Search found 858 matches

by Impatient
Fri Jun 04, 2021 1:57 am
Forum: Gameplay Help
Topic: [Solved] What is more UPS friendly, cut power or insufficient power?
Replies: 5
Views: 794

Re: What is more UPS friendly, cut power or insufficient power?

I think I found it. "show-active-state" shows little red circles over entities, which are not in a working state. Studying it, it seems that being cut off vs insufficiently powered makes no difference regarding the state. Also entities which were inactive under power, also stay inactive i...
by Impatient
Fri Jun 04, 2021 12:53 am
Forum: Gameplay Help
Topic: [Solved] What is more UPS friendly, cut power or insufficient power?
Replies: 5
Views: 794

[Solved] What is more UPS friendly, cut power or insufficient power?

I was wondering what is more UPS friendly, cut power or insufficient power. Cut power: Area is disconnected from the power grid / there are no power suppliers in the area / yellow "plug" icons are flashing over entities Insufficient power: Area has power suppliers, which are not producing ...
by Impatient
Wed Jun 02, 2021 9:22 am
Forum: Ideas and Suggestions
Topic: Map Laser Turret Color Red
Replies: 10
Views: 1307

Re: Map Laser Turret Color Red

If it is going to be changed, I would make it green. From the players view: Green = protective red = dangerous But, ... Wube probably feels that all weapons are dangerous, which I fully support. Therefore, not dropping the educational responsibility and keeping turrets red on the map is ok to me as ...
by Impatient
Mon May 24, 2021 5:05 pm
Forum: Combinator Creations
Topic: Even split of remainder
Replies: 9
Views: 1110

Re: Even split of remainder

Yes, but that would mean I also could use dedicated trains. Because, what if I just need 250k steam there? That would be 5 trains, not 16. Part of the context is, that all steam supply on the whole map is handled by a lot of 1-2 trains with one name for pickup stations and 1 name for dropoff. Well,...
by Impatient
Mon May 24, 2021 4:30 pm
Forum: Combinator Creations
Topic: Even split of remainder
Replies: 9
Views: 1110

Re: Even split of remainder

Aha, context is king:) So each station has to have a guaranteed throughput of 3K/s -> 1 train every 16.6 seconds. Correct? No. Each twin station has to have a continuous tp of 6k/s (2 pipes limited at 3k/s). The trains unload from the two twins of a twin station alternatingly (circuit controlled). ...
by Impatient
Mon May 24, 2021 2:48 pm
Forum: Combinator Creations
Topic: Even split of remainder
Replies: 9
Views: 1110

Re: Even split of remainder

That is off topic, but since I failed to hide the context good enough to not make readers curious :D : All 4 stations feed into the same supply line, which needs 24k steam/s unloaded from 1-2 trains (for 2 GW of power). Each "station" unloads at 6k/s and in reality is a twin unloading sta...
by Impatient
Mon May 24, 2021 1:57 pm
Forum: Combinator Creations
Topic: Even split of remainder
Replies: 9
Views: 1110

Re: Even split of remainder

Ah, yes of course. Logic instead of arithmetic. This simplifies the combinator setup considerably: evenSplitRemainderOf4.2.jpg 0eNrdl9uOmzAQht9lpN5UZBtzhove7GNUK8TByY4EBhkTNYp499rQJiQBFmeRGu1NJIPnn5n/i7F9giRvaMWRCQhPgGnJagh/naDGPYtz9UwcKwohoKAFGMDiQo1ijuK9oALTTVoWCbJYlBxaA5Bl9DeEpDU+1Mhoihnl4wJm+2YA...
by Impatient
Mon May 24, 2021 4:14 am
Forum: Combinator Creations
Topic: Even split of remainder
Replies: 9
Views: 1110

Even split of remainder

I have 4 train unloading stations (S1, ... S4). Equally named to unload the same things. And depending on demand I calculate how many supply trains (T) should go there. As I want to optimize throughput, I am distributing the supply trains to the 4 stations as equal as possible, using the train limit...
by Impatient
Fri May 21, 2021 9:12 pm
Forum: Gameplay Help
Topic: [Solved] Are those preferred among equally named stations, which have a higher train limit set?
Replies: 2
Views: 655

[Solved] Are those preferred among equally named stations, which have a higher train limit set?

Are those prioritized among equally named stations, which have a higher train limit set?

Eg. 2 stations with same name, one with a train limit of 2 and the other one with a train limit of 1.
Would the first available train then be sent to the station with the higher train limit?
by Impatient
Thu May 20, 2021 12:57 am
Forum: Gameplay Help
Topic: [Solved] How many trains are sent to identically named stations when same limit is set in each station?
Replies: 4
Views: 979

[Solved] How many trains are sent to identically named stations when same limit is set in each station?

How many trains are sent to identically named stations when same limit is set in each station? Eg 2 stations with same name, the train limit in each of the stations is set to 2 and there are 10 possible trains with that station name as next stop. Will 2 trains go to each of the stations or 1 to each...
by Impatient
Mon May 10, 2021 8:43 pm
Forum: Gameplay Help
Topic: Red train signal set by circuit only has 1000 penalty?
Replies: 10
Views: 1489

Re: Red train signal set by circuit only has 1000 penalty?

How far is "far" away? Can you reproduce this and show us a sandbox example? This might be useful for troubleshooting the problem.
by Impatient
Mon May 10, 2021 8:25 pm
Forum: Gameplay Help
Topic: loading robots in port via train (help needed)
Replies: 4
Views: 793

Re: loading robots in port via train (help needed)

Here is a simple setup that - activates the supply station if the number of bots falls below a set lower limit (MN) - unloads bots until the number of bots is above a set limit (MX) The min and max limits are set as negatives, because then they automatically can be subtracted from the numbers read f...
by Impatient
Sun May 09, 2021 11:54 pm
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 244
Views: 27929

Boundaries for values in surface.map_gen_settings

Some time ago I ran into some undocumented behavior of surface.map_gen_settings . It seems that a value of lower than 1/6th (0.166667) for the frequency of ore patches ( used in surface.map_gen_settings.autoplace_controls ) has no effect in game. The docs though do not state any limits as there is ...
by Impatient
Sun May 09, 2021 7:10 pm
Forum: Gameplay Help
Topic: Early bots to save my hands
Replies: 6
Views: 1258

Re: Early bots to save my hands

Open the console and paste this into it: /c game.player.insert{name="power-armor-mk2", count = 1} game.player.insert{name="fusion-reactor-equipment", count = 3} game.player.insert{name="battery-mk2-equipment", count = 8} game.player.insert{name="personal-roboport-m...
by Impatient
Sun May 09, 2021 7:05 pm
Forum: Ideas and Suggestions
Topic: Achievement: Fully Automated
Replies: 7
Views: 1121

Re: Achievement: Fully Automated

Mskvaer wrote:
Sun May 09, 2021 1:22 pm
... is that they do not want a specification to write code for. They want inspiration, implementation is their choice.
I never viewed it that way. I always thought "the more specific, the better."
by Impatient
Sun May 09, 2021 7:39 am
Forum: Ideas and Suggestions
Topic: Achievement: Fully Automated
Replies: 7
Views: 1121

Re: Achievement: Fully Automated

... Get the achievement when the factory runs for - say - an hour, without any action of the player , i.e. no commands issued. ... Please define "runs" in this sentence. To understand what I mean ... I am asking because an achievement needs one or more conditions which must be fullfilled ...
by Impatient
Sun May 09, 2021 7:20 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1522
Views: 305138

Re: Simple Questions and Short Answers

I extend astroshak's recommendation: 1. Create a blueprint of the entities you want the modules removed from. 2. Bulk remove the modules from the entities in the blueprint (there is a checkbox for that, when you open the blueprint) 3. Remove the entities with a deconstruction planner 4. place the en...
by Impatient
Sat May 01, 2021 11:43 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1522
Views: 305138

Re: Simple Questions and Short Answers

Farwin923 wrote:
Sat May 01, 2021 6:56 pm
Hello, how can i get Spidetron remote? I can't find it in crafting and in technology tree it only shows that it unlocks Spidetron, not remote.
You must have a mod installed, that hides it. The remote is in vanilla and craftable.
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