I just hoped that after 3 months we get some news about how stuff is going. And that was also the intention of the thread starter. So, no complaining here, just a little bit impatience
The more we integrate such "redundant" pieces of the circuit network, the more we move away from the need to have multiple pieces with distinct functionality in the first place. Basically, why even have 4 types of combinators at all? Why not go about things the way Mindustry works, as an example ...
I had some similar issues some weeks ago and reported a bug. Thanksfully I got an explanation from boskid how the new deciders work in 2.0:
Deciders have 2 operation modes: - 'normal' mode: normal mode is active when there is NO 'each' condition on input side. So only when using 'Any', 'Everything ...
I just opened forum now because I wanted to make a suggestion thread about the exact same thing. Giving us a checkbox on train station targets to get reserved when being part of a schedule and a train is en route. Something like "Reserve Station Slot before approach" checkbox on every target station ...
I would like to see a belt immunity mk2 that only activates when running AGAINST a belt direction or standing on a belt and is disabled when running along belt direction
TL;DR New special signals (i.e. something like the blueish A-Z0-9) should be treated separately and not merge. That would lead to better signal handling on bus systems and when working with IDs.
What? Especially when working with IDs like on trains or on train stations it doesn't make sense ...
Its bugs me everytime when I open factoriopedia. I dont want spoilers of what nice new stuff is coming on next planets. I try not to look at those new bling bling icons but seriously... nobody wants spoilers. So please give us an option to hide unresearched stuff. Shouldnt be a big thing to code.
Im on 2.0.20 now and its not happening anymore. Can't really say if it was a mouse problem within windows or something with the game. I will keep an eye on it.
Is it possible to edit the blueprint in your blueprint library and have all placed copies in the world that use that blueprint updated (via ghost objects).
Im placing lot of train stations via blueprints and now considering to add a sirene circuit for alerting on empty storages. What is the best ...
Sometimes when deconstructing placed items like belts or whatever by holding right mouse button and moving player (for removing multiple belts in a row), it seems that there are interruptions in registering the right mouse button, so it stops deconstruction. See video for demonstration.
Better open a new thread in gameplay help to discuss your problem or have a look at my blueprint some threads below here. This thread should be more focused on Xardasdm creation
If you dont want to overfill the machine with material then limit the inserters to add only the amount of materials as needed. I used that method at my Multi-Assembler setup. You know that you need 100 gears? Then set memory cell with 200 iron plates and et voila, your machine will only produce 100 ...
Also bear in mind a maximum of infinity is the default value, and having trash unreqyested remove extra makes sense as a default.
yes, it makes sense that unrequested items get removed to trash as default, but I would prefer that maximum count would just adjust to minimum count as default then ...
I am aware of this behavior because it was explicitly requested to work that way and so this a Not a bug.
Wanted to report that too. What is the point to set something from 100-infinity if the behaviour is NOT the expected 'keep 100 to infinity items in inventory before sending to trash'? Some ...
If i understood you correctly your problem is that the train arrives and gets sent off instantly because the circuit needs some ticks to realize it has requested items to unload.
First things first, do you use the editor for troubleshooting your circuit? Especially tick related issues are hard to ...