Search found 37 matches

by greaman
Tue Jan 17, 2023 2:33 pm
Forum: Gameplay Help
Topic: Train inventory logic
Replies: 7
Views: 1273

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 ;)
by greaman
Tue Jan 17, 2023 2:13 pm
Forum: Gameplay Help
Topic: Train inventory logic
Replies: 7
Views: 1273

Re: Train inventory logic

Cheers, I will give that design a try - looks was more neat than my old stations as well.
by greaman
Tue Jan 17, 2023 8:36 am
Forum: Gameplay Help
Topic: Train inventory logic
Replies: 7
Views: 1273

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...
by greaman
Tue Jan 17, 2023 7:48 am
Forum: Gameplay Help
Topic: Train inventory logic
Replies: 7
Views: 1273

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...
by greaman
Wed Jul 31, 2019 11:11 am
Forum: General discussion
Topic: How do new version affect older gamesaves?
Replies: 9
Views: 2327

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...
by greaman
Tue Jul 30, 2019 7:35 pm
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 136222

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...
by greaman
Wed Jul 24, 2019 6:14 am
Forum: Releases
Topic: Version 0.17.58
Replies: 53
Views: 29266

Re: Version 0.17.58

Jap2.0 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.
But the fun is not lasting... setting a forrest on fire and see it burn is more enjoyable ;)
by greaman
Tue Jul 16, 2019 7:18 am
Forum: Mods
Topic: [0.16.50] Dark Matter Replicators
Replies: 77
Views: 71866

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.
by greaman
Fri Jan 26, 2018 9:30 am
Forum: Releases
Topic: Version 0.16.19
Replies: 26
Views: 17413

Re: Version 0.16.19

Tankh wrote:No news on the desync issue many people seem to have?
its not mentioned in the notes, but I haven't had a desync since...

Edit: just had one, but that was the first in three hours...
by greaman
Thu Jan 25, 2018 8:59 am
Forum: Resolved Problems and Bugs
Topic: [0.16.18] Desyncs while running
Replies: 43
Views: 12655

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...
by greaman
Tue Jan 23, 2018 11:08 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.18] Desyncs while running
Replies: 43
Views: 12655

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.
by greaman
Fri Jan 12, 2018 7:11 am
Forum: Releases
Topic: Version 0.16.0
Replies: 130
Views: 109171

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...
by greaman
Thu Jan 11, 2018 10:15 pm
Forum: Releases
Topic: Version 0.16.0
Replies: 130
Views: 109171

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...
by greaman
Thu Jan 11, 2018 1:50 pm
Forum: Ideas and Suggestions
Topic: Invert Landfill
Replies: 78
Views: 30721

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...
by greaman
Tue Jan 09, 2018 1:24 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 344214

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...
by greaman
Tue Jan 09, 2018 9:11 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 344214

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...
by greaman
Tue Jan 09, 2018 9:05 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 344214

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...
by greaman
Mon Jan 08, 2018 9:50 am
Forum: General discussion
Topic: Belts vs Bots - A response to FFF #224
Replies: 98
Views: 45864

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...
by greaman
Mon Jan 08, 2018 8:40 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 344214

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...
by greaman
Mon Dec 25, 2017 1:37 pm
Forum: News
Topic: Friday Facts #222 - Christmas avalanche
Replies: 130
Views: 54726

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...

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