Search found 42 matches

by Ranec1
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

"No stops with this name exists" blocks other interrupts

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 ...
by Ranec1
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 ...
by Ranec1
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 ...
by Ranec1
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.
by Ranec1
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 ...
by Ranec1
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.
by Ranec1
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 ...
by Ranec1
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 ...
by Ranec1
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.
by Ranec1
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 ...
by Ranec1
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!
by Ranec1
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.
by Ranec1
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?
by Ranec1
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.
by Ranec1
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 ...
by Ranec1
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 ...
by Ranec1
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?
by Ranec1
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.
by Ranec1
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 ...
by Ranec1
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

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.
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.

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