Well...in my train stations right now I have a row of smart chests chain-connected with red wire to get a storage count.
Does that change mean I need to find space to put a CNC-writer in between somewhere to get the storage count?
Why not leave smart chests in as chests with an integrated CNC?
Search found 58 matches
- Fri Jan 29, 2016 9:13 pm
- Forum: News
- Topic: Friday Facts #123 - Better circuit network (Part 2)
- Replies: 102
- Views: 78265
- Sun Jan 24, 2016 11:32 pm
- Forum: This Forum
- Topic: User Rank
- Replies: 35
- Views: 33211
Re: User Rank
What about replacing the filter inserter with the smart inserter and using a logistics robot for 100+ instead of the current smart inserter?
- Sun Jan 24, 2016 3:59 pm
- Forum: Show your Creations
- Topic: Outpost status display
- Replies: 12
- Views: 21604
Re: Outpost status display
Thanks for the commend. It also sounds nice and I might try that out in a revision, but that would not be a push-protocol anymore. The base would need to actively pull a status from a specific outpost. Another problem I see is where to stop the loop iterating through the Ids. I. e. you have outposts...
- Sun Jan 24, 2016 1:54 pm
- Forum: Show your Creations
- Topic: Outpost status display
- Replies: 12
- Views: 21604
Outpost status display
Hi Community, While designing my base I started running into the problem that I an outpost died of recource depletion and I didn't really notice it until by chance I spotted one of it's trains coming in empty to the unload station. Therefore I build a little status reporter and a status display whic...
- Sun Jan 24, 2016 8:05 am
- Forum: Gameplay Help
- Topic: Chain signals into a station
- Replies: 11
- Views: 27163
Re: Chain signals into a station
Assuming your theory is right and looking at the threadstarters screenshots:ratchetfreak wrote:they'll repath if they are stopped at a chain signal and there is another rout open
Why don't the trains stopped at the chain signals repath into the other free station?
- Mon Jan 18, 2016 6:21 pm
- Forum: Show your Creations
- Topic: Tutorial:Controlling oil reserves with pumps
- Replies: 14
- Views: 37010
Re: Tutorial:Controlling oil reserves with pumps
Sure...but for 60 Fluid per second I'd need 8 pumps and each further conditions needs two new pumps.ratchetfreak wrote:instead of pumps in a row you can put them in parallel so only 1 pump needs to be on.
Then I rather go with combinators (easier to expand/modify)
- Sun Jan 17, 2016 1:25 am
- Forum: Gameplay Help
- Topic: No low power warning on lasers?
- Replies: 3
- Views: 10955
Re: No low power warning on lasers?
I'm not 100% sure but I have the impression that lasers get priority treatment under low power situations. What happened with you was probably a classical negative feedback loop with the twist that you didn't run slowly but quite fast out of energy to operate the inserters. I'd suggest using burner ...
- Sat Jan 16, 2016 7:09 pm
- Forum: Show your Creations
- Topic: Tutorial:Controlling oil reserves with pumps
- Replies: 14
- Views: 37010
Re: Tutorial:Controlling oil reserves with pumps
No. 4 pumps in a row as you're suggesting would only put oil to the refineries if ALL of the conditions are met (AND-gate). I want it to work however if ONE of the conditions is met. Therefore I'm using a build of 4 decision combinators that take the input of all my fluid storage tanks (all connecte...
- Fri Jan 15, 2016 8:13 pm
- Forum: Gameplay Help
- Topic: Stuck on electricity plant
- Replies: 12
- Views: 27404
Re: Stuck on electricity plant
I would even go so far to make ALL inserters for the powerplant burner inserters as the pickup burnables by themselves even if the electrical power is completely gone.
- Wed Jan 13, 2016 7:50 pm
- Forum: Show your Creations
- Topic: 8 lane T junction
- Replies: 24
- Views: 43392
Re: 8 lane T junction
For the lines that may work, but looking at the signalling you just managed to put 24 rail-lines effectively through a ONE-LINE-BOTTLENECK since every train has to wait for the whole junction to be cleared. Throuputwise you could have merged everything to one single line and then make the junction a...
- Sun Jan 03, 2016 2:01 pm
- Forum: Show your Creations
- Topic: Light progress bar with combinators
- Replies: 3
- Views: 14589
Re: Light progress bar with combinators
Actually the lamps only need the final output signal (let's say "A") on one (let's say green) wire (like "Display 74%). Nothing else. Each lamp then gets its own conditions when to light up. First lamp if A > 5, second if A > 15, last if A > 95 (for a 10-lamp-status bar). With that de...
- Wed Dec 30, 2015 12:40 am
- Forum: Show your Creations
- Topic: Tutorial:Controlling oil reserves with pumps
- Replies: 14
- Views: 37010
Re: Tutorial:Controlling oil reserves with pumps
Well what I am doing is this: Refine crude oil if EITHER... - crude oil is over 80% - or heavy oil is below 40% - or light oil is below 40% - or petroleum is below 40% Crack heavy oil to light oil if... - heavy oil is over 50% Crack light oil to petroleum if BOTH... - light oil is over 50% - and pet...
- Wed Dec 30, 2015 12:16 am
- Forum: General discussion
- Topic: About the endgame - kinda frustrating today
- Replies: 45
- Views: 52964
Re: About the endgame - kinda frustrating today
A simple way to fix that is to implement a basic way to sell/deliver goods to somewhere and achieving that doesn't have to be as sophisticated and ambitious as the space platform endgame proposal used to be. A simple space port (like a building that can be placed) or random settlements of a civiliz...
- Sun Dec 20, 2015 2:02 pm
- Forum: Gameplay Help
- Topic: In-depth tutorial on Logic Gates
- Replies: 11
- Views: 25295
Re: In-depth tutorial on Logic Gates
Yes, I thought about that but my base grew in a way that made that not possible right now. I'll keep that in mind for my next one though. What you need to watch out for is how to move the cargo out of the stations after unloading. That might get quite messy through all the train-lanes in a horizonta...
- Sun Dec 20, 2015 8:20 am
- Forum: Gameplay Help
- Topic: In-depth tutorial on Logic Gates
- Replies: 11
- Views: 25295
Re: In-depth tutorial on Logic Gates
More trains is quite easy, you just add more waiting lines to the left it they start to jam. More unloading stations might be difficult because the longer the line of stations gets the longer a train has to wait to advance. However there IS room for expansion on the north side of the unload stations...
- Sun Dec 20, 2015 12:00 am
- Forum: Railway Setups
- Topic: Railway Turn
- Replies: 6
- Views: 26447
Re: Railway Turn
Not providing trains a place to turn around tends to make them use stations for that purpose, which is generally bad, as they'll end up sitting around behind a train that's stopped there (devs, can we pleeeease have passing a station without stopping impose a big pathing penalty?). There's no need ...
- Sat Dec 19, 2015 12:09 am
- Forum: Gameplay Help
- Topic: In-depth tutorial on Logic Gates
- Replies: 11
- Views: 25295
Re: In-depth tutorial on Logic Gates
Actually the bows on the left are the INPUT side. The rail on the north going from east to west is a single input line for copper, iron and coal. Let me try to explain how they work on a scenario where three trains come in from different mines: - For convenience I'll enumerate the bows from right to...
- Thu Dec 17, 2015 8:00 pm
- Forum: Gameplay Help
- Topic: In-depth tutorial on Logic Gates
- Replies: 11
- Views: 25295
Re: In-depth tutorial on Logic Gates
As for one "station" doing all deliveries I have a design. Ok, technically it's one big station with three stops designed as a drive-through with sidings where for example the iron train can wait automatically but will let the copper train pass. However that design is without any combinato...