Search found 446 matches

by aober93
Sun Jun 30, 2019 8:21 pm
Forum: Gameplay Help
Topic: Trains using the same track (signals etc)
Replies: 9
Views: 1888

Re: Trains using the same track (signals etc)

Railblock must be bidirectional. So it must have a signal in and out on both ends.
by aober93
Sun Apr 21, 2019 9:47 pm
Forum: Gameplay Help
Topic: Rail building frustration
Replies: 3
Views: 1311

Re: Rail building frustration

aaaa painful

Press Q to release the tracks
by aober93
Mon Nov 12, 2018 9:30 pm
Forum: Gameplay Help
Topic: The Feasibility of Outpost Building Trains
Replies: 5
Views: 3838

Re: The Feasibility of Outpost Building Trains

You will need material to build the material request in the first place. That and the rails leading to it.
If you have that, you can bring all the other items as well. Typically in one large train.

I have tried it, but i didnt stick with it.
by aober93
Wed Jul 04, 2018 8:39 pm
Forum: Gameplay Help
Topic: Multiply logistic request by x
Replies: 1
Views: 743

Re: Multiply logistic request by x

Since a few months now ,doesnt it account for assembler speed at least? Dont modding the recipe file work anymore? you could set a multiplier in there. But really i dont have any trouble with it. For example if i push from 2 sides, or pick from 2 sides viceversa, i need more items or less in the req...
by aober93
Wed Jul 04, 2018 8:27 pm
Forum: Gameplay Help
Topic: split signals
Replies: 4
Views: 2063

Re: split signals

I dont understand the issue, what 0= 101 means? If its copper wire, then you want to set copper wire = 101 instead of "0" if youre talking about the signal "0" but whatever. Then what is the purpose of trying to set 2 = 0. Thats no equation .. You dont need to multiplex this at a...
by aober93
Wed Jul 04, 2018 8:09 pm
Forum: Gameplay Help
Topic: simple power switch setup?
Replies: 8
Views: 4821

Re: simple power switch setup?

No matter what I set, the power won't come on Yea make sure one side is connected to a power source tho. The switch is closed, so it connects. Just need a power source. You can check if a pole is connected to your main power network by clicking on it. Youll see a rundown of power produced etc. If i...
by aober93
Sun Jul 01, 2018 6:08 pm
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 44616

Re: Friday Facts #249 - Dead end exploration

A mix of 3 and 4 please. I like the idea that blueprints are always library items, and the library becoming more accessible. I proposed it since the library was implemented.
by aober93
Thu Jun 28, 2018 5:42 pm
Forum: Gameplay Help
Topic: Filter inserter 2 operating mode
Replies: 7
Views: 1765

Re: Filter inserter 2 operating mode

There should only be few occasions when you mix items per waggon. You can limit inserters to 1 stack item manually. Which is an easy fix but slows it down. What i do is i fill the train with a fast stack inserter. Once the waggon is full, but the inserter isnt empty, i use an filter inserter to take...
by aober93
Mon Jun 18, 2018 11:13 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Close to 5k SPM Megaspaghetti
Replies: 3
Views: 4434

Re: Close to 5k SPM Megaspaghetti

Theres an unpowered solar panel.

sick map btw, runs very slow tho lol.
by aober93
Fri Jun 15, 2018 7:31 am
Forum: Gameplay Help
Topic: Equalising 3 train unloader
Replies: 9
Views: 2349

Re: Equalising 3 train unloader

This is what i solved with this circuit, only 3 combinators per bay.
viewtopic.php?f=193&t=44038&hilit=train+balancer

But since 0.15 i am shutting down the station instead of the signal, to avoid rare deadlocks. Ive changed it abit, i can upload it if u want.
by aober93
Thu Jun 14, 2018 4:18 pm
Forum: General discussion
Topic: Why are 60 UPS = 1s?
Replies: 26
Views: 7132

Re: Why are 60 UPS = 1s?

OP is correct, this would positivly affect the game performance. But in fact the game does already do something like this, it updates some entities only once every few ticks, which essentially is the same as your proposal. But it would have a negative impact if the UPS came down as a whole ,because ...
by aober93
Fri May 25, 2018 10:41 pm
Forum: Mods
Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
Replies: 348
Views: 223387

Re: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7

This line here is causing heavy stutter every like 2 seconds on my recent map. Only this map tho, but its my biggest. in trainlist.lua on line 210 in the current release local records = (ti.train.schedule and ti.train.schedule.records and #ti.train.schedule.records > 0) and ti.train.schedule.records...
by aober93
Thu May 24, 2018 4:11 pm
Forum: Show your Creations
Topic: Lazy Kovarex
Replies: 2
Views: 2178

Re: Lazy Kovarex

wrong forum
by aober93
Wed Apr 25, 2018 3:58 pm
Forum: Gameplay Help
Topic: Need some blueprints of simple working train runs
Replies: 21
Views: 10659

Re: Need some blueprints of simple working train runs

That dualloop helped me understand it. But thats just me. It contains oneway rail with a bidirectional section combined and this is not easy. Its easier to have only oneway i think. dualloop.jpg 0eNqVmetO40AMhd9lfico9lzTV1mhVSkRRIK0agNahPrum5LC0uJuz/nVC8mH53jO1Hbe3d3TS7fZ9sPoFu+uX62HnVv8ene7/mFYPh2+...
by aober93
Fri Apr 13, 2018 10:11 pm
Forum: General discussion
Topic: Well its Friday so ........
Replies: 25
Views: 5683

Re: Well its Friday so ........

World is going to end holy shit
by aober93
Fri Apr 13, 2018 10:09 pm
Forum: Gameplay Help
Topic: Requesting help with rail junction
Replies: 13
Views: 2946

Re: Requesting help with rail junction

That bypass should be one directional, because a train coming from either direction shall pick a side which the other doesnt. So they can actually pass each other. At the moment both lanes have 2 signals at both ends ,making it 2 directional so a train can enter either side. Thus it can block the ot...
by aober93
Sun Apr 08, 2018 9:56 pm
Forum: General discussion
Topic: How to use/manage blueprints properly??
Replies: 12
Views: 5242

Re: How to use/manage blueprints properly??

Workarounds for the bad parts. To delete a blank blueprint, you have to take it and mark some random stuff on the map to fill it. Then you will have to reopen it and are now able to delete it. To access a blueprint more easily, dont use it from the library, instead have it in your inventory or toolb...
by aober93
Sat Mar 31, 2018 1:18 pm
Forum: Show your Creations
Topic: 27 million ucoins
Replies: 2
Views: 2475

Re: 27 million ucoins

Is this some kind of idle game?
by aober93
Fri Mar 30, 2018 1:40 pm
Forum: Ideas and Suggestions
Topic: Adjacent Power
Replies: 22
Views: 4070

Re: Adjacent Power

So when there is no power pole in the way, there will be something else in the way.
by aober93
Thu Mar 29, 2018 6:19 pm
Forum: Gameplay Help
Topic: Any way to prevent bots from building ghosts?
Replies: 3
Views: 1413

Re: Any way to prevent bots from building ghosts?

I dont play multiplayer, but my personal bots still compete with stationary ones. Like im building outposts. If i rebuild it, i raze parts. The stationary bots pick it up, and dump it to the trash system. My trash train picks it up, and away it is lol. I have other supply systems bringing it back to...

Go to advanced search