Tl;dr: When a train is routed to a "no stops with this name exists" it blocks all future interrupts.
This is based on how my train network uses wildcard interrupts normally but then uses a special flag to indicate things need to go my mall/base at times. The setup works except when the wildcard ...
Search found 42 matches
- Sun Apr 06, 2025 4:42 am
- Forum: Not a bug
- Topic: "No stops with this name exists" blocks other interrupts
- Replies: 1
- Views: 186
- Fri Apr 04, 2025 10:30 pm
- Forum: Duplicates
- Topic: Train "Circuit" Conditions Require "Send to Train" Enabled
- Replies: 1
- Views: 106
Train "Circuit" Conditions Require "Send to Train" Enabled
When setting train schedule you can trigger on a circuit value. If a train station does not have the "Send to Train" option enabled, which requires a red/green wire, the train is halted. The check seems to fail no matter the condition.
If no signals are present I would expect it to interpret that ...
If no signals are present I would expect it to interpret that ...
- Tue Feb 11, 2025 9:01 pm
- Forum: Not a bug
- Topic: Adding Train Group with Current Stop
- Replies: 1
- Views: 179
Adding Train Group with Current Stop
I have a train network where most fill stops are a common name then use an interrupt to template the proper destination.
The problem is when you assign a train to a group, even if the template contains the current occupied stop, it seems to trigger interrupts again which causes the train to "leave ...
The problem is when you assign a train to a group, even if the template contains the current occupied stop, it seems to trigger interrupts again which causes the train to "leave ...
- Sat Jan 18, 2025 1:48 pm
- Forum: Gameplay Help
- Topic: Remote restart of Gleba?
- Replies: 7
- Views: 1000
Re: Remote restart of Gleba?
I use an extra requestor chest. Have it buffer whatever you need to restart. You can adjust inserters remotely or have it controlled by a simple circuit.
I actually do this with a few resources, like uranium 235, as I accidentally used it all up and had to start from zero at one point. Not fun.
I actually do this with a few resources, like uranium 235, as I accidentally used it all up and had to start from zero at one point. Not fun.
- Wed Jan 15, 2025 3:46 pm
- Forum: Gameplay Help
- Topic: I would appreciate some help on... Gleba
- Replies: 33
- Views: 17850
Re: I would appreciate some help on... Gleba
I also constantly add a few things to the "read contents" of the bioflux chambers.
1. Do not insert more bioflux unless it closer to empty. Some recipes only need a tad of nutrients and it will over fill and waste most of them by default.
2. Request nutrients when empty. This solves the major ...
1. Do not insert more bioflux unless it closer to empty. Some recipes only need a tad of nutrients and it will over fill and waste most of them by default.
2. Request nutrients when empty. This solves the major ...
- Fri Jan 10, 2025 11:18 pm
- Forum: Gameplay Help
- Topic: Can i transmit signals in between planets
- Replies: 2
- Views: 476
Re: Can i transmit signals in between planets
There are a few mods that have satilite dishes and such between surfaces. I think they already work in 2.0.
- Wed Jan 08, 2025 9:21 pm
- Forum: Gameplay Help
- Topic: Confusion about mining productivity and output rate
- Replies: 3
- Views: 515
Re: Confusion about mining productivity and output rate
Once you unlock stack inserters from Gleba it adds a related ability to have stacked belts. It is listed in the technology.
This changes the buildings from the other planets. Recyclers and Big Miners will both spit out stacks which increases the throughput accordingly. Smaller miners stay as ...
This changes the buildings from the other planets. Recyclers and Big Miners will both spit out stacks which increases the throughput accordingly. Smaller miners stay as ...
- Thu Nov 28, 2024 3:02 pm
- Forum: Gameplay Help
- Topic: Can I read the "full" status of an inserter, assembler, or chest?
- Replies: 4
- Views: 862
Re: Can I read the "full" status of an inserter, assembler, or chest?
You might be able to use n+1 machines to pull this off with a circuit. Read the recipe from the "1" and compare to the contents the others. Subtract one from the other. Check for +/- then output anything low. You may be able to add a counter system to track efficiency too!
The main annoyance is ...
The main annoyance is ...
- Fri Nov 22, 2024 4:35 pm
- Forum: Ideas and Suggestions
- Topic: Odd armor gridsize
- Replies: 13
- Views: 1064
Re: Odd armor gridsize
I like neighbor bonuses because it gives a reason to specialize multiple armors. One might have a bunch of lasers. Another might have roboports. A running set with 10 exoskeletons. Right now, I find it not worthwhile to specialize.
- Thu Nov 21, 2024 10:58 pm
- Forum: General discussion
- Topic: Landing Pad Planet Limit
- Replies: 4
- Views: 1196
Landing Pad Planet Limit
Is there a practical reason cargo landing pads are limited to one per planet?
Balance-wise, it would allow sending material cross-planet but that is pretty expensive in most cases. You could target items to different locations. It would also cause possible conflicts from multiple requestors. Since ...
Balance-wise, it would allow sending material cross-planet but that is pretty expensive in most cases. You could target items to different locations. It would also cause possible conflicts from multiple requestors. Since ...
- Thu Nov 21, 2024 10:48 pm
- Forum: Ideas and Suggestions
- Topic: Odd armor gridsize
- Replies: 13
- Views: 1064
Re: Odd armor gridsize
Quite a few mods have odd sizes. So it is still helpful there.
Rotating would be an awesome feature. Also, having neighbor bonuses for some types of items too!
Rotating would be an awesome feature. Also, having neighbor bonuses for some types of items too!
- Mon Nov 18, 2024 9:05 pm
- Forum: Gameplay Help
- Topic: Additional slot in the locomotive
- Replies: 4
- Views: 553
Re: Additional slot in the locomotive
My guess is because if spoilage and mod support.
I assume you could burn things from Gleba that have fuel value but if the train is idle the may spoil.
Some mods use nuclear trains and steam so end with depleted or spent fuel.
I assume you could burn things from Gleba that have fuel value but if the train is idle the may spoil.
Some mods use nuclear trains and steam so end with depleted or spent fuel.
- Mon Nov 18, 2024 2:14 pm
- Forum: Gameplay Help
- Topic: Space Ship Stuck...
- Replies: 3
- Views: 540
Re: Space Ship Stuck...
Silly question first: Do you have thrusters and fuel loaded into them?
- Sat Nov 16, 2024 12:31 pm
- Forum: Gameplay Help
- Topic: SA: Two progress bars in the rocket silo?
- Replies: 3
- Views: 1331
Re: SA: Two progress bars in the rocket silo?
Also, the rocket animation plays between each so there is an upper limit in rockets/minute you can achieve.
- Thu Nov 14, 2024 6:49 pm
- Forum: Ideas and Suggestions
- Topic: Pop-Up Preventing Logistics Networks Merging by Accident
- Replies: 5
- Views: 662
Re: Pop-Up Preventing Logistics Networks Merging by Accident
The popup could be suppressed unless there are >n roboports. It is unlikely you are merging networks with 50+ together usually. Maybe single digits when building out.
-----
Not perfect but could this be solved with a circuit signal?
A silly way, that would work today, is to have one singular item ...
-----
Not perfect but could this be solved with a circuit signal?
A silly way, that would work today, is to have one singular item ...
- Thu Nov 14, 2024 6:03 pm
- Forum: Ideas and Suggestions
- Topic: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements
- Replies: 75
- Views: 15051
Re: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements
I agree that an expensive solution before foundations would be nice. Maybe like 5 larger power lines and a bit of tungsten.
Ironically, it is because lightning actually makes things too easy I think. So not having it is more of nuisance.
I plop down 50-100 accumulators and then never think about ...
Ironically, it is because lightning actually makes things too easy I think. So not having it is more of nuisance.
I plop down 50-100 accumulators and then never think about ...
- Thu Nov 14, 2024 2:12 am
- Forum: Gameplay Help
- Topic: Multi-Item Train Stations
- Replies: 18
- Views: 4652
Re: Multi-Item Train Stations
Can you give an example of multi-items and expectations? I can think of a few different scenarios.
For example, are there multiple suppliers, destinations, trains per stop? Are all items used at all stops or will some empty without others? Should the train re-supply when any item is zero?
For example, are there multiple suppliers, destinations, trains per stop? Are all items used at all stops or will some empty without others? Should the train re-supply when any item is zero?
- Tue Nov 12, 2024 4:41 pm
- Forum: Gameplay Help
- Topic: Aquilo: platform design troubles
- Replies: 12
- Views: 6558
Re: Aquilo: platform design troubles
Nuclear is easier in my opinion.
Get a quality reactor and turbines. It doesn't take up much space. Also, you can put steam in a tank to store the "water" for travelling.
You also use less water with the calcite based fuels too.
Get a quality reactor and turbines. It doesn't take up much space. Also, you can put steam in a tank to store the "water" for travelling.
You also use less water with the calcite based fuels too.
- Tue Nov 12, 2024 3:57 pm
- Forum: Gameplay Help
- Topic: Heating Tower <1000°
- Replies: 1
- Views: 744
Heating Tower <1000°
Is there a benefit to burning things when already at maximum temperature?
If steam had a temperature value that reflected power it would matter. Without that the only benefit I can see is around really far off heat pipes but the benefit is probably negligible versus ~950°.
With nuclear partner ...
If steam had a temperature value that reflected power it would matter. Without that the only benefit I can see is around really far off heat pipes but the benefit is probably negligible versus ~950°.
With nuclear partner ...
- Tue Nov 12, 2024 3:49 pm
- Forum: Ideas and Suggestions
- Topic: You should be able to toss the ice back into the ocean of Aquilo
- Replies: 8
- Views: 6324
Re: You should be able to toss the ice back into the ocean of Aquilo
This reminds be of a mod, maybe SE, that has a way to evaporate steam with a turbines. This costs power and a bit of space as a tradeoff to overproduction.kaijyuu wrote: Mon Nov 11, 2024 3:29 pm And if fluid dumping is allowed, that might solve ice too, though we'd have to melt it first.