Search found 61 matches
- Thu Aug 25, 2022 11:39 am
- Forum: Ideas and Suggestions
- Topic: Returning Auto Trash to main inventory
- Replies: 8
- Views: 3772
Re: Returning Auto Trash to main inventory
Came here to make this suggestion. I find it particularly irritating if I am using the cut/paste function. Suppose I have inserters set for 50/100, so I always have some but never too many. Suppose there is a big element of my factory, that contains 200 inserters, is off by two squares from where I ...
- Mon Aug 24, 2020 6:25 pm
- Forum: Gameplay Help
- Topic: Trains and Circuits
- Replies: 4
- Views: 2291
Re: Trains and Circuits
I have thought about setting it up so that the second train is dispatched with the signal is >=2 and the third on >=3 etc, so far I haven't done that as the train network is coping with the extra traffic of just sending them all out, but that might become an issue as I scale up
- Mon Aug 24, 2020 6:10 pm
- Forum: Gameplay Help
- Topic: Trains and Circuits
- Replies: 4
- Views: 2291
Re: Trains and Circuits
The system is set up with all the chests for a single car at a station on the green wire as input to a decider combinator. That combinator reads the contents and if the levels are right to trigger the station, it sends a green square on the red wire. The red wire for the whole station is input to a ...
- Mon Aug 24, 2020 3:20 pm
- Forum: Gameplay Help
- Topic: Trains and Circuits
- Replies: 4
- Views: 2291
Trains and Circuits
I'm giving a rail based setup my first serious attempt, and I'm trying to go with a "wait at a central depot" method of dispatching trains. The way I have it set up is every source of a given product has a station with the same name and every destination likewise, for example "iron plates pickup ...
- Fri Aug 14, 2020 4:36 pm
- Forum: Duplicates
- Topic: [1.0.0] Spidertron Graphics
- Replies: 0
- Views: 669
[1.0.0] Spidertron Graphics
Not sure if this is a bug or intended behaviour, but when the spidertron walks over assemblers with "Alt" mode turned on, the graphics for recipe and modules appears over the spidertron and it doesn't seem to look right to me. I see that the modules in beacons do not show through the spider, which ...
- Fri Aug 14, 2020 4:33 pm
- Forum: Ideas and Suggestions
- Topic: Spidertron Cargo
- Replies: 5
- Views: 2493
Spidertron Cargo
It seems to me that the spidertron has some great potential as a mobile construction helper as well as combat machine. It seem to me that a limitation to its capabilities, though, is that the player has to interact with it directly to fill its inventory space. Something like an item for its ...
- Tue Aug 27, 2019 5:36 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 146199
Re: Friday Facts #309 - Controversial opinions
Taking the related topics of “instant construction bots” and “two locomotives and a rocket silo in my pocket”, I think there is a potentially useful solution to both: assembly machines can’t make final products. If the player wants to build an assembly machine, you take the plates, circuits and ...
- Wed May 29, 2019 7:09 am
- Forum: General discussion
- Topic: When do YOU give up and start fresh?
- Replies: 33
- Views: 19678
Re: When do YOU give up and start fresh?
I generally start a new save for each major release that brings things like recipe changes, tech tree modifications or other big gameplay rebalances. Otherwise the main thing that prompts me to restart from scratch is if I have a new idea for how to approach the building process. Things like going ...
- Thu May 23, 2019 5:46 pm
- Forum: Gameplay Help
- Topic: Handling 7 Science Paks
- Replies: 36
- Views: 18762
Re: Handling 7 Science Paks
I use 3 rows of labs with two double-loops of belt. One loop runs outside row 1 and between rows 2 and 3, the other loop runs between rows 1 and 2 and outside row 3. Each lab has 1 red and 1 yellow (my base ant big enough to need more than yellow belt, eventually red or blue belt might be needed ...
- Tue May 21, 2019 5:19 pm
- Forum: Mods
- Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
- Replies: 86
- Views: 56791
Re: [MOD 0.16, 0.17] Realistic Electric Trains
I’ve been looking for a realistic electric trains mod, specifically one that does overhead wires rather than batteries, and definitely will give this a go. Something I’d be interested in seeing that might be an interesting extension plan would be a cargo wagon with an equipment grid that can be ...
- Thu May 02, 2019 5:42 pm
- Forum: General discussion
- Topic: Advice needed : Trains, biters & lasers
- Replies: 13
- Views: 11186
Re: Advice needed : Trains, biters & lasers
My 0.17 base has only used basic gun turrets for wall defense, with turrets spaced 1 medium power pole apart. I have upgraded through yellow to red and green ammo, and researched relevant upgrades to damage and speed. From start to >120 rocket launches I have found this has been generally adequate ...
- Thu May 02, 2019 5:08 pm
- Forum: General discussion
- Topic: Chest type for assembler output. What do you use and why?
- Replies: 24
- Views: 9960
Re: Chest type for assembler output. What do you use and why?
I also use active provider chests in 2 specific situations. 1.) Any assemblers emptying fluid barrels output the empty barrels into an active provider chest. 2.) Nuclear reactors output used up fuel cells into active provider chests.
The other place I use them is for emptying trash collection ...
- Wed May 01, 2019 11:10 am
- Forum: General discussion
- Topic: Chest type for assembler output. What do you use and why?
- Replies: 24
- Views: 9960
Re: Chest type for assembler output. What do you use and why?
Not rejecting it. Just not necessary since you can do the same thing with a filtered Storage chest *much* earlier in the game.
I much prefer setting things up once and forgetting them than having to upgrade and redesign at different stages of the game.
Certainly the “lower tech requirement ...
- Wed May 01, 2019 10:23 am
- Forum: General discussion
- Topic: Chest type for assembler output. What do you use and why?
- Replies: 24
- Views: 9960
Re: Chest type for assembler output. What do you use and why?
I’m not clear why you reject the buffer chest. The only negative you state is that when the request is full the excess goes to other storage. If the request is set to “full chest”, then the excess will only go elsewhere if the chest is full, exactly the failure mode of all the solutions. I would ...
- Mon Apr 29, 2019 6:10 am
- Forum: Gameplay Help
- Topic: Train Station Scheduling
- Replies: 9
- Views: 4627
Re: Train Station Scheduling
Do I understand you right that each of your trains will only carry one item at any time? In that case, you could discriminate between full and empty trains and use two depots. You could then check for demand signals at the depot for full trains, and for supply signals at the depot for empty trains ...
- Sun Apr 28, 2019 10:00 pm
- Forum: Gameplay Help
- Topic: Train Station Scheduling
- Replies: 9
- Views: 4627
Re: Train Station Scheduling
My best guess about what is happening is that I'm seeing something like a race condition. The signal "need more stuff" gets sent to the train and to the station at the same moment, so the train decides what to do at the same time the station does. When the train gets the signal to go, the ...
- Sun Apr 28, 2019 3:27 pm
- Forum: Gameplay Help
- Topic: Train Station Scheduling
- Replies: 9
- Views: 4627
Re: Train Station Scheduling
I'm experimenting setting up a more intelligent trains system, something I've not really done before, and I'm observing some unintended behaviour. I have a setup with a pickup station, drop-off station and depot station. I have it set up so that the pick up and drop off stations only open if ...
- Sun Apr 28, 2019 3:27 pm
- Forum: Gameplay Help
- Topic: Train Station Scheduling
- Replies: 9
- Views: 4627
Re: Train Station Scheduling
I'm experimenting setting up a more intelligent trains system, something I've not really done before, and I'm observing some unintended behaviour. I have a setup with a pickup station, drop-off station and depot station. I have it set up so that the pick up and drop off stations only open if ...
- Sun Apr 28, 2019 12:40 pm
- Forum: Gameplay Help
- Topic: Train Station Scheduling
- Replies: 9
- Views: 4627
Train Station Scheduling
I'm experimenting setting up a more intelligent trains system, something I've not really done before, and I'm observing some unintended behaviour. I have a setup with a pickup station, drop-off station and depot station. I have it set up so that the pick up and drop off stations only open if there ...
- Tue Mar 12, 2019 8:00 am
- Forum: Ideas and Suggestions
- Topic: Feature request: Allow one-time orders from logistic network
- Replies: 29
- Views: 12183
Logistics request options
I’ve been thinking about logistics requests. At the moment we can say “make sure I always have 200 red belt” or similar. Sometimes I want something now, but just once. Perhaps I need pumpjacks for a new oilfield or nuclear power components. I’d like to be able to say “bring me 50 pump jacks”, but ...