Search found 206 matches
- 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.
- 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 ...
- 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 ...
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 ...
- 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 ...
0eNrtXf1u47gRfxXB/xQo5FRf1McCV+BwRYsCVxS4TVH09gJDtulYjT58EpVcsMgD3Fv02foknSEpWUkkm6Nsbre7mwXWI5n6kZwvzpAU/X6xzlt+qLNSLN68X2x5s6mzg8iqcvFm8W2eV3eNtb0v0yLbWKJOs9La8jy75fW9Ve2sos1Fdsi5lQleNJaorKrkViNSBLj4qfyp ...
- 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.
- 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 ...
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 ...
- 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
Edit: The little helpful arrows help a lot.
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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?
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?
- 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 ...
- 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 ...
- 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.
- 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.
- 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.
- 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.
Way excessive already. Just do a pump with a wire to a tank that activates when the tank is almost full.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. [..]
- 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%.
Fuel refining. Increase acceleration and max. speed bonus of all fuels by 5%.
- 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.
- 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 ...