Search found 873 matches

by Tertius
Wed Nov 06, 2024 2:55 pm
Forum: Gameplay Help
Topic: Dynamic Rail Provider/Requester Setup
Replies: 8
Views: 217

Re: Dynamic Rail Provider/Requester Setup

It's not as you wrote. It seems you assume the wildcards have a meaning while the temporary schedule exists and is being processed, but this is not the case. Imagine you're the train. You don't know what you carry. You're just the locomotive with some unknown wagons. You're at a station, sleeping an...
by Tertius
Wed Nov 06, 2024 1:14 pm
Forum: General discussion
Topic: Chemical Plant: Circuit "Set Recipe" not usable?
Replies: 8
Views: 666

Re: Chemical Plant: Circuit "Set Recipe" not usable?

I also made a naive implementation that uses all 3 oil types and performs pipe flushing: viewtopic.php?p=633905#p633905
by Tertius
Wed Nov 06, 2024 1:07 pm
Forum: Gameplay Help
Topic: Flush fluids with automation?
Replies: 5
Views: 208

Re: Flush fluids with automation?

This is a setup that naively switches to the oil with the most quantity. It does flushing previous fluids back into their tanks. - the selector combinator determines the oil with the most quantity - the pumps facing right activate dependent on selected oil - the flushing pumps have a filter for thei...
by Tertius
Wed Nov 06, 2024 11:26 am
Forum: Gameplay Help
Topic: Flush fluids with automation?
Replies: 5
Views: 208

Re: Flush fluids with automation?

In case you're searching a simple custom solution just for solid fuel, I made an example for recipe switching that doesn't need to flush fluids, because it uses both inputs of the chemical plant, one for light oil and the other for petroleum: https://forums.factorio.com/viewtopic.php?p=629758#p62975...
by Tertius
Wed Nov 06, 2024 11:16 am
Forum: Gameplay Help
Topic: Probleme mit meinen Zügen /problems with trains
Replies: 2
Views: 99

Re: Probleme mit meinen Zügen /problems with trains

Why do you want the full train leave your loading station in the first place? If all your unloading stations have still enough petroleum, there is no need for another train, so it can stay fully loaded at the loading station. As soon as one unloading station opens, it will immediately proceed there ...
by Tertius
Tue Nov 05, 2024 11:19 am
Forum: Gameplay Help
Topic: Backed up belt detector help
Replies: 4
Views: 144

Re: Backed up belt detector help

Yes, the different wires are used to check for 2 different conditions on different arbitrary input (wildcards) in the same combinator. Otherwise the content read in hold mode could be interpreted as constant pulses by the pulse condition. The circuit network puts almost zero load to the system, so i...
by Tertius
Mon Nov 04, 2024 10:11 pm
Forum: Gameplay Help
Topic: Dynamic Rail Provider/Requester Setup
Replies: 8
Views: 217

Re: Dynamic Rail Provider/Requester Setup

The wildcards function like this: Whenever a train is about to leave a station, the interrupts are checked. If during this check a wildcard is detected in a trigger condition, the currently loaded cargo is checked. If there is cargo, the wildcard is replaced with that cargo. If there is no cargo loa...
by Tertius
Mon Nov 04, 2024 8:57 pm
Forum: Gameplay Help
Topic: Backed up belt detector help
Replies: 4
Views: 144

Re: Backed up belt detector help

Example approach: - a belt is either backed up or empty for one second, if there are no pulses for one second [condition 1] - a belt is not empty, if there is at least 1 item on it by reading it in hold mode [condition 2] - a belt is backed up, if [condition 1] AND [condition 2] are true So we need ...
by Tertius
Mon Nov 04, 2024 7:53 pm
Forum: Gameplay Help
Topic: How to "privatise" the territory?
Replies: 5
Views: 245

Re: How to "privatise" the territory?

You don't necessarily need to build a full featured defensive wall to avoid biter nests being build nearer to your base. The groups that will build new nests will not settle near player buildings. So in the early game, if you loosely distribute cheap passive items like a belt, a pipe or a single wal...
by Tertius
Mon Nov 04, 2024 7:31 pm
Forum: General discussion
Topic: Chemical Plant: Circuit "Set Recipe" not usable?
Replies: 8
Views: 666

Re: Chemical Plant: Circuit "Set Recipe" not usable?

Switching recipes this way isn't a good approach, in my opinion. One should prefer the light oil recipe, because it is the most efficient. It requires 10 light oil. The other ones need double. They are just there for emergency use or to get rid of the fluid faster. However, to get rid of some fluid,...
by Tertius
Sun Nov 03, 2024 4:33 pm
Forum: Gameplay Help
Topic: Decider with OR condition not becoming 'true'
Replies: 7
Views: 267

Re: Decider with OR condition not becoming 'true'

You want an output, if green has no signal or if red has no signal and green has some signal > 0. So use EVERYTHING=0 to check for 0, and ANY for check for > 0. EACH=0 is invalid and never returns anything, because zero-valued signals are not iterated over, and non-zero-values aren't matching. The s...
by Tertius
Sun Nov 03, 2024 2:07 pm
Forum: Gameplay Help
Topic: Trains won't turn right
Replies: 2
Views: 120

Re: Trains won't turn right

It's not the marked position alone, check all 4 branches. Since the central parts are used in both directions, you need signals on both sides of every center track.
by Tertius
Sun Nov 03, 2024 1:45 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 140
Views: 28546

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

I am currently in the process of building a factory where some trains leaves their stop without knowing where they will go, and their actual destination is decided by the factory in mid-route. hey, did you find solution in 2.0? This isn't possible, neither in 1.1 nor in 2.0. A train will only leave...
by Tertius
Sat Nov 02, 2024 8:26 pm
Forum: Balancing
Topic: midgame nest-killing too hard in 2.0
Replies: 17
Views: 575

Re: midgame nest-killing too hard in 2.0

I've found the shotgun very useful for bursting down spawners and worms early game. Also here's a video of me goofing around with the supposedly nerfed into uselessness PLD and the apparently still useless combat shotgun at evolution 0.84: https://www.youtube.com/watch?v=YJZmOM8ndR8. (this is not h...
by Tertius
Sat Nov 02, 2024 5:18 pm
Forum: Gameplay Help
Topic: Why this circuit doesn't work?
Replies: 2
Views: 90

Re: Why this circuit doesn't work?

What you do is compare in the screenshot is if every signal on the red wire is equal to the same signal on the green wire. Since actually there are all different signals on both wires, this condition isn't true for any signal, so your output is empty. It does this for EACH signal. I guess you want t...
by Tertius
Sat Nov 02, 2024 5:05 pm
Forum: Gameplay Help
Topic: Manual pole cable wiring stopped working
Replies: 4
Views: 403

Re: Manual pole cable wiring stopped working

My issue is I cannot get power as if I select copper wire and try to connect the power pole to the switch it will not connect anything. instead the popup/dialog opens, which show the details of the clicked object. You never connect a copper cable directly to a building to supply power. Instead, you...
by Tertius
Sat Nov 02, 2024 4:53 pm
Forum: Balancing
Topic: midgame nest-killing too hard in 2.0
Replies: 17
Views: 575

Re: midgame nest-killing too hard in 2.0

By the way, the shotgun is as useless as before, regardless of being buffed or not.
by Tertius
Sat Nov 02, 2024 12:05 pm
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 317
Views: 40012

Re: Friday Facts #430 - Drowning in Fluids

It's not really worth discussing. It works. It removes some annoyances but don't trivialize the fluid system. It's just working. You don't need to carefully replace every ordinary pipe with underground pipes if there are more than 2 pieces. You don't have the impression any more you're feeding your ...
by Tertius
Fri Nov 01, 2024 10:41 pm
Forum: Gameplay Help
Topic: Train Parking Lots no longer work?
Replies: 17
Views: 582

Re: Train Parking Lots no longer work?

I'm reworking everything from scratch while playing a freshly created 2.0 map with Space Age. Gameplay is slightly different, and there are new tools available that make certain tasks easier or more straightforward. For example the possibility to connect many production machines to the circuit netwo...
by Tertius
Fri Nov 01, 2024 8:40 pm
Forum: Gameplay Help
Topic: Train Parking Lots no longer work?
Replies: 17
Views: 582

Re: Train Parking Lots no longer work?

Forget all those ancient guides and solutions. It seems you don't use train limits. They were implemented with 1.1 (so your guide made for 0.18 cannot include them) and manage how many trains will be allowed to drive to some station. If you use train limits properly, you don't have a need to activat...

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