Search found 43 matches

by BaggyK
Thu Mar 20, 2025 8:52 am
Forum: Gameplay Help
Topic: Trains - Shared waiting section for two stations
Replies: 4
Views: 217

Re: Trains - Shared waiting section for two stations

NineNine wrote: Wed Mar 19, 2025 4:21 pm I believe the answer will involve using chain signals.
Yes, replace the signals between W1-3 and ? with chain signals, but leave the normal signals between ? and S1-2. This will mean that trains will only move leave W1-3 when it can enter the correct station.
by BaggyK
Sat Nov 30, 2024 2:20 pm
Forum: Gameplay Help
Topic: Output signal on specifi wire ?
Replies: 7
Views: 448

Re: Output signal on specifi wire ?

You cannot currently. The red/green tick boxes on the outputs control where the output gets the number from.

The only way to get ingredents and contents separately is to have two assemblers.
by BaggyK
Fri Nov 22, 2024 1:57 pm
Forum: Gameplay Help
Topic: Advice Wanted: Improving My Robot Mall's Production Logic
Replies: 4
Views: 805

Re: Advice Wanted: Improving My Robot Mall's Production Logic

A couple of general suggestions.

Rather than immediately canceling the craft if the required ingredients drop below the required level, have a delay before canceling. The length of the delay will probably need some experimentation.

Or have two different checks for ingredient levels, an initial ...
by BaggyK
Sun Nov 10, 2024 9:50 am
Forum: Gameplay Help
Topic: Simple way to cap a circuit signal at a maximum value?
Replies: 5
Views: 1723

Re: Simple way to cap a circuit signal at a maximum value?

Use a constant combinator to feed in the maximum value, then have two deciders one for less than the maximum which outputs the original item count, the other for greater or equal to the maximum which outputs the maximum input.
by BaggyK
Fri Nov 01, 2024 4:24 pm
Forum: Ideas and Suggestions
Topic: Output R/G settings for buildings
Replies: 17
Views: 1918

Re: Output R/G settings for buildings

Another possible solution would be to add an 'ingredients of' option to the decider combinator.
by BaggyK
Fri Nov 01, 2024 11:32 am
Forum: Gameplay Help
Topic: How to make a minimum hold circuit?
Replies: 4
Views: 935

Re: How to make a minimum hold circuit?

It is possible with two decider combinators. Using red wires link the outputs of both combinators, to the both inputs of the combinators. Using green wires link the inputs of both combinators together. Then also link the outputs of both combinators together using green wires.

One combinator setup ...
by BaggyK
Sun Oct 27, 2024 12:16 pm
Forum: Gameplay Help
Topic: Managing assembler trash slots without bots?
Replies: 1
Views: 406

Re: Managing assembler trash slots without bots?


Is there an easy way to stop the assembler from being over-filled, so it can't clog up and stop?

Having an inserter remove all of the outputs isn't a great solution as all of the unwanted items would need to be sorted & moved back into their own storage or supply lines. There could be many ...
by BaggyK
Sat Jun 01, 2024 2:19 pm
Forum: Implemented in 2.0
Topic: Dynamic train stop priorities
Replies: 1
Views: 565

Re: Dynamic train stop priorities

Already done. To quote from FFF #395: "We also added the ability to set the priority using the circuit network."
by BaggyK
Mon Apr 01, 2024 11:15 am
Forum: Gameplay Help
Topic: Best way to get around the "filter inserters only have 5 filter slots and stack filters only 1" constraint?
Replies: 7
Views: 2199

Re: Best way to get around the "filter inserters only have 5 filter slots and stack filters only 1" constraint?


The problem I'm running across is that I want to design a very large version of this kind of automated rail station, with many items that can't possibly fit on a single train car (I want to use one to supply an 'everything' mall, and another one to supply cargo rockets in space exploration). If ...
by BaggyK
Fri Jan 26, 2024 11:57 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 140
Views: 41853

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


Will there be a way to handle unknown items with generic item interrupts? For example, being able to say "if you can't find a stop to bring this item to, take it here"? That would be extremely useful.


In the FF they say that "Trains will 'No Path' for stops that don't exist." Then I would think ...
by BaggyK
Fri Jan 26, 2024 10:47 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 140
Views: 41853

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


I currently use skipping for my ammunition supply train, in a way that certainly can't be replaced by stop limits, and I don't think (though I may be wrong) can be emulated by an interrupt. The supply train carries enough ammo, oil, repair kits etc. to top up three wall sectors. So its schedule ...
by BaggyK
Mon Jan 01, 2024 2:36 pm
Forum: General discussion
Topic: When can we expect 2.0?
Replies: 18
Views: 48885

Re: When can we expect 2.0?

In Friday Facts #373, they said "Since we know where we are and what is the goal, we can start to approximate the date of releasing the expansion, which is planned to be about one year from now.", which will be around August 2024.

And they have said that version 2.0 will be released at the same ...
by BaggyK
Tue Nov 21, 2023 8:44 pm
Forum: Ideas and Suggestions
Topic: Combinators: Allow more way to input numbers
Replies: 6
Views: 1526

Re: Combinators: Allow more way to input numbers

Related suggestion threads:

viewtopic.php?f=6&t=50305 Allow hexadecimal entry for constant values in combinators
viewtopic.php?f=6&t=14686 Accept hexadecimal input for numbers
viewtopic.php?f=6&t=53999 Suggetion: Binary combinator variables
by BaggyK
Tue Sep 13, 2022 2:44 pm
Forum: News
Topic: Factorio is coming to Nintendo Switch™
Replies: 83
Views: 56934

Re: Factorio On Swich!

There is now a post in the News forums about this along with a blog post.
by BaggyK
Tue Jun 08, 2021 10:25 am
Forum: General discussion
Topic: Why don't forests regenerate over time.
Replies: 11
Views: 5852

Re: Why don't forests regenerate over time.

Other larger chests. The more slots the chest has, the more processing power is needed to add or remove items.
by BaggyK
Sun Apr 18, 2021 7:42 pm
Forum: Gameplay Help
Topic: Splitter "input priority" does nothing?
Replies: 12
Views: 4768

Re: Splitter "input priority" does nothing?



Left lines and right lines are independent. It takes from left belt because it is the only one to provide items on the right lane.


If "input priority" refers to the side of the belt and not the side of the splitter, why does the yellow chevron move to the right or left side of the splitter ...
by BaggyK
Tue Mar 02, 2021 6:05 pm
Forum: Implemented Suggestions
Topic: Make the corpse smaller and more ground-colored
Replies: 15
Views: 5129

Re: Make the corpse smaller and more ground-colored

You lot, do realise that we are going to get this on a update on the first of next month :->
by BaggyK
Fri Feb 05, 2021 11:43 pm
Forum: Gameplay Help
Topic: [1.1] trainyard without the Logistic Train Network mod?
Replies: 5
Views: 2443

Re: [1.1] trainyard without the Logistic Train Network mod?

Rather than disabling the iron ore pickup station when there is not enough ore, use the circuit condition to set the train limit on the station. If there is not enough ore set it to 0, otherwise set it to 1.

That will cause the trains to wait at the previous station until there is space for it.
by BaggyK
Thu Feb 04, 2021 9:48 pm
Forum: General discussion
Topic: Take my money (store)
Replies: 4
Views: 2475

Re: Take my money (store)

What I would love to have is a coffee table art book with all the various art plus the FFFs edited into a history of Factorio.
by BaggyK
Sun Dec 06, 2020 11:06 am
Forum: Ideas and Suggestions
Topic: train stop "read train contents" filter
Replies: 13
Views: 4344

Re: train stop "read train contents" filter

I read it as he wants to filter the output of the read train contents by wagon. So he could say tell me the contents of the first wagon of the train.

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