Search found 4 matches
- Wed Oct 30, 2024 11:47 pm
- Forum: Gameplay Help
- Topic: [2.0.11] Train interrupt activates even if all next stops are disabled
- Replies: 5
- Views: 160
Re: [2.0.11] Train interrupt activates even if all next stops are disabled
I highly recommend that if you use that kind of train system, you should use 'waiting bays' or 'depots' for the trains to wait at until the station is open. It'll reduce the amount of time a train is hogging a specific station if it has nowhere to go down to almost zero. The depots should theoretica...
- Wed Oct 30, 2024 11:32 pm
- Forum: Gameplay Help
- Topic: [2.0.13] Train does not path over specific rail
- Replies: 3
- Views: 64
Re: [2.0.13] Train does not path over specific rail
Flip the two signals at the fork and it'll work as intended. https://i.imgur.com/7CzJYX3.png Yes those two will mess with pathing as it designates that small tiny segment of rail as 'only allow trains to go in *THIS* direction' If you want rails to be "bidirectional" you'll need signals on...
- Wed Oct 30, 2024 3:11 am
- Forum: Gameplay Help
- Topic: Switching fuel types with generic interrupts breaks them
- Replies: 3
- Views: 128
Re: Switching fuel types with generic interrupts breaks them
Unfortunately, As far as I'm aware as well, This is the only method to do a catch-all for fuel. which is individually assigning them these and-or conditions since there's no condition for x AND ( x OR x OR x OR) nor is there any condition for x < STACKSIZE you have to do a bunch of different (x AND ...
- Wed Oct 30, 2024 2:42 am
- Forum: Gameplay Help
- Topic: Train Fuel Consumption Priority and Interrupts
- Replies: 5
- Views: 221
Re: Train Fuel Consumption Priority and Interrupts
Hey there, I may have come up with a solution with your issue. I hope you were not expecting a circuit-less solution. Inserters will insert on Slot A thru C. Inserters will take from Slot C thru A. Therefore, using this logic, you should be able to achieve this solution with this blueprint: 0eNrNWEt...