Search found 39 matches

by reallyLost
Sat Feb 25, 2017 11:06 pm
Forum: Gameplay Help
Topic: Can trains choose stations?
Replies: 2
Views: 3641

Re: Can trains choose stations?

You can give multiple train stops the same name. The train will pick whichever one has the fewest number of occupied blocks along the route. However, it chooses that path before it leaves the previous station and doesn't re-check very often to see if faster routes open up (something like once every ...
by reallyLost
Sat Feb 25, 2017 10:00 pm
Forum: Gameplay Help
Topic: trains and inserters
Replies: 7
Views: 3474

Re: trains and inserters

use a SR-latch to force the inserters feeding them to turn off and at the same time turn on the inserters that will put the items on the train. A latch isn't actually needed here. In this situation it is easier to use rail signals. You can force an entry signal red to prevent the train from enterin...
by reallyLost
Sat Feb 25, 2017 7:00 pm
Forum: Gameplay Help
Topic: Feeding Furnace with Iron Ore
Replies: 10
Views: 6747

Re: Feeding Furnace with Iron Ore

You don't have a problem with the setup, you just need more ore. There are more iron patches out on the map. Have fun trying to collect them with aliens all around. :)
by reallyLost
Wed Feb 22, 2017 3:43 pm
Forum: Gameplay Help
Topic: Mid to late game transition
Replies: 5
Views: 4404

Re: Mid to late game transition

Personally, I always consider my starting base a "bootstrap" base and don't bother trying to scale it too far. I tend to build no more that 24 of each type of smelter, and for circuits I usually build around 12 green, 12 red, and only 4 blue. I don't worry about the ratios too much or if t...
by reallyLost
Wed Feb 22, 2017 2:05 pm
Forum: Gameplay Help
Topic: Need help with a train problem
Replies: 11
Views: 3326

Re: Need help with a train problem

Sorry, I don't follow your example. Can add more specifics? Exactly which stations you mean, which signals, and what kind of "adjustments" might cause this? All the relevant signals and stations are visible on my screenshot.
by reallyLost
Sun Feb 19, 2017 11:06 am
Forum: General discussion
Topic: Interesting Deadlock
Replies: 5
Views: 2529

Re: Interesting Deadlock

Yeah, you have to get rid of the signals on the loop. This is the roundabout that I use. The bypass tracks here aren't needed to avoid deadlocks, they're just for speed:

Image
by reallyLost
Sat Feb 18, 2017 2:20 pm
Forum: Gameplay Help
Topic: Need help with a train problem
Replies: 11
Views: 3326

Re: Need help with a train problem

Ok, I'll try adding signals there as well. Might just be a bug. Thanks for the help.
by reallyLost
Sat Feb 18, 2017 2:06 pm
Forum: Gameplay Help
Topic: Need help with a train problem
Replies: 11
Views: 3326

Re: Need help with a train problem

Yeah, sometimes trains will path through empty stations and that should be fine; as far as I can tell it's all signaled properly to allow for that. You can see in the second screenshot all the possible routes to access that block. I don't know specifically from which one the fuel train came. There a...
by reallyLost
Sat Feb 18, 2017 1:36 pm
Forum: Gameplay Help
Topic: Need help with a train problem
Replies: 11
Views: 3326

Re: Need help with a train problem

Yes, it's happened several times. The first time I just ignored it and hoped it didn't happen again. The second time I was busy with other stuff and didn't feel like trying to figure it out. I think this is the third time now. It's definitely a reoccurring issue. It's always happened off-screen, and...
by reallyLost
Sat Feb 18, 2017 1:19 pm
Forum: Gameplay Help
Topic: Need help with a train problem
Replies: 11
Views: 3326

Re: Need help with a train problem

The track at the bottom is intended to be part of the same block. You can see on the right side that all of the access to that track is marked with chain signals. Sorry if it's a bit confusing. I could add signals there, but it shouldn't need them as far as I can tell, so I want to understand what i...
by reallyLost
Sat Feb 18, 2017 12:55 pm
Forum: Gameplay Help
Topic: Using trains to transport resources that are getting low?
Replies: 29
Views: 13598

Re: Using trains to transport resources that are getting low?

Then I need to "park" them somewhere in the base after unloading their contents The simple answer is to "park" them at the unloading station with a condition to stay until they are empty. As long as you don't need that resource then the station should be backed up and they can't...
by reallyLost
Sat Feb 18, 2017 12:41 pm
Forum: Gameplay Help
Topic: Need help with a train problem
Replies: 11
Views: 3326

Need help with a train problem

I have over 500 hours in this game and have never had a signaling problem that I couldn't solve until now. I have this collision and I can't figure out why: http://images.akamai.steamusercontent.com/ugc/82591828990931558/1CCA5117EB514A2A1DCB8694201CD72200542DD4/ Here is a view without (most of) the ...
by reallyLost
Thu Aug 04, 2016 6:25 pm
Forum: Bob's mods
Topic: [0.13.x] Bob's Mods: General Discussion
Replies: 439
Views: 150967

Re: [0.13.x] Bob's Mods: General Discussion

Your output is full (the 93 carbon). It will not insert until that is cleared. Ah, right. My mistake was that the carbon image is a light grey and it looks very similar to the ghost image. The number 92 is obvious now (there are so many because I hand loaded 200 coal) but when I first built it ther...
by reallyLost
Thu Aug 04, 2016 5:45 pm
Forum: Bob's mods
Topic: [0.13.x] Bob's Mods: General Discussion
Replies: 439
Views: 150967

Re: [0.13.x] Bob's Mods: General Discussion

Athmagor wrote: Have you chosen the recipe?
Yes.
Image
by reallyLost
Thu Aug 04, 2016 3:53 pm
Forum: Bob's mods
Topic: [0.13.x] Bob's Mods: General Discussion
Replies: 439
Views: 150967

Re: [0.13.x] Bob's Mods: General Discussion

Hi. I'm on 0.13.13 and I've got a problem where inserters will not put coal into the chemical furnace as an ingredient. They only fill the fuel slot. Am I doing something wrong?
by reallyLost
Thu Jul 14, 2016 4:04 pm
Forum: General discussion
Topic: Is bitter pathing always been so broken when aggroing tons?
Replies: 10
Views: 4067

Re: Is bitter pathing always been so broken when aggroing tons?

lpw wrote:
taiiat wrote:i see... 'train' isn't a Verb so therefore the confusion.
It kinda is. With the meaning of forming a "train" of biters.
I don't believe that you will find that definition in any dictionary.
by reallyLost
Mon Jul 11, 2016 5:20 pm
Forum: General discussion
Topic: Is the jump from science pack 2 to 3 too large?
Replies: 77
Views: 26679

Re: Is the jump from science pack 2 to 3 too large?

Read through the thread, and I also agree on how my bases are always nice and tidy until I start to make oil, then it devolves into this absolute mess. I always had this problem as well, until I made one very simple design change that solved everything: I reserved space on my main bus for fluids ri...
by reallyLost
Mon Jul 11, 2016 11:22 am
Forum: Ideas and Suggestions
Topic: Storage Tank Collision Box
Replies: 0
Views: 540

Storage Tank Collision Box

While some people are probably smart enough not to put storage tanks this close together, for those of us that are not, I would expect to be able to walk between these two diagonally placed tanks:

Image
by reallyLost
Mon Jul 04, 2016 2:54 pm
Forum: Duplicates
Topic: [0.13.4] Inserters not dropping items
Replies: 1
Views: 560

[0.13.4] Inserters not dropping items

When I use inserters that pick items up directly off the ground they will not drop their items until they have a new item ready to pick up. They work correctly if I put a single belt piece on the pickup square instead of using the ground directly.

http://i.imgur.com/DHB1DSP.jpg

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