Search found 58 matches

by Kalanndok
Fri Jan 29, 2016 9:13 pm
Forum: News
Topic: Friday Facts #123 - Better circuit network (Part 2)
Replies: 102
Views: 78265

Re: Friday Facts #123 - Better circuit network (Part 2)

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?
by Kalanndok
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?
by Kalanndok
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...
by Kalanndok
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...
by Kalanndok
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

ratchetfreak wrote:they'll repath if they are stopped at a chain signal and there is another rout open
Assuming your theory is right and looking at the threadstarters screenshots:
Why don't the trains stopped at the chain signals repath into the other free station?
by Kalanndok
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

ratchetfreak wrote:instead of pumps in a row you can put them in parallel so only 1 pump needs to be on.
Sure...but for 60 Fluid per second I'd need 8 pumps and each further conditions needs two new pumps.
Then I rather go with combinators (easier to expand/modify)
by Kalanndok
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 ...
by Kalanndok
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...
by Kalanndok
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.
by Kalanndok
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...
by Kalanndok
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...
by Kalanndok
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...
by Kalanndok
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...
by Kalanndok
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...
by Kalanndok
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...
by Kalanndok
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 ...
by Kalanndok
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...
by Kalanndok
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...

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