If you're ok with adding mods, you could try grabbing a vehicle equipment grid mod and adding personal laser defenses to the train.
If not... lots of laser turrets along the track!
Search found 237 matches
- Thu Jun 08, 2017 9:47 pm
- Forum: Gameplay Help
- Topic: Train keeps getting destroyed :(
- Replies: 5
- Views: 2367
- Wed Jun 07, 2017 9:16 pm
- Forum: Ideas and Suggestions
- Topic: Stop Blueprints escaping their Books
- Replies: 45
- Views: 9491
Re: Stop Blueprints escaping their Books
How to select a blueprint from a large book: (I use this technique from a balancer book I downloaded). 1) Open book. Scroll the book window to find the blueprint you want (you are looking through the 2D grid) 2) Use the scroll wheel to quickly scroll through the book. Eventually you will see the yel...
- Tue Jun 06, 2017 5:32 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1616
- Views: 410521
Re: Simple Questions and Short Answers
Somewhere i have 6 laserturrents in my network.. i requested them in my inventory but not get them delivered (maybe yet?) is there a way to find them, to see in wich chest they are? Can bots take items out of a storage chest or just but stuff in? thanks ;) If you keep running around, leaving logist...
- Fri Jun 02, 2017 7:50 pm
- Forum: Gameplay Help
- Topic: Keep exact # of items in remote chest with circuit network
- Replies: 13
- Views: 5754
Re: Keep exact # of items in remote chest with circuit network
Haha the reason is "circuit magic"Krinkovic wrote:Yay it worked...for some reason
Out of curiosity - what are you using it for?
- Fri Jun 02, 2017 7:45 pm
- Forum: Ideas and Suggestions
- Topic: Stop Blueprints escaping their Books
- Replies: 45
- Views: 9491
- Fri Jun 02, 2017 4:17 pm
- Forum: Gameplay Help
- Topic: How to PROPERLY use Enable/Disable of a Train Station
- Replies: 20
- Views: 21818
Re: How to PROPERLY use Enable/Disable of a Train Station
We are so close to a fully capable railway system... I keep hoping for a signal which is emitted (somehow...) when a train decides to path to a specific station. Without that, any kind of system like this will be limited by the problem of trains pathing to a station which already has trains on the w...
- Fri May 26, 2017 7:18 pm
- Forum: General discussion
- Topic: Do You Feel Full Logistic Behind Yellow Pushes Lasers Early?
- Replies: 28
- Views: 7980
Re: Do You Feel Full Logistic Behind Yellow Pushes Lasers Early?
If ALL you want is to feed ammo to turrets you can use storage chests with active provider chests. Just put a storage chest next to each turret and output ammo production to an active provider chest. You will eventually get plenty of ammo for each turret. Except active provider chests aren't availa...
- Fri May 26, 2017 6:16 am
- Forum: Gameplay Help
- Topic: Keep exact # of items in remote chest with circuit network
- Replies: 13
- Views: 5754
Re: Keep exact # of items in remote chest with circuit network
Ok, got it! Again, basic idea is using a subtraction to fake the "read pulse" behavior of an inserter, with the contents of a chest. A: Constant combinator, used to set desired items in chest. B: Each*-1, used to subtract current chest contents from desired quantity to get the quantity we ...
- Thu May 25, 2017 5:00 pm
- Forum: Gameplay Help
- Topic: Keep exact # of items in remote chest with circuit network
- Replies: 13
- Views: 5754
Re: Keep exact # of items in remote chest with circuit network
I do not have any stack bonuses, and doesn't that only affect stack inserter now anyway? Regular inserters get a stack size of 2 at maybe level 3 stack bonus research, and a stack size of 3 at max stack bonus research. The pulse is indeed the problem. when the last item is picked up by the right in...
- Thu May 25, 2017 4:01 pm
- Forum: General discussion
- Topic: solar power plant better than nuclear reactor
- Replies: 20
- Views: 11996
Re: solar power plant better than nuclear reactor
The problem I have at the moment with nuclear is the 235/238 ratio. In my first playthrough my first patch of uranium only could fit 3 miners. With the processing ratio, I could not physically mine enough uranium ore fast enough to process to keep one nuclear reactor going. I was only getting 3-5 p...
- Thu May 25, 2017 3:56 pm
- Forum: Gameplay Help
- Topic: Keep exact # of items in remote chest with circuit network
- Replies: 13
- Views: 5754
Re: Keep exact # of items in remote chest with circuit network
I'm not 100% sure this is where your +1 comes from, but you may want to enable "set stack size" on the left inserter. Assuming you have a stack bonus, it will always pick up 2 (or 3) items even if the circuit says it only wants 1. To make that work you will need to invert all your signals ...
- Wed May 24, 2017 3:38 pm
- Forum: General discussion
- Topic: what i must do with this wood ?
- Replies: 10
- Views: 3713
Re: what i must do with this wood ?
As an act of desperation, you can always drop in into a large array of chests and then nuke them 
- Mon May 22, 2017 10:23 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Yet another belt balancer compendium
- Replies: 22
- Views: 70100
Re: Yet another belt balancer compendium
Can someone elaborate on the exact design goals of these balancers? And what exactly the balancer test code tests for? In my mind, the only thing that's relevant is "no input backs up unless all outputs are backed up". That is, every output belt should be backed up or saturated, unless the...
- Mon May 22, 2017 4:58 pm
- Forum: General discussion
- Topic: I Want to buy??
- Replies: 7
- Views: 2509
Re: I Want to buy??
And then you will start to hate Big Pharma in comparisonnetmand wrote:If you like Big Pharma [...], You will want to buy this.
- Mon May 22, 2017 4:53 pm
- Forum: General discussion
- Topic: Underground belt lane splitting, anyone else hate it?
- Replies: 97
- Views: 33900
Re: Underground belt lane splitting, anyone else hate it?
The real question is : why do you mix two different ressources on the same belt if you want to separate them later ? You want to manufacture A and B. A requires X and Y, B requires X and Z. There are many, many, MANY ways to lay out the factory, but one solution is to run X and Y past the A assembl...
- Mon May 22, 2017 3:45 pm
- Forum: Balancing
- Topic: Restore the flamethrower's glory
- Replies: 10
- Views: 2547
Re: Restore the flamethrower's glory
My current setup is machine gun / uranium ammo for killing bases in zero seconds flat, and flamethrower for clearing the masses that chase me on my way out. Flamethrower can kill a lot of chasing biters more ammo-efficiently than uranium ammo - the machine gun works just as well, but I'm burning thr...
- Fri May 19, 2017 10:36 pm
- Forum: General discussion
- Topic: This game could have existed without iron plates
- Replies: 16
- Views: 5247
Re: This game could have existed without iron plates
Hmm... I guess technically, it would be a good idea to include at least SOMETHING that's non-conductive when trying to build a circuitAxeSlash wrote: Either way, there is no iron involved
- Fri May 19, 2017 10:15 pm
- Forum: Implemented Suggestions
- Topic: Option to disable auto-repair by pers. roboport robots.
- Replies: 65
- Views: 18951
Re: Disable personal bots while moving
If you (don't) want your roboports operating, pop them (out or) in. It's two clicks and a keystroke each way. There was a time in the good old days when this was true. Nowadays, there is a huge science gap between personal roboports and fusion reactor. I used personal solar panels for the first tim...
- Fri May 19, 2017 10:11 pm
- Forum: This Forum
- Topic: Polls for registered game owners?
- Replies: 5
- Views: 1752
Re: Polls for registered game owners?
Do you have any evidence of widespread voter fraud?
It just seems a little unlikely that enough non-owners of the game would care enough to cheat the system on polls that don't really affect anything...
It just seems a little unlikely that enough non-owners of the game would care enough to cheat the system on polls that don't really affect anything...
- Fri May 19, 2017 8:27 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 127218
Re: Friday Facts #191 - Gui improvements
Having my weapons at the ready is life or death on this planet, the locals are hostile. +1 I also never liked how the logistics section has to be there in the center of my screen whenever I need to craft something or grab something from my inventory. Good point, logistics is a second class function...