
Search found 37 matches
- Tue Jan 17, 2023 2:33 pm
- Forum: Gameplay Help
- Topic: Train inventory logic
- Replies: 7
- Views: 2898
Re: Train inventory logic
Having testing it it seems to solves all my problems - thanks again, time to do some cleanup on that old map 

- Tue Jan 17, 2023 2:13 pm
- Forum: Gameplay Help
- Topic: Train inventory logic
- Replies: 7
- Views: 2898
Re: Train inventory logic
Cheers, I will give that design a try - looks was more neat than my old stations as well.
- Tue Jan 17, 2023 8:36 am
- Forum: Gameplay Help
- Topic: Train inventory logic
- Replies: 7
- Views: 2898
Re: [1.1.74 ]Train inventory logic
One thing I tried additionally: as the signal is empty if there is no train and I considered that as a potential source for the issue I added an arithmetic operartor to it to cumpute INPUT OR 1 -> OUTPUT, so if there is no signal it will be 1 or the train inventory... still, for one tick items are ...
- Tue Jan 17, 2023 7:48 am
- Forum: Gameplay Help
- Topic: Train inventory logic
- Replies: 7
- Views: 2898
Train inventory logic
I have currently pulled up an old savegame which has been running in the past for a very long time.
Back then I set up a supply train that carries multiple items in one waggon, loading is managed by reading the train inventory a the loading station - however, it doesn't seem to work anymore. Any ...
Back then I set up a supply train that carries multiple items in one waggon, loading is managed by reading the train inventory a the loading station - however, it doesn't seem to work anymore. Any ...
- Wed Jul 31, 2019 11:11 am
- Forum: General discussion
- Topic: How do new version affect older gamesaves?
- Replies: 9
- Views: 3044
Re: How do new version affect older gamesaves?
Recipes are not saved in the save file, if you update to a version with recipe changes then you need to change that production setup.
Migrating save files over major releases is generally not worth it, minor release changes are no problem to fix though.
Depends on the Savegame.... I got a game ...
- Tue Jul 30, 2019 7:35 pm
- Forum: Releases
- Topic: Version 0.17.60
- Replies: 423
- Views: 182407
Re: Version 0.17.60
I play super heavily modded (120+ mods) games these days, as vanilla did not satisfy enough long ago (2000 hours ago). Coal Liquifaction was a requirement based on the enormous amount of Lubricant needed in Bob's/AAI/SpaceX/etc so I loved their takes on it all. I just feel that this new change ...
- Wed Jul 24, 2019 6:14 am
- Forum: Releases
- Topic: Version 0.17.58
- Replies: 53
- Views: 33332
Re: Version 0.17.58
But the fun is not lasting... setting a forrest on fire and see it burn is more enjoyableJap2.0 wrote: Tue Jul 23, 2019 5:21 pm Come on, guys. The atomic bomb is clearly the way to go for most efficient tree-killing.

- Tue Jul 16, 2019 7:18 am
- Forum: Mods
- Topic: [0.16.50] Dark Matter Replicators
- Replies: 77
- Views: 79087
Re: [0.17.50] Dark Matter Replicators
The Mods breaks my game in the experimental branch. It works in the early 17.40ies and past that causes an error whilst loading the game.
- Fri Jan 26, 2018 9:30 am
- Forum: Releases
- Topic: Version 0.16.19
- Replies: 26
- Views: 19952
Re: Version 0.16.19
its not mentioned in the notes, but I haven't had a desync since...Tankh wrote:No news on the desync issue many people seem to have?
Edit: just had one, but that was the first in three hours...
- Thu Jan 25, 2018 8:59 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.18] Desyncs while running
- Replies: 43
- Views: 15975
Re: [0.16.18] Desyncs while running
Is anyone able to test mac client -> linux server and mac client -> windows server?
Literally all I have access to is windows so I can't test anything...
Tested as well and I same consistent problem with
Mac Client -> Linux server
Win Client -> Linux server
edit: same issue with a windows ...
Literally all I have access to is windows so I can't test anything...
Tested as well and I same consistent problem with
Mac Client -> Linux server
Win Client -> Linux server
edit: same issue with a windows ...
- Tue Jan 23, 2018 11:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.18] Desyncs while running
- Replies: 43
- Views: 15975
Re: [0.16.18] Desyncs while running
Same issue here since 0.16.17 regular desyncs.. happening whenever...
I will try to upload the reports tomorrow.
I will try to upload the reports tomorrow.
- Fri Jan 12, 2018 7:11 am
- Forum: Releases
- Topic: Version 0.16.0
- Replies: 130
- Views: 123316
Re: Version 0.16.0
If you need to move repair packs closer to some area, place buffer chest there. Leave slots in roboport for robots to drop-off their pack when they return from repair job
There is no point in buffer chests if we are talking remote defense outposts supplied by train, where the only roboport is ...
- Thu Jan 11, 2018 10:15 pm
- Forum: Releases
- Topic: Version 0.16.0
- Replies: 130
- Views: 123316
Re: Version 0.16.0
Major Features
Features
Roboports now provide the repair packs they have for other robots to use.
That just creates loops in a requester chest -> inserter ->roboport setup as the transport bots get mad filling the requester chest with the repair kits provided in the roboport.
I'd ...
Features
Roboports now provide the repair packs they have for other robots to use.
That just creates loops in a requester chest -> inserter ->roboport setup as the transport bots get mad filling the requester chest with the repair kits provided in the roboport.
I'd ...
- Thu Jan 11, 2018 1:50 pm
- Forum: Ideas and Suggestions
- Topic: Invert Landfill
- Replies: 78
- Views: 38964
Re: We can not dig out landfill
This used to be my method as well, until I found out there's a mod called Waterfill .
Which doesn't help if you are playing vanilla ;)
Honestly, I don't get the whole Biter argument - people have dug trenches since centuries to power watermills, irrigate fields or as defenses - it can be ...
- Tue Jan 09, 2018 1:24 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 452617
Re: Friday Facts #224 - Bots versus belts
You don't really have to manage them.
Oh and they are too cheap. But thats more easily fixed.
I beg to differ.
Apart from a severe increase in energy needs you have to manage (which has become pointsless with the introduction of nuclear power), you have to
- manage numbers (and you can do ...
- Tue Jan 09, 2018 9:11 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 452617
Re: Friday Facts #224 - Bots versus belts
Why does the game need to be bots OR belts? Reading up on the threads here, I see that people that dislike the bots do not use them and are happier for it. So problem solved; if you don't like the bots, don't use them. But do not remove an aspect of the game that so many people want to use ...
- Tue Jan 09, 2018 9:05 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 452617
Re: Friday Facts #224 - Bots versus belts
but if bot changes are made that prevent the ability to create megabases I won't be playing anymore.
That would probably an overaction as there will for sure be a mod fixing it...
however, there are several decisions fixed by mods even provided by Devs which make me wonder how consistent ...
That would probably an overaction as there will for sure be a mod fixing it...
however, there are several decisions fixed by mods even provided by Devs which make me wonder how consistent ...
- Mon Jan 08, 2018 9:50 am
- Forum: General discussion
- Topic: Belts vs Bots - A response to FFF #224
- Replies: 98
- Views: 56356
Re: Belts vs Bots - A response to the latest FFF
In conclusion, I think bots add more to the game compared to what take away. I will agree that bots do impact late game optimal play, but not negatively so. I think if you were to remove bots then you'd be taking away more from the game and adding very little in return. I also think that if you ...
- Mon Jan 08, 2018 8:40 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 452617
Re: Friday Facts #224 - Bots versus belts
But personally I think Twinsen is more worried about players who switch all their new production to using an assembler with requester and provider chests, and just stamps those down mindlessly, every time the need more of something. And I agree that scaling production that way is a boring way to ...
- Mon Dec 25, 2017 1:37 pm
- Forum: News
- Topic: Friday Facts #222 - Christmas avalanche
- Replies: 130
- Views: 66674
Re: Friday Facts #222 - Christmas avalanche
So, there's two things to consider: First, it's a lot faster to unload from a tanker, than from a cargo wagon. Not only do you have both inserters and belts moving to deal with, but then there's the time the factory takes to empty and eject the barrel.
Nonsense.
I can unload with 12 inserter per ...
Nonsense.
I can unload with 12 inserter per ...