Search found 9 matches

by DisRuptive1
Mon Jun 16, 2025 12:43 am
Forum: Not a bug
Topic: [2.0.55] Using large robot requests in the roboport stops any request from working
Replies: 1
Views: 233

[2.0.55] Using large robot requests in the roboport stops any request from working

I have about 40 construction robots in a network and 0 logistic bots. I put in a request for 50 construction bots in the roboport, works fine. I put in an additional request for 300 logistic bots, works fine. I change the 300 to 301 logistic robots and all the construction robots flee the roboport ...
by DisRuptive1
Sat Nov 09, 2024 4:14 am
Forum: Ideas and Suggestions
Topic: Thumper to summon Vulcanus Wurms
Replies: 0
Views: 213

Thumper to summon Vulcanus Wurms

What if the Wurms on Vulcanus didn't come up to the surface unless they were attacking something? That something could be a deployable item that you stick in their territory that gives them cause to surface in order to attack it. Without this object, you'd have to build a sacrificial building in the ...
by DisRuptive1
Sat Nov 09, 2024 12:31 am
Forum: Implemented Suggestions
Topic: Car/Tank/Vehicle Auto-Logistics
Replies: 7
Views: 5227

Re: Car/Tank/Vehicle Auto-Logistics

Diablo wrote: Sun Oct 27, 2024 8:37 am Hi, why are you drudging up 7 year old posts?
This was one of the results when I Googled, "Factorio how to request items to your vehicles." That's a good enough reason to necro the thread.
by DisRuptive1
Fri Oct 09, 2020 3:39 am
Forum: Gameplay Help
Topic: Trying to make a circuit event based on a changing rail signal
Replies: 8
Views: 3086

Re: Trying to make a circuit event based on a changing rail signal


Would it make sense to check the cargo level of the solid fuel train when it is in the station, and if it is low or empty then open the latch on the coke train?


Yes, I saw this problem when I realized the whole point of my setup was for in case the Solid Fuel train became low on cargo. I didn't ...
by DisRuptive1
Thu Oct 08, 2020 4:30 am
Forum: Gameplay Help
Topic: Trying to make a circuit event based on a changing rail signal
Replies: 8
Views: 3086

Re: Trying to make a circuit event based on a changing rail signal

This is an interesting problem. Can you explain what and why exactly you are doing here? With screenshots?
I would like to try to solve this but I can’t think of a reason to do this, which is making it difficult to reproduce.


I can explain what I'm trying to do but I got a lot of flak about it ...
by DisRuptive1
Sat Oct 03, 2020 7:33 pm
Forum: Gameplay Help
Topic: why is my oil and petroleum production decrease over time?
Replies: 30
Views: 14041

Re: why is my oil and petroleum production decrease over time?

Your problem can be solved by putting pumps in between pipes and tanks. The game does unintuitive stuff when you add two pipes together that have different capacities. The game treats the storage tank as a pipe that can hold 25,000 units of liquid so by connecting it to a pipe which doesn't have a ...
by DisRuptive1
Sat Oct 03, 2020 7:26 pm
Forum: Gameplay Help
Topic: Trying to make a circuit event based on a changing rail signal
Replies: 8
Views: 3086

Trying to make a circuit event based on a changing rail signal

I have one rail signal that I want to keep red most of the time. However, when another rail signal goes from green to red (another train returning to its station), I want the original rail signal to turn green for a given number of seconds (5 or more, long enough for the train to leave the station ...
by DisRuptive1
Thu Sep 03, 2020 7:34 pm
Forum: Ideas and Suggestions
Topic: Temporary buffs to logging and mining everytime you mine/log
Replies: 3
Views: 1286

Temporary buffs to logging and mining everytime you mine/log

So you want to cut down a bunch of trees but it's really slow cutting them down one at a time. Keep that initial slowness but cut down the tedium if a player has to harvest multiple trees. Implement a stacking and refreshing buff (5 minutes or so) that increases the speed you cut down trees each ...
by DisRuptive1
Wed Apr 11, 2018 7:12 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 1060712

Re: 4-way intersections: Throughput and deadlocks [image heavy]

Every 2-way Celtic Cross intersection always had the tracks coming from the North, South, East, and West directions but none existed when the tracks came from the diagonal directions. I made the following and would love your critique:

https://i.imgur.com/SkgYSYo.jpg


0eNqlnW1vXEUShf ...

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