It is not possible for multiple trains to stop at the same station at the same time.
You can check for "Train ID" signal to determine if there is a stopped train. After that it's just an easy calculation.
Search found 131 matches
- Wed Nov 29, 2023 12:24 am
- Forum: Ideas and Suggestions
- Topic: Train stop train count
- Replies: 2
- Views: 310
- Fri Nov 17, 2023 10:04 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 327
- Views: 44311
Re: Friday Facts #384 - Combinators 2.0
It doesn't really matter if the box sends output on both wire colors, just don't wire the same color to anything else's input port. You can even read the output from the same wire color if you just filter away your signals that you sent in, or use the other wire color. Use different signal types fo...
- Tue Nov 14, 2023 3:47 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 327
- Views: 44311
Re: Friday Facts #384 - Combinators 2.0
"Circuit slots show the values" To be honest, I hate how this is implemented. You're mixing up configuration data and live data in the same field. This makes those conditions really hard to read. The same is true for the green background to a lesser extent. For the combinators, the input ...
- Tue Nov 14, 2023 1:29 pm
- Forum: Ideas and Suggestions
- Topic: Roboport Improvements
- Replies: 17
- Views: 1302
Re: Roboport Improvements
- In FFF #377; there was an announcement between the lines "We have increased the big electric pole range to 32 to go along with this." It would be very convenient to have a roboport supply range of 64x64 instead of 50x50 So each roboport can fully cover 4 chunks. They would also align pe...
- Tue Nov 14, 2023 11:05 am
- Forum: Ideas and Suggestions
- Topic: Roboport Improvements
- Replies: 17
- Views: 1302
Re: Roboport Improvements
Chunk boundaries matter when it comes to multiple inserters interacting with a single entity. Within the same chunk, multiple inserters will alternate, but when the inserters are in different chunks, one will always take priority. This is not the case anymore. Inserters can still alternate across m...
- Sat Nov 11, 2023 7:32 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 327
- Views: 44311
Re: Friday Facts #384 - Combinators 2.0
I think index 0 is not the actual signal ID. Instead first element of the incoming signals array when sorted by signal id. I'm not sure we are understanding each other, on the following picture i see the "0" as a hardcoded number, and imagine that one could use something like "A"...
- Sat Nov 11, 2023 5:54 pm
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 172
- Views: 29078
Re: Super force building - The circle is closing
You know we have some capabilities to modify a blueprint like removing an entity or setting the snap anchor etc. Maybe we could have a way of adding deconstruction marks to empty tiles in blueprints. So we can mark those tiles that can break the blueprint. I already said that the blueprint view isn...
- Sat Nov 11, 2023 5:44 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 327
- Views: 44311
Re: Friday Facts #384 - Combinators 2.0
I wonder if the developers experienced in their playtesting to use any index but 0 for the selector combinator's first function. I have a hard time imagining a scenario where you wish to select any other index but 0 after the list has been sorted. I'd suggest simplifying it into a min/max function ...
- Sat Nov 11, 2023 1:09 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 327
- Views: 44311
Re: Friday Facts #384 - Combinators 2.0
This is nice and all... but does this FINALLY give us a way to 'sanitize' our inputs? Specific case: I was working on making a station using LTN that would allow me to load multiple types of cargo. The problem is that LTN's station, alongside expected cargo, also dump out a whole bunch of other dat...
- Sat Nov 11, 2023 12:56 pm
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 172
- Views: 29078
Re: Super force building - The circle is closing
But how would you add it to a blueprint if whenever you place it it is already gone? If it only deconstructs itself after being placed, just blueprint the ghost? That has issues as well. You want your self-deleting item to be required to be placed then, by a bot. Which then has to remove the entity...
- Sat Nov 11, 2023 12:24 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 327
- Views: 44311
Re: Friday Facts #384 - Combinators 2.0
if you have some ideas (for the Selector combinator) we would welcome them How about some kind of unique-ID mechanism? That would be really handy in multiplexing signals from different parts of a mega-base, and is currently tricky to do. (The best way I know of is to leave a locomotive permanently ...
- Sat Nov 11, 2023 11:46 am
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 327
- Views: 44311
Re: Friday Facts #384 - Combinators 2.0
This is nice and all... but does this FINALLY give us a way to 'sanitize' our inputs? Specific case: I was working on making a station using LTN that would allow me to load multiple types of cargo. The problem is that LTN's station, alongside expected cargo, also dump out a whole bunch of other dat...
- Sat Nov 11, 2023 11:33 am
- Forum: Ideas and Suggestions
- Topic: Roboport Improvements
- Replies: 17
- Views: 1302
Roboport Improvements
TL;DR Roboports are a key component about RTS Style Remote Play and they should be more powerful. What? Here are my suggestions: - In FFF #380; you mentioned ghost-building improvements and I believe you already implemented a similar functionality for Space Platforms. Roboports should be able to pr...
- Fri Nov 03, 2023 1:04 pm
- Forum: Implemented in 2.0
- Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
- Replies: 80
- Views: 38775
Re: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
Thank you Wube for this great feature.
Looking forward to 2.0. It will make my life so easy when I'm designing interchangeable blueprints
Looking forward to 2.0. It will make my life so easy when I'm designing interchangeable blueprints
- Fri Nov 03, 2023 12:54 pm
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 172
- Views: 29078
Re: Friday Facts #383 - Super force building
Huge refineries builds (on landfilled areas) will be so much easier now as you can summon water anywhere you want! I don't think you'll be able to summon water anywhere you want. If you check the last animation on the post, you can notice that the area is prefilled with landfill (dirt tile instead ...
- Fri Nov 03, 2023 12:50 pm
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 172
- Views: 29078
Re: Friday Facts #383 - Super force building
Will super-force build update or deconstruct and construct similar machines? I.e., if I have an iron chest, and use super-force build of a blueprint with a steel chest on top of it. It would be great if it marks similar machines to be replaced like using upgrade-planner. In addition to this questio...
- Fri Oct 27, 2023 3:38 pm
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 34929
Re: Friday Facts #382 - Logistic groups
Since I love playing with circuits, I'm in love with the "You're far away, the factory should be able to function without you." approach on 2.0 and all new fancy automation features that come with that mindset. Thank you for that. One thing I always find problematic is there is no way in v...
- Wed Jul 06, 2022 11:27 am
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 296
- Views: 153150
Re: 3 and 4 way intersections
Thanks Avona. The only difference I've noticed in our setups is that I had full-length train spacing on entrances and exits. I did another test with 2 car spacing signals on the entrance and the numbers were lower than the previous. Putting full-length spacing on the entrance significantly boosts Se...
- Wed Jul 06, 2022 1:53 am
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 296
- Views: 153150
Re: 3 and 4 way intersections
I have tested a slightly modified version of my "Almost squareabout OCD" blueprint with testbench 5.1.1. It would be nice if you update the post with the new numbers. Also, Darkelder is my previous nickname. It should be ElderAxe as well. almost-squareabout-ocd.png 0eNqtXVtvnLkN/SvGPNuGRN3...
- Sat May 22, 2021 12:33 pm
- Forum: Not a bug
- Topic: Production Stats window filter shows irrelevant results
- Replies: 2
- Views: 1005