Search found 204 matches
- Tue Apr 08, 2025 4:06 am
- Forum: Logistic Train Network
- Topic: Trying to reacrate LTN's 'pull' system
- Replies: 12
- Views: 568
Re: Trying to reacrate LTN's 'pull' system
You can use the circuit and the item wildcard system. Is it a good solution? Heck no, but it is technically possible. But if you insist on it it can be done.
- Mon Apr 07, 2025 4:35 pm
- Forum: Logistic Train Network
- Topic: Trying to reacrate LTN's 'pull' system
- Replies: 12
- Views: 568
Re: Trying to reacrate LTN's 'pull' system
You don't need a pull system. A push system with dynamic trains is dead simple in vanilla 2.0.
Interrupts:
If cargo empty, go to station Load, wait until full
If has cargo, go to station Unload [cargo], wait until empty
Done.
Add an interrupt for refueling and going to depot if destination full or ...
Interrupts:
If cargo empty, go to station Load, wait until full
If has cargo, go to station Unload [cargo], wait until empty
Done.
Add an interrupt for refueling and going to depot if destination full or ...
- Sun Feb 02, 2025 11:35 pm
- Forum: Gameplay Help
- Topic: How to handle train loading with generic wildcard interrupts?
- Replies: 7
- Views: 735
Re: How to handle train loading with generic wildcard interrupts?
If you add a depot trains go to if no station is available (and they are not at a loading station) you can have a bunch of extra trains prepared and don't need to do exact adjustment every time you build a new station. If you don't see a train in the depot just put down 20 more and forget about ...
- Sun Feb 02, 2025 8:43 pm
- Forum: Gameplay Help
- Topic: How to handle train loading with generic wildcard interrupts?
- Replies: 7
- Views: 735
Re: How to handle train loading with generic wildcard interrupts?
If you add a depot trains go to if no station is available (and they are not at a loading station) you can have a bunch of extra trains prepared and don't need to do exact adjustment every time you build a new station. If you don't see a train in the depot just put down 20 more and forget about it ...
- Sun Jan 26, 2025 8:14 am
- Forum: General discussion
- Topic: They need to rename Gleba to Bartleby
- Replies: 117
- Views: 11655
Re: They need to rename Gleba to Bartleby
Look, speedrunning is an exercise in complete mastery of a game. If you are worried that your gleba factory breaks you need to get better at gleba, not have the game made easier for you. Spoilage is entirely deterministic, theres no randomness fucking you over. If your approach to not do bacteria ...
- Wed Jan 15, 2025 6:40 pm
- Forum: Gameplay Help
- Topic: Remote restart of Gleba?
- Replies: 7
- Views: 918
Re: Remote restart of Gleba?
Separate solar powered electricity circuit that insertes stored fuel. Either onto the usual belt with burner inserters, or in seperate heaters that deliver steam through pipes to the usual turbines.
- Thu Dec 19, 2024 9:29 pm
- Forum: Gameplay Help
- Topic: Train - control by interuption
- Replies: 9
- Views: 829
Re: Train - control by interuption
Filling all trains with only 1 type of resource only happens if you take the trains out of the loading stations while there is no open unloading station. If you just let them sit there its a nonissue.
- Tue Dec 17, 2024 2:23 am
- Forum: Gameplay Help
- Topic: [2.0.23] Train menu glitching, caused by interrupts?
- Replies: 2
- Views: 301
Re: [2.0.23] Train menu glitching, caused by interrupts?
You could add an additional condition for the waiting interrupt "and not at station waiting area", that should fix the flickering at least.
- Sat Dec 07, 2024 4:10 pm
- Forum: Mod portal Discussion
- Topic: "Planet" tag in Mod search
- Replies: 4
- Views: 600
Re: "Planet" tag in Mod search
That does sound useful yeah.
- Sat Dec 07, 2024 10:42 am
- Forum: Ideas and Suggestions
- Topic: Dynamically change trainstop names richtext icons with circuit signals
- Replies: 16
- Views: 1781
Re: Dynamically change trainstop names richtext icons with circuit signals
This would be very useful
- Sat Dec 07, 2024 9:27 am
- Forum: General discussion
- Topic: I don't like the trigger tech
- Replies: 6
- Views: 992
Re: I don't like the trigger tech
But... everything behind oil, needs oil. ou can have a chest or two buffer your science flask production and if you are really going from no oil t building your infrastructure faster than your labs research then put down another 15 or so of them. It's really not a problem
- Fri Dec 06, 2024 12:08 pm
- Forum: General discussion
- Topic: I don't like the trigger tech
- Replies: 6
- Views: 992
Re: I don't like the trigger tech
If you are not using the stuff the trigger gives you, why do you go out of your way to get it already? Just let it rest until you are ready to engage with it?
- Sun Dec 01, 2024 6:45 am
- Forum: Gameplay Help
- Topic: Electric furnaces worth it without beacons?
- Replies: 13
- Views: 2322
Re: Electric furnaces worth it without beacons?
Check the english language wiki, that one got the current info at least.
- Sat Nov 30, 2024 6:27 am
- Forum: General discussion
- Topic: Quality Gating is flawed
- Replies: 60
- Views: 13063
Re: Quality Gating is flawed
I do also think locking quality levels (not just legendary) behind tech unlocks is not good. My argument centers around the fact that researching those higher levels instantly breaks all earlier builds one made that use quality intermediaries because those will now clog up with quality ingredients ...
- Thu Nov 28, 2024 8:57 am
- Forum: General discussion
- Topic: Well, Fulgora sucks [Spoilers]
- Replies: 93
- Views: 18585
Re: Well, Fulgora sucks [Spoilers]
Scrap being an everything mix is like three quarters the point of Fulgora. If your gonna seperate it out straight up making it worse and more boring.
I don't think enemies are necessary. We got biters on nauvis, worms on vulcanus and pentapods on gleba, its fine to have some peacful places.
I do ...
I don't think enemies are necessary. We got biters on nauvis, worms on vulcanus and pentapods on gleba, its fine to have some peacful places.
I do ...
- Thu Nov 28, 2024 6:17 am
- Forum: Ideas and Suggestions
- Topic: "Import from planet..." setting defaulting to the planet that the platform is currently orbiting
- Replies: 12
- Views: 1136
Re: "Import from planet..." setting defaulting to the planet that the platform is currently orbiting
I think an even better way to do this would to have items that can be crafted anywhere defaulting to the current planet, while items that have crafting, or spawn (for ores and their immediate intermidiaries) places restrctions default to the planet where they can come from.
- Thu Nov 28, 2024 6:13 am
- Forum: Ideas and Suggestions
- Topic: Fix "Anything" Signal In Train Stop Names
- Replies: 3
- Views: 638
Re: Fix "Anything" Signal In Train Stop Names
I would also like this (or some other way to say "I don't care about this character in train station names") to happen. When having multiple different train management systems in the same rail network they can sometimes have conflicting requirements in naming sheme for the same stations and this ...
- Thu Nov 28, 2024 6:07 am
- Forum: Gameplay Help
- Topic: My attempt at generic stations
- Replies: 12
- Views: 1606
Re: My attempt at generic stations
If you're wanting trains to replace belts, you need to direct-load from them. It only really works if the same station reveives multiple products.
Pre-2.0, I would have a train with cargo wagons that I restricted the individual slots on, which would go around and pick items up to drop off. Say, a ...
- Thu Nov 28, 2024 12:05 am
- Forum: Gameplay Help
- Topic: Foundries instead of furnaces on Nauvis?
- Replies: 9
- Views: 6211
Re: Foundries instead of furnaces on Nauvis?
I think fluid wagons actually have a slightly lower carry capacity for iron plates (in the form of molten iron) than normal cargo wagons. With the 50% productivity bonus on foundrires they can carry 3750 plates, while a normal cargo wagon does 4000. However this in my opinion is easily outdone by ...
- Wed Nov 27, 2024 10:12 pm
- Forum: Gameplay Help
- Topic: Foundries instead of furnaces on Nauvis?
- Replies: 9
- Views: 6211
Re: Foundries instead of furnaces on Nauvis?
It's 1 calcite to 50! ore, and once its smelted you are in pipes and can do with it as you please. And founrification increases speed and productivity massively. Flying in a bit of calcite from vulcanus (500 per rocket) in an automated transport is super cheap and gives huge result. It's also very ...