Search found 206 matches

by mergele
Fri Nov 15, 2024 3:02 am
Forum: Ideas and Suggestions
Topic: Please, please change the experimental icons in 2.0.18 further!
Replies: 19
Views: 4384

Re: Please, please change the experimental icons in 2.0.18 further!

It does not have to be the joystick. They can make it a treasure map. That sells that someone goes somewhere. Or a walking robot. Or something. But no darn ugly eightleg bullshit.
by mergele
Fri Nov 15, 2024 2:10 am
Forum: Gameplay Help
Topic: Multi-Item Train Stations
Replies: 18
Views: 9713

Re: Multi-Item Train Stations

Actually scratch that, I made a big brain fart and built something both way overcomplicated and useless for your requirements, that still results in needing to make (at least) 1 train per 30 item input, plus adjusting their shedule, and a station name. And I messed up the train station names and the ...
by mergele
Fri Nov 15, 2024 1:14 am
Forum: Ideas and Suggestions
Topic: Please, please change the experimental icons in 2.0.18 further!
Replies: 19
Views: 4384

Re: Please, please change the experimental icons in 2.0.18 further!

I got 2 big problems with those icons:
1) Spider. Absolutely no spider. Spider GOT to go.
2) Blueprint should be next to all the other blueprinty- things, not way of on its own.
Aside from that I think it's ok. the new wires don't make me happy, but the current ones are also ugly and also ...
by mergele
Thu Nov 14, 2024 10:48 pm
Forum: Gameplay Help
Topic: Multi-Item Train Stations
Replies: 18
Views: 9713

Re: Multi-Item Train Stations

Heres your multi-item train station:
0eNrtXf1u47gRfxXB/xQo5FRf1McCV+BwRYsCVxS4TVH09gJDtulYjT58EpVcsMgD3Fv02foknSEpWUkkm6Nsbre7mwXWI5n6kZwvzpAU/X6xzlt+qLNSLN68X2x5s6mzg8iqcvFm8W2eV3eNtb0v0yLbWKJOs9La8jy75fW9Ve2sos1Fdsi5lQleNJaorKrkViNSBLj4qfyp ...
by mergele
Thu Nov 14, 2024 5:09 am
Forum: Gameplay Help
Topic: Multi-Item Train Stations
Replies: 18
Views: 9713

Re: Multi-Item Train Stations

I think you would need the trains to go to the stop first and then pick up which item they are supposed to bring via circuit signal to set the stop from which to fetch it.
by mergele
Sun Nov 10, 2024 10:45 am
Forum: Gameplay Help
Topic: Simple way to cap a circuit signal at a maximum value?
Replies: 5
Views: 4510

Re: Simple way to cap a circuit signal at a maximum value?

That also needs a translation to a help signal and a delay to keep synchronous., bringing it up to 5 combinators.

This setup does it with 4
3.png
You can set the maximum per constant combinator feeding a virtual signal in, making setting it up and using it multiple times easier, but then you ...
by mergele
Sun Nov 03, 2024 1:31 pm
Forum: Gameplay Help
Topic: Trains won't turn right
Replies: 2
Views: 402

Re: Trains won't turn right

This one
11-03-2024, 14-31-18.png
11-03-2024, 14-31-18.png (842.22 KiB) Viewed 383 times
Edit: The little helpful arrows help a lot.
by mergele
Fri Sep 27, 2024 4:46 pm
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 320
Views: 111358

Re: Friday Facts #430 - Drowning in Fluids

That does osund generally good, but I got 2 issues:
1) 250x250 and one tile more makes it instantly zero sounds extremely binary and artifical. I would suggest making it a scaling throughput reduction to all fluid operations on that pipe instead.
2) This is just for clarification. Does that 6k/tick ...
by mergele
Sun Jan 28, 2024 2:25 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 140
Views: 66545

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

That trains go to "no path" and dispatch a warning when their next destination is disabled is I think to much.
If the stop doesn't exist, fine, makes sense. But if it is disabled it has been done so via circuit network for a reason.
For example I have made a setup where a supply train ...
by mergele
Sun Jul 04, 2021 4:59 pm
Forum: Gameplay Help
Topic: Personel train transport?
Replies: 21
Views: 10580

Re: Personel train transport?

That did help clear up things quite a bit.

Questions:
Is there a case where you call a train to a station you are not currently at?
Is this supposed to be multiplayer compatible with multiple trains running simultaneously to different targets?
Will you use this exclusively for personal transport or ...
by mergele
Sun Jul 04, 2021 2:54 am
Forum: Gameplay Help
Topic: Personel train transport?
Replies: 21
Views: 10580

Re: Personel train transport?

I admittedly do not understand your requirements or your current solution.
What is the white dot signal? How many trains are there in the network for this? Are all train stations connected with logic wires or only locally?
Could you walk me step-by-step through one usage of this?
by mergele
Fri Jul 02, 2021 9:40 pm
Forum: Gameplay Help
Topic: Personel train transport?
Replies: 21
Views: 10580

Re: Personel train transport?


[..]
I don't think this works. The problem i encountered is that the constant combinators are too rigid (which is normal, it's in the name). I would love to be able to power up/down combinators with switches which would add some modularity but it seems impossible.
[..]

The constant combinators ...
by mergele
Thu Jul 01, 2021 5:49 pm
Forum: Gameplay Help
Topic: Personel train transport?
Replies: 21
Views: 10580

Re: Personel train transport?

You can have a train do a "Waiting station" -> "Pickup station" schedule. Then have "Pickup stations" that are all disabled by default. And then you do some combinator magic to have a constant combinator that activates the adjacent "Pickup station" when it's activation state is activated/deactivated ...
by mergele
Sun Mar 28, 2021 1:38 pm
Forum: Gameplay Help
Topic: Thank you.
Replies: 6
Views: 3052

Re: Thank you.

Because if your railnetwork is so clogged up that every single waiting area is full you have a whole other problem way earlier anyways. it can happen, but at that point I'd actually call it a useful reminder to upgrade you rails because they are stifeling the factory.
by mergele
Sun Mar 28, 2021 1:25 am
Forum: Gameplay Help
Topic: Thank you.
Replies: 6
Views: 3052

Re: Thank you.

No, that is fine. There is no deadlock potential there unless the entire track over it#s entire length is filled up.
by mergele
Wed Feb 17, 2021 12:34 am
Forum: General discussion
Topic: Stages of Factorio gameplay
Replies: 10
Views: 10086

Re: Stages of Factorio gameplay

I started Factorio playing multiplayer with some friends. They knew a bit about the game already and halfway through vanilla got to uncomplex for us so we look at mods and I never looked back. In all these years, I have never launched a rocket.
by mergele
Fri Jan 08, 2021 3:28 am
Forum: Gameplay Help
Topic: Lessons learned. Please tell me more.
Replies: 11
Views: 6755

Re: Lessons learned. Please tell me more.

starlinvf wrote: Thu Jan 07, 2021 10:31 pm [..] For an intermediate setup, you can get a simple circuit network of SR Latches to monitor the levels for you. [..]
Way excessive already. Just do a pump with a wire to a tank that activates when the tank is almost full.
by mergele
Sun Dec 20, 2020 11:36 pm
Forum: General discussion
Topic: Come up with new infinite research
Replies: 34
Views: 19753

Re: Come up with new infinite research

Module power. Increase effect of modules by 1%
Fuel refining. Increase acceleration and max. speed bonus of all fuels by 5%.
by mergele
Thu Dec 03, 2020 10:15 pm
Forum: Gameplay Help
Topic: Train not moving
Replies: 7
Views: 4284

Re: Train not moving

The bandaid solution would be to add another 2 dummy stations to the lower track. If the penealty is everywhere it is nowhere.
by mergele
Mon Nov 30, 2020 2:24 pm
Forum: General discussion
Topic: Chain signals are overused
Replies: 23
Views: 14711

Re: Chain signals are overused

Yes, I agree. Chain signals are overused. I do that myself and I know it. However an aspect this didn't consider is that they are mentally easy. Do I need a chain signal here? Maybe not, but it won't hurt, plop it down and be done with it. Sometimes figuring out precise signalling is what I am in ...

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