Search found 205 matches

by mergele
Fri May 02, 2025 2:02 pm
Forum: Gameplay Help
Topic: Module amount exceeds module slots
Replies: 4
Views: 471

Re: Module amount exceeds module slots

I watched the video and I don't see the issue? You have labs with two productivity modules that are getting +8 productivity. All seems as it is supposed to be. If there is an issue please elaborate more specifically
by mergele
Tue Apr 08, 2025 4:06 am
Forum: Logistic Train Network
Topic: Trying to reacrate LTN's 'pull' system
Replies: 12
Views: 780

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.
by mergele
Mon Apr 07, 2025 4:35 pm
Forum: Logistic Train Network
Topic: Trying to reacrate LTN's 'pull' system
Replies: 12
Views: 780

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 ...
by mergele
Sun Feb 02, 2025 11:35 pm
Forum: Gameplay Help
Topic: How to handle train loading with generic wildcard interrupts?
Replies: 7
Views: 918

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 ...
by mergele
Sun Feb 02, 2025 8:43 pm
Forum: Gameplay Help
Topic: How to handle train loading with generic wildcard interrupts?
Replies: 7
Views: 918

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 ...
by mergele
Sun Jan 26, 2025 8:14 am
Forum: General discussion
Topic: They need to rename Gleba to Bartleby
Replies: 117
Views: 12984

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 ...
by mergele
Wed Jan 15, 2025 6:40 pm
Forum: Gameplay Help
Topic: Remote restart of Gleba?
Replies: 7
Views: 1056

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.
by mergele
Thu Dec 19, 2024 9:29 pm
Forum: Gameplay Help
Topic: Train - control by interuption
Replies: 9
Views: 965

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.
by mergele
Tue Dec 17, 2024 2:23 am
Forum: Gameplay Help
Topic: [2.0.23] Train menu glitching, caused by interrupts?
Replies: 2
Views: 355

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.
by mergele
Sat Dec 07, 2024 4:10 pm
Forum: Mod portal Discussion
Topic: "Planet" tag in Mod search
Replies: 4
Views: 684

Re: "Planet" tag in Mod search

That does sound useful yeah.
by mergele
Sat Dec 07, 2024 9:27 am
Forum: General discussion
Topic: I don't like the trigger tech
Replies: 6
Views: 1079

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
by mergele
Fri Dec 06, 2024 12:08 pm
Forum: General discussion
Topic: I don't like the trigger tech
Replies: 6
Views: 1079

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?
by mergele
Sun Dec 01, 2024 6:45 am
Forum: Gameplay Help
Topic: Electric furnaces worth it without beacons?
Replies: 13
Views: 2995

Re: Electric furnaces worth it without beacons?

Check the english language wiki, that one got the current info at least.
by mergele
Sat Nov 30, 2024 6:27 am
Forum: General discussion
Topic: Quality Gating is flawed
Replies: 60
Views: 13960

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 ...
by mergele
Thu Nov 28, 2024 8:57 am
Forum: General discussion
Topic: Well, Fulgora sucks [Spoilers]
Replies: 93
Views: 19939

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 ...
by mergele
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: 1288

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.
by mergele
Thu Nov 28, 2024 6:13 am
Forum: Ideas and Suggestions
Topic: Fix "Anything" Signal In Train Stop Names
Replies: 3
Views: 733

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 ...
by mergele
Thu Nov 28, 2024 6:07 am
Forum: Gameplay Help
Topic: My attempt at generic stations
Replies: 12
Views: 1861

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 ...
by mergele
Thu Nov 28, 2024 12:05 am
Forum: Gameplay Help
Topic: Foundries instead of furnaces on Nauvis?
Replies: 9
Views: 7633

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 ...

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