Search found 15 matches
- Sun Dec 29, 2019 1:07 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1820
- Views: 589827
Controlled Inserter vs Transport Belt
The following blueprint demonstrates the problem: 0eNrVltuO2jAQQP9lnhMpdiBApH5JtYqcZNodNbEj22xLUf69NpGABQN23/YF5EuOx3OciY/QDnucNEkL9RGoU9JA/f0Ihn5KMfg+e5gQaiCLI2QgxehbVgtpJqVt3uJgYc6AZI9/oGbzWwYoLVnChXRqHBq5H1vUbsIjRgaTMu4xJf2qDpWXGRzc32qeszsMj8ewJ5gyGsOfUFZnCkmD2rq+h7spXa560tgtY+5Rl3Or1dC0+C4+SGn/Q...
- Thu Dec 19, 2019 7:13 am
- Forum: Development Proposals
- Topic: Peace with Aliens
- Replies: 205
- Views: 232921
Re: Peace with Aliens
Interesting idea. Earlier in the thread, the idea of trade / communication was suggested, but the counter-argument was given that the Biters didn't seem intelligent enough for this. That's a good point, but here's a suggestion to work around it. Let's say there is some sort of "Hive Overmind&qu...
- Sun Nov 05, 2017 7:42 am
- Forum: Gameplay Help
- Topic: Train schedule conditions question.
- Replies: 1
- Views: 1121
Train schedule conditions question.
How do multiple conditions bind when there are several conditions with a mix of "And" and "Or" combining? Say I have the following list: Cargo item Iron Plate > 1000 And Cargo item Copper Plate > 1000 Or Circuit Condition A = 1 And Circuit Condition B = 2 There are four possible ...
- Sat Nov 04, 2017 7:23 am
- Forum: Modding help
- Topic: Which train(s) are blocking this train
- Replies: 1
- Views: 1053
Which train(s) are blocking this train
Suppose I have a LuaTrain, and its train.state == defines.train_state.wait_signal. This means that there are one or more other LuaTrains that are blocking it. Is there a way in a mod to find those LuaTrains. For my use case, finding any one of them would be sufficient, but the more general solution ...
- Mon Oct 02, 2017 5:54 pm
- Forum: Gameplay Help
- Topic: What's wrong with the water supply for my Nuclear setup?
- Replies: 8
- Views: 10858
Re: What's wrong with the water supply for my Nuclear setup?
yeah i just ended up priming the system with 1 fuel cell for each reactor. using 6 offshore pumps (3 top right, 3 bottom right) i couldn't get it to run out of water even at full load for hours. however some of the steam turbines ran out of steam. As noted in my previous reply, I was able to get th...
- Sat Sep 30, 2017 5:10 pm
- Forum: Gameplay Help
- Topic: What's wrong with the water supply for my Nuclear setup?
- Replies: 8
- Views: 10858
Re: What's wrong with the water supply for my Nuclear setup?
Fluid dynamics. Every single pipe results in slightly less fluid going through the entire pipe. So even though you're producing enough to maintain the system, you're not getting it to the points in the system that need the water. Too little pipe throughput at the points that you want it is all. Mor...
- Fri Sep 29, 2017 8:49 am
- Forum: Gameplay Help
- Topic: What's wrong with the water supply for my Nuclear setup?
- Replies: 8
- Views: 10858
What's wrong with the water supply for my Nuclear setup?
From what I've read, it takes 5 offshore pumps to keep a 480 MW Nuclear setup running at maximum capacity. This is the standard 4:24:84 setup. So I've built one of these, pastebin is here: https://pastebin.com/a6ZzigAU except something is wrong with my water supply. I actually have 6 offshore pumps,...
- Sat Apr 01, 2017 3:29 am
- Forum: Ideas and Requests For Mods
- Topic: "clip" flag for gui text labels.
- Replies: 3
- Views: 1902
Re: "clip" flag for gui text labels.
My apologies, I didn't make it 100% clear what I want. Firstly, it's great to hear that wrapping text is coming in 0.15. However, in my use case, I have a label that I'm using as part of a row in a scroll-pane. In this instance, I only want it to show a single line of text so that I can strictly con...
- Fri Mar 31, 2017 3:36 pm
- Forum: Ideas and Requests For Mods
- Topic: "clip" flag for gui text labels.
- Replies: 3
- Views: 1902
"clip" flag for gui text labels.
It's been discussed elsewhere that making gui text labels wrap is not really possible with the current library in use. Even so, is it possible to mark a label as single line, and then clip the text if it overflows. Even cutting it in the middle of a letter is OK, I just don't want it extending past ...
- Fri Mar 31, 2017 9:04 am
- Forum: Modding help
- Topic: Forwardmost Entity of a Train (Train direction)
- Replies: 13
- Views: 3943
Re: Forwardmost Entity of a Train (Train direction)
Part of the problem is that it's completely ambiguous which is the front and which is the back if it's a double headed train stopped on a track that permits two way traffic. That said, a couple of heuristics that can help: 1. If the train is on a one way track, then the front is possible to determin...
- Mon Mar 13, 2017 4:29 am
- Forum: Gameplay Help
- Topic: What am I doing wrong with train signals?
- Replies: 4
- Views: 2054
Re: What am I doing wrong with train signals?
Thank you both for your responses, I think I have a better understanding now. @Mr Tact, I tied putting a signal on the south side of my red one just west of the Y, and noticed several things. Firstly, I am not permitted to put the signal any further west than directly opposite the one on the north s...
- Sun Mar 12, 2017 11:25 pm
- Forum: Gameplay Help
- Topic: What am I doing wrong with train signals?
- Replies: 4
- Views: 2054
Re: What am I doing wrong with train signals?
I'm totally confused now. The save attached to this post was taken a little later, the train setup is basically identical: Cyan is still northbound up its "two way", pretty much keeping out of the way, and Yellow is trying to get back to "Empty Pickup". All I've done is to add th...
- Sun Mar 12, 2017 8:58 pm
- Forum: Gameplay Help
- Topic: What am I doing wrong with train signals?
- Replies: 4
- Views: 2054
What am I doing wrong with train signals?
In the attached save file, I'm standing right next to a train. If I instruct that train to go to the station "Empty Pickup" it reports "No Path". I'm not clear why. It should be able to select the right track at the first switch where it can make a choice, the left track at the s...
- Mon Feb 27, 2017 10:02 pm
- Forum: Ideas and Suggestions
- Topic: Change Default Auto Save 2min to 15min.
- Replies: 18
- Views: 17617
Re: Change Default Auto Save 2min to 15min.
Making autosave unremarkable into background is per sure a wish of all devs, especially Kovarex. That's in my eyes the way to go and the devs also want it to go. It certainly won't be easy. The entire game state has to be captured at once, processed into a saveable format, and then written to disk....
- Sun Feb 26, 2017 8:27 am
- Forum: Ideas and Suggestions
- Topic: [Request] ELECTRIC BOILER
- Replies: 55
- Views: 27019
Re: [Request] ELECTRIC BOILER
TL;DR The second law of thermodynamics would like a word with you.