Search found 15 matches
- Fri Nov 15, 2024 12:48 am
- Forum: Gameplay Help
- Topic: Destroyer capsule recipe disagreement
- Replies: 2
- Views: 128
Re: Destroyer capsule recipe disagreement
The recipe is different with Space Age or without, like many other recipes. You should always check the in-game recipe, that is authoritative no matter what. This, and I advise you to utilize the in-game Factoriopedia (Alt + Left click on an entity/item/recipe) It provides you with a whole lot of e...
- Fri Nov 15, 2024 12:28 am
- Forum: Gameplay Help
- Topic: Turning legacy rails in new rails automatically
- Replies: 3
- Views: 194
Re: Turning legacy rails in new rails automatically
Unfortunately, Legacy rails do not convert 1:1 to the new rails. The new rails are a bit larger in the tightest turn radius.
You will have to replace the legacy rails manually.
taken from: https://www.youtube.com/watch?v=CbuE1NV0hfQ
You will have to replace the legacy rails manually.
taken from: https://www.youtube.com/watch?v=CbuE1NV0hfQ
- Mon Nov 11, 2024 6:12 am
- Forum: Gameplay Help
- Topic: Logistics bots won't bring higher quality items?
- Replies: 4
- Views: 517
Re: Logistics bots won't bring higher quality items?
I'm sure its because items of differing quality do not stack. So you need to use the "=" <rarity> instead of multiple rarities for your logistics request. Otherwise you'd end up with a scenario where you get brought for example, 1 rare, 20 uncommons, and 50 commons, each with their own sta...
- Sat Nov 09, 2024 5:01 am
- Forum: Gameplay Help
- Topic: Ammo alerts
- Replies: 2
- Views: 214
Re: Ammo alerts
How about using a programmable speaker with an alert?
For example, I usually have that alert for when the ammo gets low in the ammo storage of the base's wall.
For example, I usually have that alert for when the ammo gets low in the ammo storage of the base's wall.
- Wed Nov 06, 2024 1:14 am
- Forum: Gameplay Help
- Topic: Inserter Drawing from Splitter (Gleba Spoilage) Question
- Replies: 8
- Views: 394
- Mon Nov 04, 2024 11:23 pm
- Forum: Gameplay Help
- Topic: Train interrupts skip stations
- Replies: 10
- Views: 805
Re: 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 st...
- Mon Nov 04, 2024 2:06 am
- Forum: Gameplay Help
- Topic: Use construction bots to do stuff with no provider/buffer chests in the network?
- Replies: 11
- Views: 485
Re: Use construction bots to do stuff with no provider/buffer chests in the network?
Well yeah, I know I can leave Vulcanus *eventually* ;) I was wondering if I can do something on Nauvis earlier than that considering my situation. Other logistic chests, well, the issue is I haven't set up any. I only have bots with no items to work with. Reloading an earlier save is a bit drastic,...
- Mon Nov 04, 2024 12:20 am
- Forum: Gameplay Help
- Topic: Use construction bots to do stuff with no provider/buffer chests in the network?
- Replies: 11
- Views: 485
Re: Use construction bots to do stuff with no provider/buffer chests in the network?
You can use any of the logistic chests to make the construction robots do work. Provider and buffer chests aren't required and you can technically only use storage chests and it'll still work. If you are on Vulcanus, so long as the worms are permitting on resources, you should be able to fully build...
- Sun Nov 03, 2024 11:08 pm
- Forum: Gameplay Help
- Topic: Difference between remote driving in automatic mode and following train on map?
- Replies: 8
- Views: 449
Re: Difference between remote driving in automatic mode and following train on map?
I didn’t success at driving remotely a fuel-empty train. It stays stuck as long as I don’t put fuel in it. I can either drive it by entering it (and it is slow) ”physically”, or by adding fuel, which allows it to be driven remotely. Did I miss something? This is pretty spot on. The following video ...
- Sat Nov 02, 2024 10:00 pm
- Forum: Gameplay Help
- Topic: Fluid 2.0 system doesn't have unlimited throughput?
- Replies: 7
- Views: 1192
Re: Fluid 2.0 system doesn't have unlimited throughput?
I did try to place even 3 pumps, but it seems to make the problem worse, as the pump quickly gets capped at 1200fluid/s and can't keep up with production, so that's why I posted here to ask is this a bug or intended behaviour? I think I figured out your issue. Due to the fact that the pipes don't h...
- Fri Nov 01, 2024 10:59 pm
- Forum: Gameplay Help
- Topic: Fluid 2.0 system doesn't have unlimited throughput?
- Replies: 7
- Views: 1192
Re: Fluid 2.0 system doesn't have unlimited throughput?
Pipes push liquids into different segments with an inversely proportional speed. This means the fuller (pumping to) or emptier (pumping from) the pipe, the slower that pumps can move liquid. I've tested a whole bunch of setups with fluid trains in creative mode and I did notice in this test especial...
- 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: 6
- Views: 396
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: 196
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: 468
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: 6
- Views: 946
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...