1) Make the furthest mine as always enabled. With a stacker if you'd like. Trains will prefer the closer mines. If you use YARM, you'll know when mines get low and in need of adding new mine outposts.
Or
2) Have a mine outpost available for each train.
I prefer number 1, but 2 is another solution.
Search found 201 matches
- Mon Jul 09, 2018 6:47 am
- Forum: General discussion
- Topic: Stations with same name: Avoiding orphan trains
- Replies: 11
- Views: 6693
- Sun Jun 24, 2018 3:02 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Allow Map View Manipulation of Constant Combiator
- Replies: 7
- Views: 2380
Re: [Request] Allow Map View Manipulation of Constant Combiator
You already can manipulate any combinator via map view. You just need to blueprint the combinator with the setting you want, and shift (control?) click the blueprint down over the one you want to change. Though it won't change the wires. Your inputs & outputs need to already be wired (or in a bo...
- Sat Jun 16, 2018 7:23 pm
- Forum: Outdated/Not implemented
- Topic: please bring back Duracell baterry
- Replies: 8
- Views: 3085
Re: please bring back Duracell baterry
bump +10. I thought the old battery looked way better.
- Sat Jun 16, 2018 7:15 pm
- Forum: Gameplay Help
- Topic: A very low U-235 production
- Replies: 12
- Views: 65606
Re: A very low U-235 production
If you played games for long, you learn to hate RNG. Because RNG is just that, a computer code that gives a chance. You probably wouldn't like dice games either, like Settlers of Catan. It's amazing how often with that game, you bet on certain numbers and they never show up. Though it is way against...
- Sat Jun 16, 2018 5:08 am
- Forum: Pending
- Topic: [0.16.49] too big source bitmap
- Replies: 4
- Views: 1514
Re: [0.16.49] too big source bitmap
Got the error again. Attached is the log file.
- Sat Jun 16, 2018 12:10 am
- Forum: Pending
- Topic: [0.16.49]Automatic updates - Update Fail
- Replies: 10
- Views: 3154
Re: [0.16.49]Automatic updates - Update Fail
Okay, I tested this with version 16.48 & 16.49 (since I'd downloaded both earlier) with the same results. Steps to reproduce 1) navigate to https://factorio.com/download/experimental 2) download alpha 16.48 3) 7-zip, unzip to desktop (i'm including my zip program, just in case that makes any dif...
- Fri Jun 15, 2018 11:56 pm
- Forum: Pending
- Topic: [0.16.49]Automatic updates - Update Fail
- Replies: 10
- Views: 3154
Re: [0.16.49]Automatic updates - Update Fail
From memory, a clean install doesn't have experimental updates enabled. (And 0.16.5x is still experimental). Okay, thanks. It's always been enabled for me, but then I've copied in any config files. So I wasn't prepared for that. Just modified the config file in factorio/config to enable experimenta...
- Fri Jun 15, 2018 8:29 pm
- Forum: Pending
- Topic: [0.16.49]Automatic updates - Update Fail
- Replies: 10
- Views: 3154
Re: [0.16.49]Automatic updates - Update Fail
The updater should wait until the process stops existing. Unfortunately there's nothing we can do without a way to reproduce the problem (which nobody seems to have). Until I figured out that I could copy the Factorio.exe from the factorio/temp directory, I had to re-download & install from the...
- Fri Jun 15, 2018 1:02 am
- Forum: Not a bug
- Topic: [0.16.43] Update failed, permission denied
- Replies: 13
- Views: 4474
Re: [0.16.43] Update failed, permission denied
This bug still continues with 16.49. Each update, the update fails first. The factorio.exe is zapped. I've found that copying the Factorio.exe from the temp folder to the bin / x64 folder, then re-running the update, it works the 2nd time with no changes to permissions needed and not running as adm...
- Fri Jun 15, 2018 12:52 am
- Forum: Pending
- Topic: [0.16.49]Automatic updates - Update Fail
- Replies: 10
- Views: 3154
Re: [0.16.49]Automatic updates - Update Fail
this has been reported (at least) twice before, the same error, but is moved to "won't fix" or "not a bug". 60761 and 60869 I've had this happen on each update for the last several as well. To fix, after getting the error, I've found copying the Factorio.exe from the factorio/tem...
- Tue Jun 12, 2018 5:56 am
- Forum: Not a bug
- Topic: [0.16.43] Update failed, permission denied
- Replies: 13
- Views: 4474
Re: [0.16.43] Update failed, permission denied
This bug still continues with 16.49. Each update, the update fails first. The factorio.exe is zapped. I've found that copying the Factorio.exe from the temp folder to the bin / x64 folder, then re-running the update, it works the 2nd time with no changes to permissions needed and not running as admin.
- Mon Jun 11, 2018 11:34 am
- Forum: Pending
- Topic: [0.16.49] too big source bitmap
- Replies: 4
- Views: 1514
Re: [0.16.49] too big source bitmap
Sorry, I don't have that specific one anymore. Attached is a log file, if it will help.
- Sun Jun 10, 2018 2:31 am
- Forum: Pending
- Topic: [0.16.49] too big source bitmap
- Replies: 4
- Views: 1514
[0.16.49] too big source bitmap
Got these errors on game load. Then the game crashed, but I was able to relaunch without it cropping up again. There was another, that I didn't realize had the texture location, or I'd have screenshot it too.
- Sun Jun 10, 2018 2:20 am
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 61517
Re: Friday Facts #246 - The GUI update (Part 3)
These look great!
I can't wait for the new game load that takes into consideration mods and a directory structure!
I can't wait for the new game load that takes into consideration mods and a directory structure!
- Sat Jun 09, 2018 6:00 am
- Forum: Duplicates
- Topic: [16.48] Blueprints cause undo UPS drop
- Replies: 4
- Views: 1490
Re: [16.48] Blueprints cause undo UPS drop
Okay, thx. I looked for a post on this, forgot to check resolved folder. Sorry.
- Sat Jun 09, 2018 4:26 am
- Forum: Duplicates
- Topic: [16.48] Blueprints cause undo UPS drop
- Replies: 4
- Views: 1490
Re: [16.48] Blueprints cause undo UPS drop
I opened my megabase, and made a screenshot of a small part of a larger blueprint I was using just fine earlier. This one is roughly 150 entities. Here's the pic edited in photoshop to make it bigger: https://cdn.pbrd.co/images/Hp2BDFi.png I try and take it off my hotbar, and the game goes to 3 UPS ...
- Sat Jun 09, 2018 4:11 am
- Forum: Duplicates
- Topic: [16.48] Blueprints cause undo UPS drop
- Replies: 4
- Views: 1490
[16.48] Blueprints cause undo UPS drop
In my megabase, I "happily" manage a 21/22 UPS rate, and have ran that way for some time. Today suddenly, I'm going into low single digit UPS for opening a large blueprint. I tried even smaller ones. Anything larger than 100 (its hard to estimate) or so entities and my game becomes unworka...
- Sat Jun 09, 2018 3:50 am
- Forum: Won't fix.
- Topic: [0.16.48] Update failed
- Replies: 3
- Views: 2252
Re: [0.16.48] Update failed
The deverlopers say its not a bug, but I found running factorio as admin for updates does the trick. If you have the factorio.exe available from your previous download (or redownload from factorio.com) you can try again.
- Fri Jun 08, 2018 3:19 am
- Forum: Not a bug
- Topic: [0.16.43] Update failed, permission denied
- Replies: 13
- Views: 4474
Re: [0.16.43] Update failed, permission denied
Please make update's run with elevated admin levels. Again I cannot update, and my factorio exe got deleted again. Fortunately I still had the 16.47 zip, and copied the factorio exe back to the bin/x64 directory and ran it as admin. The update worked fine as admin. Elevated permissions don't help. ...
- Thu Jun 07, 2018 7:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.47] No rail signal indicators for water rails (bridges)
- Replies: 3
- Views: 3602
Re: [kovarex] [0.16.47] No rail signal indicators for water rails (bridges)
It's been modified as a flotation device, ala buoys.mrvn wrote:Wouldn't you need to landfill for the signal or should the signal swim in water?