Search found 157 matches

by mergele
Sun Jul 04, 2021 4:59 pm
Forum: Gameplay Help
Topic: Personel train transport?
Replies: 21
Views: 921

Re: Personel train transport?

That did help clear up things quite a bit. Questions: Is there a case where you call a train to a station you are not currently at? Is this supposed to be multiplayer compatible with multiple trains running simultaneously to different targets? Will you use this exclusively for personal transport or ...
by mergele
Sun Jul 04, 2021 2:54 am
Forum: Gameplay Help
Topic: Personel train transport?
Replies: 21
Views: 921

Re: Personel train transport?

I admittedly do not understand your requirements or your current solution.
What is the white dot signal? How many trains are there in the network for this? Are all train stations connected with logic wires or only locally?
Could you walk me step-by-step through one usage of this?
by mergele
Fri Jul 02, 2021 9:40 pm
Forum: Gameplay Help
Topic: Personel train transport?
Replies: 21
Views: 921

Re: Personel train transport?

[..] I don't think this works. The problem i encountered is that the constant combinators are too rigid (which is normal, it's in the name). I would love to be able to power up/down combinators with switches which would add some modularity but it seems impossible. [..] The constant combinators have...
by mergele
Thu Jul 01, 2021 5:49 pm
Forum: Gameplay Help
Topic: Personel train transport?
Replies: 21
Views: 921

Re: Personel train transport?

You can have a train do a "Waiting station" -> "Pickup station" schedule. Then have "Pickup stations" that are all disabled by default. And then you do some combinator magic to have a constant combinator that activates the adjacent "Pickup station" when it's a...
by mergele
Sun Mar 28, 2021 1:38 pm
Forum: Gameplay Help
Topic: Thank you.
Replies: 6
Views: 569

Re: Thank you.

Because if your railnetwork is so clogged up that every single waiting area is full you have a whole other problem way earlier anyways. it can happen, but at that point I'd actually call it a useful reminder to upgrade you rails because they are stifeling the factory.
by mergele
Sun Mar 28, 2021 1:25 am
Forum: Gameplay Help
Topic: Thank you.
Replies: 6
Views: 569

Re: Thank you.

No, that is fine. There is no deadlock potential there unless the entire track over it#s entire length is filled up.
by mergele
Wed Feb 17, 2021 12:34 am
Forum: General discussion
Topic: Stages of Factorio gameplay
Replies: 10
Views: 1206

Re: Stages of Factorio gameplay

I started Factorio playing multiplayer with some friends. They knew a bit about the game already and halfway through vanilla got to uncomplex for us so we look at mods and I never looked back. In all these years, I have never launched a rocket.
by mergele
Fri Jan 08, 2021 3:28 am
Forum: Gameplay Help
Topic: Lessons learned. Please tell me more.
Replies: 11
Views: 1447

Re: Lessons learned. Please tell me more.

starlinvf wrote:
Thu Jan 07, 2021 10:31 pm
[..] For an intermediate setup, you can get a simple circuit network of SR Latches to monitor the levels for you. [..]
Way excessive already. Just do a pump with a wire to a tank that activates when the tank is almost full.
by mergele
Sun Dec 20, 2020 11:36 pm
Forum: General discussion
Topic: Come up with new infinite research
Replies: 34
Views: 3096

Re: Come up with new infinite research

Module power. Increase effect of modules by 1%
Fuel refining. Increase acceleration and max. speed bonus of all fuels by 5%.
by mergele
Thu Dec 03, 2020 10:15 pm
Forum: Gameplay Help
Topic: Train not moving
Replies: 7
Views: 741

Re: Train not moving

The bandaid solution would be to add another 2 dummy stations to the lower track. If the penealty is everywhere it is nowhere.
by mergele
Mon Nov 30, 2020 2:24 pm
Forum: General discussion
Topic: Chain signals are overused
Replies: 23
Views: 3022

Re: Chain signals are overused

Yes, I agree. Chain signals are overused. I do that myself and I know it. However an aspect this didn't consider is that they are mentally easy. Do I need a chain signal here? Maybe not, but it won't hurt, plop it down and be done with it. Sometimes figuring out precise signalling is what I am in th...
by mergele
Sun Nov 15, 2020 1:56 pm
Forum: Gameplay Help
Topic: Any way to transport raw materials under water?..
Replies: 6
Views: 889

Re: Any way to transport raw materials under water?..

Without mods: Use Landfill to make a bridge. Just know that it's gonna be expensive. Or run a railway all the way around the lake, this should usually be less expensive but it technically does not answer the question With mods: Use boats, tunnels, planes, teleporters or just shoot it across. This i...
by mergele
Sat Nov 14, 2020 10:56 pm
Forum: General discussion
Topic: Whoops
Replies: 5
Views: 587

Re: Whoops

I once did this with heavy Armor. I called it my chest of shame and since got a lot more zealous about limiting chests.
by mergele
Fri Nov 06, 2020 12:47 pm
Forum: General discussion
Topic: Saved games and future updates
Replies: 10
Views: 829

Re: Saved games and future updates

Steam does offer access to a lot of previous versions.
by mergele
Wed Nov 04, 2020 1:46 am
Forum: Gameplay Help
Topic: problem with logistic network and storage looping
Replies: 11
Views: 1204

Re: problem with logistic network and storage looping

I'll reiterate to make sure I understand your problem:
You have salt water produced that you want to be moved away from the production facility to a storage area, and from there distributed to the consumers?
Isn't that just simply a case of a active provider - storage chest - requester chest chain?
by mergele
Fri Oct 16, 2020 4:42 pm
Forum: Gameplay Help
Topic: Can't connect pipe together with same product inside
Replies: 7
Views: 985

Re: Can't connect pipe together with same product inside

Not a bug, one of the cases of "yep, making this absolutly water proof is not feaseable. Let's accept that and just make it easy to fix instead" for the fluid system.
by mergele
Sun Oct 11, 2020 4:21 pm
Forum: Gameplay Help
Topic: Nest and a-bomb texture changes permanent?
Replies: 3
Views: 349

Re: Nest and a-bomb texture changes permanent?

You can plaster over them with concrete/stone. I am not sure what happens if you then remove the concrete/stone though.
by mergele
Mon Oct 05, 2020 12:15 am
Forum: Gameplay Help
Topic: Evaluation order of circuit entities
Replies: 7
Views: 854

Re: Evaluation order of circuit entities

Yes everyone works on the same set of inputs, when everyone is finished the results are added up and pushed onto the circuit as new input for the next round of operations.
by mergele
Fri Oct 02, 2020 1:27 am
Forum: Gameplay Help
Topic: Masking signals from circuit network
Replies: 2
Views: 319

Re: Masking signals from circuit network

Face, meet desk - moment of the highest order.
I don't need to perfectly eliminate it, I can just run a -10000 or so in and then add a filter. God I feel so stupid right now.
by mergele
Thu Oct 01, 2020 8:37 pm
Forum: Gameplay Help
Topic: Masking signals from circuit network
Replies: 2
Views: 319

Masking signals from circuit network

So I've got a pretty cool automatic resupply system going. There is only one thing missing to make it perfect (for now), and I just can't figure it. I have a memory cell which is storing unknown singnals with unknown values, and I want to be able to set a constant combinator to mask out signals from...

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