
Search found 37 matches
- Tue Jan 17, 2023 2:33 pm
- Forum: Gameplay Help
- Topic: Train inventory logic
- Replies: 7
- Views: 512
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: 512
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: 512
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 b...
- Tue Jan 17, 2023 7:48 am
- Forum: Gameplay Help
- Topic: Train inventory logic
- Replies: 7
- Views: 512
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 ide...
- Wed Jul 31, 2019 11:11 am
- Forum: General discussion
- Topic: How do new version affect older gamesaves?
- Replies: 9
- Views: 1737
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 runn...
- Tue Jul 30, 2019 7:35 pm
- Forum: Releases
- Topic: Version 0.17.60
- Replies: 423
- Views: 107429
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 hand...
- Wed Jul 24, 2019 6:14 am
- Forum: Releases
- Topic: Version 0.17.58
- Replies: 53
- Views: 25603
- Tue Jul 16, 2019 7:18 am
- Forum: Mods
- Topic: [0.16.50] Dark Matter Replicators
- Replies: 77
- Views: 65720
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: 15494
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: 9545
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 Server Th...
- Tue Jan 23, 2018 11:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.18] Desyncs while running
- Replies: 43
- Views: 9545
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: 98817
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 prima...
- Thu Jan 11, 2018 10:15 pm
- Forum: Releases
- Topic: Version 0.16.0
- Replies: 130
- Views: 98817
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 personally conside...
- Thu Jan 11, 2018 1:50 pm
- Forum: Ideas and Suggestions
- Topic: Invert Landfill
- Replies: 78
- Views: 24852
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 handled by...
- Tue Jan 09, 2018 1:24 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 273413
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 cool stuf...
- Tue Jan 09, 2018 9:11 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 273413
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. Exactly...
- Tue Jan 09, 2018 9:05 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 273413
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 decision m...
- Mon Jan 08, 2018 9:50 am
- Forum: General discussion
- Topic: Belts vs Bots - A response to FFF #224
- Replies: 98
- Views: 38265
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 wer...
- Mon Jan 08, 2018 8:40 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 273413
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 pl...
- Mon Dec 25, 2017 1:37 pm
- Forum: News
- Topic: Friday Facts #222 - Christmas avalanche
- Replies: 130
- Views: 45310
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 wa...