interesting observation. If you set a station name with a green “*” as the product type, all types of cargo will be unloaded there indiscriminately. The issue is that in a live save, with identical setups, all trains automatically head to that station, even when there’s a steel request station with ...
- Wed Oct 30, 2024 1:46 am
- Forum: Railway Setups
- Topic: Designing an LTN-style Logistics Train Network in Vanilla Factorio 2.0 Using Interrupts
- Replies: 2
- Views: 4469
Re: Designing an LTN-style Logistics Train Network in Vanilla Factorio 2.0 Using Interrupts
Good work there, but this one is more satysfying way for me, becayse it uses more Factorio 2.0 features like radar signal and one universal settings for trains and providers, which works with everything even like batteries and other cargo, and you change only type of product when install requester.
- Tue Oct 29, 2024 5:15 pm
- Forum: Railway Setups
- Topic: [Space age] Logistic train without mods, pure vanilla - One train group to rule them all
- Replies: 15
- Views: 13251
Re: [Space age] Logistic train without mods, pure vanilla - One train group to rule them all
Well yeah, I guess now it work pretty fine. Don't know what was the problem at creation mode. Now my full factory of city blocks works only on these stations and trains, thanks a lot :D https://i.postimg.cc/L8t3Dhx2/image.png I've created this book with ready from box solution for three wagons syste...
- Mon Oct 28, 2024 11:55 am
- Forum: Combinator Creations
- Topic: Factorio 2.0 logistic request fabricator with signal hold/delay
- Replies: 0
- Views: 807
Factorio 2.0 logistic request fabricator with signal hold/delay
https://i.postimg.cc/VvFdQK0h/image.png This assembler implements new features from Factorio 2.0 in the form of a Selector Combinator, allowing it not only to automatically fulfill requests from the logistics system but also to demonstrate a new method for delaying and holding signals. The first Se...