Search found 595 matches

by astroshak
Mon Feb 12, 2024 3:14 pm
Forum: Gameplay Help
Topic: power requirements suddenly went insanely high
Replies: 3
Views: 205

Re: power requirements suddenly went insanely high

That looks like your coal ran out, honestly. 1.8 MW is one boiler feeding two Steam Engines. Either you have only the one boiler and did not notice the information about how much water the boiler drinks and how much steam it makes, and how much steam a steam engine drinks, OR you have more boilers t...
by astroshak
Sun Feb 04, 2024 4:51 pm
Forum: Gameplay Help
Topic: How do i split 2 lanes into a center lane
Replies: 4
Views: 299

Re: How do i split 2 lanes into a center lane

A splitter will respect lanes. So if you use one splitter to merge those two belts into one, you will have one output belt with iron on one lane and copper on the other. If you are looking to have iron and copper continue down the outside as well as merge into the middle, then you would need three s...
by astroshak
Sat Feb 03, 2024 12:53 am
Forum: General discussion
Topic: Remove conveniences in favour of circuit networks
Replies: 9
Views: 655

Re: Remove conveniences in favour of circuit networks

A couple of uses for circuits not mentioned by the OP: Measuring the output of an oil field; Measuring the total amount of resources left under a group of miners; Dynamically setting the Train Stop Limit. I wire the Pumpjacks together and include at least one power pole, before I first send power to...
by astroshak
Fri Jan 26, 2024 12:55 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 134
Views: 13820

Re: Friday Facts #395 - Generic interrupts and Train stop priority

Honestly not too sure I like the change from “stop disabled = skip the stop” to “stop disabled = train stop limit set to zero”. Though the interrupts and/or station priority seem like they will make good replacements. I currently use Enable/Disable for specific trains, such as my Crude Oil train. Wh...
by astroshak
Tue Jan 23, 2024 6:32 pm
Forum: General discussion
Topic: Is there a specific reason why wood is so useless? [edit: I was wrong, it's not]
Replies: 19
Views: 1323

Re: Is there a specific reason why wood is so useless?

To get rid of excess wood I set up a second power grid. It consists of some boilers and steam engines, however many I feel appropriate, and then however many radars that they can power. I aim for the full power draw from the boilers to maximize wood burning speed. The inserters that feed the boilers...
by astroshak
Tue Jan 23, 2024 2:23 am
Forum: General discussion
Topic: Is there a specific reason why wood is so useless? [edit: I was wrong, it's not]
Replies: 19
Views: 1323

Re: Is there a specific reason why wood is so useless?

Wood is a fuel. Burn it as such. Put it into your furnaces, your boilers, or as a last resort your vehicles.

While you don’t want it to clog your logistics system, you can make use of that system to efficiently remove any wood you may have.
by astroshak
Sat Jan 20, 2024 4:18 am
Forum: General discussion
Topic: Questions that have not been answered in the Friday facts so far?
Replies: 5
Views: 707

Re: Questions that have not been answered in the Friday facts so far?

I was suggesting that Landfill could be used to get at ores found in the water. Currently, water overwrites any ores, so all Landfill can do is help you place miners to get at whatever ores you find on dry land, next to the water. It was in response to the idea of specailized miners for use in obtai...
by astroshak
Wed Jan 17, 2024 10:45 pm
Forum: General discussion
Topic: Questions that have not been answered in the Friday facts so far?
Replies: 5
Views: 707

Re: Questions that have not been answered in the Friday facts so far?

Landfill! Tiles do not remove ores. So landfill that in to get access to the ores.
by astroshak
Wed Jan 17, 2024 2:13 am
Forum: Gameplay Help
Topic: Automated train stations. How do I "store" my idle trains?
Replies: 13
Views: 628

Re: Automated train stations. How do I "store" my idle trains?

ps. Don't ever use the "activate/disable station" functionality with circuits. If a station is disabled while a train is driving to it, and there is currently no other station with the same name and a train limit above 0, this train stops right in the middle of nowhere, clogging the track...
by astroshak
Tue Jan 16, 2024 2:39 am
Forum: Gameplay Help
Topic: Automated train stations. How do I "store" my idle trains?
Replies: 13
Views: 628

Re: Automated train stations. How do I "store" my idle trains?

I like to set the Train Stop Limit dynamically for solids. A single Steel Chest has more room than an entire Cargo Wagon, and I tend to use 6 per Cargo Wagon! Plenty of space for materials for additional loads. Liquids, I tend to have one Storage Tank per Fluid Wagon anyway, so setting it to 1 based...
by astroshak
Mon Jan 15, 2024 2:23 pm
Forum: Gameplay Help
Topic: Automated train stations. How do I "store" my idle trains?
Replies: 13
Views: 628

Re: Automated train stations. How do I "store" my idle trains?

At the Oil Field stops, wire up a Decider Combinator between the Train Stop and the Storage Tanks. Storage Tanks on the input side, Train Stop on the output side. Crude Oil > 140,000 output L = 1. Then go into the Train Stop and set it to do the Train Stop Limit by circuit. L is the default Train St...
by astroshak
Fri Jan 12, 2024 10:47 am
Forum: Gameplay Help
Topic: Balacing problems in [1.1.101]
Replies: 3
Views: 442

Re: Balacing problems in [1.1.101]

Underground’s have always (that I can recall) done that. When sideloading, the hood blocks one of the sides of the oncoming belt, only allowing the contents of the other side to pass.

That behavior can be useful, for balancing the lanes on the belt.
by astroshak
Tue Jan 09, 2024 12:05 am
Forum: Gameplay Help
Topic: Efficiently tearing down logistics networks
Replies: 2
Views: 310

Re: Efficiently tearing down logistics networks

Be more selective. Deconstruct the ports in order, furthest from the clearing train stop first. When you are down to the power grid and that last port, deconstruct the power grid (take advantage of whatever power is left) then send in a spidertron to clear the rest. It’s more labor-intensive than I ...
by astroshak
Fri Jan 05, 2024 2:20 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 128
Views: 21304

Re: Friday Facts #392 - Parametrised blueprints

Sounds cool, I guess? Not really sure how much I will make use of it. Will have to see when 2.0 comes!
by astroshak
Sat Dec 16, 2023 8:51 pm
Forum: Gameplay Help
Topic: NO RECIPE
Replies: 16
Views: 1126

Re: NO RECIPE

Have you actually opened the Assembly Machine? Post a screenshot with it opened up rather than one of it just sitting there near the lab, please.
by astroshak
Sat Dec 16, 2023 8:48 pm
Forum: General discussion
Topic: Train 2.0 question
Replies: 22
Views: 2197

Re: Train 2.0 question

That would just be a back door train stop limit adjustment. Unless there is something else coming for trains, I do not see generic “Loading” and “Unloading” stations being reasonable. Even with interrupts you still have to send the train to a specific (group of) station(s) based on need. Iron Ore Lo...
by astroshak
Sat Dec 16, 2023 6:18 pm
Forum: Gameplay Help
Topic: Need Rail Signal Help...All Trains Freezing Up
Replies: 7
Views: 697

Re: Need Rail Signal Help...All Trains Freezing Up

I’d advise either making yourself, or looking for online, rail piece blueprints. Obviously homemade is better, but if you don’t get signals then store bought would work just as well. What you would be looking for (or making) would be Straight, 90 Turn, Tee, Crossing, and optionally Station Off Ramp ...
by astroshak
Sat Dec 16, 2023 6:08 pm
Forum: General discussion
Topic: Train 2.0 question
Replies: 22
Views: 2197

Re: Train 2.0 question

I don’t think it is reasonable to have all loading stations the same name. I do think (though I won’t be using interruptions this way) you could use the same unloading station and send the train to copper, iron, coal, or stone based on the amount of material on hand at the factory though. One unload...
by astroshak
Sun Dec 10, 2023 4:19 pm
Forum: Gameplay Help
Topic: Request random number of items from a inserter
Replies: 7
Views: 597

Re: Request random number of items from a inserter

Maybe someone else has a more elegant solution, but this is what I came up with. For this, you will need 5 Combinators : one Decider Combinator, and four Arithmetic Combinators. On the Input side, you want two Filter Inserters : one set for U235, the other set for U238. On the 235 Inserter, connect ...
by astroshak
Fri Dec 08, 2023 12:07 pm
Forum: News
Topic: Friday Facts #388 - Smaller things for 2.0
Replies: 148
Views: 21560

Re: Friday Facts #388 - Smaller things for 2.0

Nice!

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