Search found 158 matches
- Sun Jan 28, 2024 2:25 pm
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 138
- Views: 17272
Re: Friday Facts #395 - Generic interrupts and Train stop priority
That trains go to "no path" and dispatch a warning when their next destination is disabled is I think to much. If the stop doesn't exist, fine, makes sense. But if it is disabled it has been done so via circuit network for a reason. For example I have made a setup where a supply train auto...
- Sun Jul 04, 2021 4:59 pm
- Forum: Gameplay Help
- Topic: Personel train transport?
- Replies: 21
- Views: 6025
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 ...
- Sun Jul 04, 2021 2:54 am
- Forum: Gameplay Help
- Topic: Personel train transport?
- Replies: 21
- Views: 6025
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?
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?
- Fri Jul 02, 2021 9:40 pm
- Forum: Gameplay Help
- Topic: Personel train transport?
- Replies: 21
- Views: 6025
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...
- Thu Jul 01, 2021 5:49 pm
- Forum: Gameplay Help
- Topic: Personel train transport?
- Replies: 21
- Views: 6025
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...
- Sun Mar 28, 2021 1:38 pm
- Forum: Gameplay Help
- Topic: Thank you.
- Replies: 6
- Views: 1955
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.
- Sun Mar 28, 2021 1:25 am
- Forum: Gameplay Help
- Topic: Thank you.
- Replies: 6
- Views: 1955
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.
- Wed Feb 17, 2021 12:34 am
- Forum: General discussion
- Topic: Stages of Factorio gameplay
- Replies: 10
- Views: 4379
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.
- Fri Jan 08, 2021 3:28 am
- Forum: Gameplay Help
- Topic: Lessons learned. Please tell me more.
- Replies: 11
- Views: 4302
- Sun Dec 20, 2020 11:36 pm
- Forum: General discussion
- Topic: Come up with new infinite research
- Replies: 34
- Views: 10931
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%.
Fuel refining. Increase acceleration and max. speed bonus of all fuels by 5%.
- Thu Dec 03, 2020 10:15 pm
- Forum: Gameplay Help
- Topic: Train not moving
- Replies: 7
- Views: 2507
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.
- Mon Nov 30, 2020 2:24 pm
- Forum: General discussion
- Topic: Chain signals are overused
- Replies: 23
- Views: 8402
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...
- Sun Nov 15, 2020 1:56 pm
- Forum: Gameplay Help
- Topic: Any way to transport raw materials under water?..
- Replies: 6
- Views: 2376
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...
- Sat Nov 14, 2020 10:56 pm
- Forum: General discussion
- Topic: Whoops
- Replies: 5
- Views: 1594
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.
- Fri Nov 06, 2020 12:47 pm
- Forum: General discussion
- Topic: Saved games and future updates
- Replies: 10
- Views: 2809
Re: Saved games and future updates
Steam does offer access to a lot of previous versions.
- Wed Nov 04, 2020 1:46 am
- Forum: Gameplay Help
- Topic: problem with logistic network and storage looping
- Replies: 11
- Views: 4205
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?
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?
- Fri Oct 16, 2020 4:42 pm
- Forum: Gameplay Help
- Topic: Can't connect pipe together with same product inside
- Replies: 7
- Views: 3324
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.
- Sun Oct 11, 2020 4:21 pm
- Forum: Gameplay Help
- Topic: Nest and a-bomb texture changes permanent?
- Replies: 3
- Views: 1336
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.
- Mon Oct 05, 2020 12:15 am
- Forum: Gameplay Help
- Topic: Evaluation order of circuit entities
- Replies: 7
- Views: 2575
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.
- Fri Oct 02, 2020 1:27 am
- Forum: Gameplay Help
- Topic: Masking signals from circuit network
- Replies: 2
- Views: 1153
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.
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.