Search found 7 matches
- Wed Aug 05, 2020 4:19 pm
- Forum: Logistic Train Network
- Topic: Threshold and Stack Threshold
- Replies: 58
- Views: 27519
Re: Provider stacks vs threashold
No, for items threshold signals overrides mod setting thresholds and stack threshold signals overrides threshold signals.
Hmmm. I am positive that it wasn't delivering nuke fuel until the threshold signal was lowered to below what a train carries. I can do the experiment I guess. I'm also still ...
- Mon Aug 03, 2020 6:11 pm
- Forum: Logistic Train Network
- Topic: Threshold and Stack Threshold
- Replies: 58
- Views: 27519
Provider stacks vs threashold
In a system with the default item threshold of 1000, and a stack threshold of 2:
Requesting 2000 space science. Meeting the item threshold, but not the stack threshold. (I thought space science stack was 1000, not 2000.)
Requesting 320 nuclear fuel elements. Meeting stack threshold, but not item ...
Requesting 2000 space science. Meeting the item threshold, but not the stack threshold. (I thought space science stack was 1000, not 2000.)
Requesting 320 nuclear fuel elements. Meeting stack threshold, but not item ...
- Wed Jun 10, 2020 11:45 pm
- Forum: Implemented Suggestions
- Topic: Changing train stop names, the screen should filter the list when typing at the top
- Replies: 12
- Views: 5123
Re: Changing train stop names, the screen should filter the list when typing at the top
In my current Pyanodon's playthrough I have over 1200 train stops and 600 trains. Adding a new station often requires scrolling through a HUGE list to find similarly named stations to start from. It would save tons of effort if the entry widget would filter the list of station names to like items ...
- Wed Jun 10, 2020 11:42 pm
- Forum: Ideas and Suggestions
- Topic: 'Leave immediately' should not be the default behaviour for trains
- Replies: 8
- Views: 3042
Re: 'Leave immediately' should not be the default behaviour for trains
My vote would be for a new "Wait" leaving condition, and it should NOT be the default for new stations added to a train. An empty leave condition list should cause the train to blow right thru the station, like it does now. I use this to get trains to path thru my base in certain ways. It make more ...
- Sun Aug 12, 2018 6:26 pm
- Forum: Ideas and Suggestions
- Topic: Deconstruction Orders Should Last As Long As Ghosts Do
- Replies: 0
- Views: 872
Deconstruction Orders Should Last As Long As Ghosts Do
TLDR; Deconstruction orders should last as long as ghosts do, which seems to be forever. I'm not asking for the larger fix in the thread below, I'm just looking for the current timeout to be changed to "forever".
I found this thread already: https://forums.factorio.com/viewtopic.php?t=37785. It ...
I found this thread already: https://forums.factorio.com/viewtopic.php?t=37785. It ...
- Thu Jul 27, 2017 3:04 am
- Forum: Releases
- Topic: Version 0.15.31
- Replies: 35
- Views: 33578
Re: Version 0.15.31
Is this the new stable? Game is asking if I want to upgrade now. But I don't see any announcements.
- Tue Feb 07, 2017 11:19 pm
- Forum: Balancing
- Topic: Oil Storage Imbalance
- Replies: 2
- Views: 1840
Oil Storage Imbalance
A storage tank can hold 2500 units of liquid. If I put 25 liquids per barrel, I can put 480 barrels in a chest, and store 12,000 liquids. Seems like I should be able to store more liquid in a tank than a chest, since tank is 9 squares big, and a chest is 1, and barrels have a packing factor that is ...