Search found 341 matches

by torne
Mon Mar 15, 2021 10:41 pm
Forum: Gameplay Help
Topic: High volume of bots is making my factory enter in Low Power.
Replies: 9
Views: 2727

Re: High volume of bots is making my factory enter in Low Power.

Since it says you have 200 steam turbines connected but can't make any more power that suggests they are using up 100% of the available steam, but that's not enough steam. Do you have the right ratio of heat exchangers? Are all the heat exchangers actually at 500C or higher? Do they all have enough ...
by torne
Wed Mar 03, 2021 11:48 am
Forum: Logistic Train Network
Topic: Network appears to be breaking down with more and more erroneous orders being created
Replies: 8
Views: 3091

Re: Network appears to be breaking down with more and more erroneous orders being created

If you share your save someone can take a look and see if there's anything noticeably wrong?

Or just share a blueprint of one of the stations that is getting incorrect deliveries and of the corresponding station that the unwanted train was loaded at?
by torne
Fri Feb 26, 2021 3:26 am
Forum: Ideas and Suggestions
Topic: Constructions robots get "lost" in unpowered roboports
Replies: 24
Views: 6107

Re: Constructions robots get "lost" in unpowered roboports

cbhj1 wrote:
Fri Feb 26, 2021 1:36 am
Imagine if the roboports started without power.
That was my point though: there are designs that would become fiddly, orientation sensitive, or unbuildable if newly built roboports didn't extend the network.
by torne
Fri Feb 26, 2021 12:18 am
Forum: Ideas and Suggestions
Topic: Constructions robots get "lost" in unpowered roboports
Replies: 24
Views: 6107

Re: Constructions robots get "lost" in unpowered roboports

Nope, no gap. It's just that roboports get built out by the robots before power for that roboport does and the 'bots land in the unpowered roboport. This is very common on build builds - i.e. I'm laying down 800+ furnaces to smelt iron. The total area is ~400X500 tiles, so that's a lot of area to c...
by torne
Thu Feb 25, 2021 9:19 pm
Forum: Ideas and Suggestions
Topic: Constructions robots get "lost" in unpowered roboports
Replies: 24
Views: 6107

Re: Constructions robots get "lost" in unpowered roboports

If you're building roboports at the maximum connected logistic zone distance from each other the construction zone of the existing roboport extends 3 tiles past the new roboport; that's enough to construct any regular electric pole but if you were using substations for power (like in many solar+robo...
by torne
Thu Feb 25, 2021 8:16 pm
Forum: Ideas and Suggestions
Topic: Constructions robots get "lost" in unpowered roboports
Replies: 24
Views: 6107

Re: Constructions robots get "lost" in unpowered roboports

Perhaps relevant from a different angle, Why do roboports start with power? Starting with power means that they contribute to the construction area right away, which might be necessary for the power poles intended to bring them power to be in construction range. The construction range of roboports ...
by torne
Thu Feb 25, 2021 12:44 pm
Forum: Gameplay Help
Topic: Nuclear Reactor Bug or clueless player?
Replies: 3
Views: 1584

Re: Nuclear Reactor Bug or clueless player?

If a reactor is hitting 1000C that means it is wasting fuel, not that it's working properly. That's the maximum temperature for the reactor, so once it heats up that much any fuel it's still using is doing nothing. Heat exchangers need to be above 500C to work. As long as all of the heat exchangers ...
by torne
Wed Feb 03, 2021 10:00 pm
Forum: Gameplay Help
Topic: Circuit network - take only "N" first signals in the "internal order" that signals are processed?
Replies: 4
Views: 1632

Re: Circuit network - take only "N" first signals in the "internal order" that signals are processed?

It wasn't available as an output signal until very recently; this was added to deciders in 1.1.13 :)
by torne
Wed Jan 20, 2021 6:07 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1641
Views: 489449

Re: Simple Questions and Short Answers

But can 35 units/s of LDS, Rocket Control Units and rocket fuel sustain 9 silos. Yes; the calculator is correct. To break it down a bit: - Target is 50 space science per second. You get 1000 space science from launching each rocket, and each rocket requires 100 rocket parts. So, you need to build 5...
by torne
Fri Jan 15, 2021 5:44 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1641
Views: 489449

Re: Simple Questions and Short Answers

https://imgur.com/KZX2ypz Am I reading this right? Do I need 9 rocket silos to achieve 3000spm? I have the right amount of resources created (I think) but I feel that I can't sustain 9 silos. You are reading this right; with 4 prod 3's and only four speed 3 modules (i.e. two beacons) affecting each...
by torne
Wed Jan 13, 2021 10:49 pm
Forum: Logistic Train Network
Topic: Why is my requester acting like a supplier?
Replies: 8
Views: 2686

Re: Why is my requester acting like a supplier?

Any station where there is a positive number of something that's higher than the provider threshold for that station is a provider. If you haven't set a provider threshold for that station, it will use the default from the mod config, which last time I looked was 1000. So, if your station that's sup...
by torne
Mon Dec 28, 2020 4:23 am
Forum: Mods
Topic: Industrial Revolution 2 (2.0.0) crashed on_player_flushed_fluid
Replies: 19
Views: 7665

Re: Industrial Revolution 2 (2.0.0) crashed on_player_flushed_fluid

Linux filesystems are case sensitive and upper case characters are usually sorted before lower case. So, yeah, because alien biomes starts with a lower case "a' it will be loaded after IR which uses upper case. On windows this probably gets sorted case insensitively and so alien biomes would lo...
by torne
Mon Aug 24, 2020 4:38 pm
Forum: Gameplay Help
Topic: Trains and Circuits
Replies: 4
Views: 1779

Re: Trains and Circuits

Is the global signal connected directly to the pickup/dropoff train stops, or are there combinators involved? If there's any combinators you might need to delay by more than one tick, since each combinator delays the signal by one more tick.
by torne
Wed Aug 05, 2020 11:56 pm
Forum: Gameplay Help
Topic: Combinator magic help ?
Replies: 3
Views: 1159

Re: Combinator magic help ?

The right shift in the arithmetic combinator is what's called an "arithmetic right shift" as opposed to a "logical right shift". In an arithmetic shift the sign bit is preserved, which means that if you start with a negative number you will always have a negative number, and all ...
by torne
Fri May 15, 2020 6:10 pm
Forum: Gameplay Help
Topic: Personal Roboport Bots Acting Wonky with Repairs
Replies: 13
Views: 2944

Re: Personal Roboport Bots Acting Wonky with Repairs

The reason behind this is because the robots do not look for jobs to do - the jobs look for robots to do them. So, the game is constantly looping through all of the available jobs to check: 1) which roboport networks are in range of the job 2) do any of the in-range networks have the required materi...
by torne
Fri May 15, 2020 5:51 pm
Forum: General discussion
Topic: [0.18] There is No Spoon
Replies: 14
Views: 5883

Re: [0.18] There is No Spoon

But in that time you have habits and avoiding of clicking handcraft "automatically" would be certainly impossible for at least me. Is it possible to filter inventory now so that you can not collect raw materials? You can use /permissions to turn off your own permission to craft things onc...
by torne
Thu Apr 30, 2020 7:15 pm
Forum: Gameplay Help
Topic: Expand/Collapse Character screen
Replies: 2
Views: 1082

Re: Expand/Collapse Character screen

If the issue is just that the screen is very tall, but all the individual elements are the usual size, then what probably happened is you finished researching a technology that unlocked a large number of new recipes (for example barreling recipes), and the UI has grown to make room for them. Complex...
by torne
Fri Apr 03, 2020 5:53 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 524774

Re: [MOD 0.14] AAI Programmable Vehicles

Version 0.6.4 released just a couple of days ago made it so that picking up a deployed AI vehicle will returns the normal version of the vehicle which allows it to be used in upgrades.
by torne
Thu Apr 02, 2020 8:13 pm
Forum: Gameplay Help
Topic: Angels/Bobs and Uranium Ore
Replies: 2
Views: 1488

Re: Angels/Bobs and Uranium Ore

If you're using Angel's Refining then this is normal - just like iron and copper, you have to refine uranium from the new ores introduced by Angel's.
by torne
Wed Mar 25, 2020 10:57 pm
Forum: Gameplay Help
Topic: Issues understanding combinators output
Replies: 7
Views: 2068

Re: Issues understanding combinators output

It outputs for two ticks because the input conditions are set to that for two ticks - the output is just delayed by one tick compared to the input. Check your screenshots: in tick 0 and tick 1, X and M are -4, and in tick 1 and tick 2, P is 1. If your goal is to have it produce P=1 for one tick then...

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