Search found 39 matches

by Manron
Mon Mar 25, 2019 3:22 am
Forum: Gameplay Help
Topic: How to make a train limiter?
Replies: 8
Views: 2715

Re: How to make a train limiter?

You could also disable the unloading inserters. Just wire them to a roboport and set them to work only if the amount of the delivered goods is below the desired threshold.
This way the train will keep parking at the bay, not wasting any room or going around in circles.
by Manron
Wed Mar 13, 2019 4:55 pm
Forum: Not a bug
Topic: [0.17.11] incorrect? (Train stations do not send artillery wagon contents to circuit network)
Replies: 3
Views: 1963

Re: [0.17.11] incorrect? (Train stations do not send artillery wagon contents to circuit network)

IIRC the train needs to be parked at the station in automatic mode for the 'read train contents' to work.
by Manron
Thu Mar 29, 2018 11:00 pm
Forum: Ideas and Suggestions
Topic: Better train control
Replies: 53
Views: 16999

Re: Better train control

it works fine for me. i use some combinator logic to only allow as many trains on the network as needed and keep the rest in stackers. i dont know what you are doing, but i never had 8 trains going to the same station at once and i use about 30 trains in my current game.
by Manron
Thu Mar 29, 2018 8:49 pm
Forum: Gameplay Help
Topic: Any way to prevent bots from building ghosts?
Replies: 3
Views: 2623

Re: Any way to prevent bots from building ghosts?

when building outposts i use logistic bots in the network only and do the building with my personal bots. logi bots can carry up to 4 items at once, while constructors only carry one. speeds up things considerably, and no item detour.
by Manron
Thu Mar 29, 2018 8:40 pm
Forum: Ideas and Suggestions
Topic: Better train control
Replies: 53
Views: 16999

Re: Better train control

rampelstinskin wrote: Train network completely clogged. Now i need manual intervention to unclog it.
if your train network cloggs up you dont have enough stations or waiting bays. also you have to make sure your blocks after every intersection are not shorter than your longest train.
by Manron
Thu Mar 29, 2018 8:30 pm
Forum: Gameplay Help
Topic: filling maintenance train
Replies: 6
Views: 4081

Re: filling maintenance train

i'm using a similar setup with one addition: there is one filter inserter REMOVING stuff from the train if there is more inside than what is set in the constant combinator. stack size 1. if unloading is to slow you can add a stack filter inserter as a slave via a (if anything>3). oh, and i dont have...
by Manron
Wed Mar 21, 2018 7:47 pm
Forum: Not a bug
Topic: [0.16.32] Construction robots aren't building
Replies: 2
Views: 1592

Re: [0.16.32] Construction robots aren't building

Where are the items stored? they need to be in a logistic chest within logistic range (the orange one) Are there construction bots in the correct logistic network? did you place a huge blueprint? there is a building queue that the game loops through, so it may take some time until your bots start wo...
by Manron
Mon Mar 19, 2018 11:04 am
Forum: Gameplay Help
Topic: Inserter belt vs chests
Replies: 8
Views: 3173

Re: Inserter belt vs chests

it should work if you add a simple SR latch that sets on your signal and resets on 'read hand contents' >= [the number of inserters you are using to insert fuel]. iirc once the inserter has finished grabbing one item it will complete the insertion. if that doesnt work you could add a timer to make y...
by Manron
Sun Mar 18, 2018 11:49 pm
Forum: Gameplay Help
Topic: Inserter belt vs chests
Replies: 8
Views: 3173

Re: Inserter belt vs chests

insertes will not take items off belts when triggered by a single-tick pulse. you need to make the signal stay true until the inserter got an item in its hand. (unable to test it right now, but that's what i think i recall)

for chests the single tick pulse works, you found that out already.
by Manron
Thu Mar 15, 2018 10:19 am
Forum: Gameplay Help
Topic: [0.16.30] Feeding from inserter make gap
Replies: 18
Views: 8112

Re: [0.16.30] Feeding from inserter make gap

if you put a 3x3 balancer after what impetus maximus sugested you will get a perfectly balanced input/output.

depending on your setup it may even suffice to put two splitters in the 3-lane bus connecting 1 to 2 and 2 to 3.
by Manron
Wed Mar 14, 2018 8:01 pm
Forum: Gameplay Help
Topic: [0.16.30] Feeding from inserter make gap
Replies: 18
Views: 8112

Re: [0.16.30] Feeding from inserter make gap

try setting the splitters to output priority right belt, see if that helps. or remove the splitters altogether, they are not needed anyway, are they?
by Manron
Wed Mar 14, 2018 5:56 pm
Forum: Gameplay Help
Topic: Refinery problem
Replies: 27
Views: 8678

Re: Refinery problem

Could you post a screenshot or something? it's hard to tell what is going on by your descriptions.

is the heavy oil getting used? if any of the fluids is backing up the refineries will eventually stall.
by Manron
Wed Mar 07, 2018 8:04 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.26] Priority Splitter based 1/12th splitting.
Replies: 6
Views: 2981

Re: [kovarex] [0.16.26] Priority Splitter based 1/12th splitting.

I'd do that if i was at home, my boss wont let me play at work for some obscure reasons. I understood the 2nd splitter was needed when i read your post for a 2nd time, tat's why i edited my post to nvm. ;)
by Manron
Wed Mar 07, 2018 5:47 pm
Forum: Gameplay Help
Topic: Train loading
Replies: 4
Views: 3073

Re: Train loading

i'm using a setup with combinators that compares what is in the train to the values i set in a constant combinator. There is just one requester chest and one stack inserter loading the train. as this will most likely load too many items i also placed a filter inserter to simultaniously unload the ex...
by Manron
Wed Mar 07, 2018 4:34 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.26] Priority Splitter based 1/12th splitting.
Replies: 6
Views: 2981

Re: [kovarex] [0.16.26] Priority Splitter based 1/12th splitting.

out of curiosity, what happens if you remove the 2nd splitter? the dead end one.

Edit: nvm, i failed comprehending what you wrote in the original post. :oops:
by Manron
Thu Mar 01, 2018 3:47 pm
Forum: Releases
Topic: Version 0.16.27
Replies: 51
Views: 39195

Re: Version 0.16.27

Imagine someone seriously told you that $Smartphone X+1 is made by attaching a bigger processor, bigger battery and some memory chips onto an old $Smartphone X, you'd be laughing the whole day. Exactly. Instead they add a new camera and some software tweaks and sell the same old crap for a higher p...
by Manron
Thu Mar 01, 2018 11:17 am
Forum: Gameplay Help
Topic: robot logistics requests
Replies: 7
Views: 4282

Re: robot logistics requests

And it's never a good idea to request Construction Robots as when they leave your inventory a request is made for more, this is kind of a pain. this is not true. i am requesting 50 construction robots all the time and got two personal roboports. when i'm building with blueprints those 50 robots dep...
by Manron
Wed Feb 28, 2018 10:57 am
Forum: Duplicates
Topic: [16.26] Splitter not passing items thorugh
Replies: 4
Views: 2624

Re: [16.26] Splitter not passing items thorugh

Show us the left belt aswell, please. i'm seeing one steel at the underground entrance.

Else, did you try rebuilding the splitter?
by Manron
Fri Feb 16, 2018 6:37 pm
Forum: Gameplay Help
Topic: Logistic Buffer chests - why?
Replies: 17
Views: 34723

Re: Logistic Buffer chests - why?

They are very usefull to prevent loops in the logistics network. if at any point you have a requester chest output to a belt and a provider chest taking from the same belt, your bots will start moving items in an endless loop. replace the provider chest with a buffer chest and make sure the request...

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