Search found 241 matches
- Sun Apr 05, 2020 2:51 am
- Forum: Gameplay Help
- Topic: Automate Train requests
- Replies: 4
- Views: 1669
Re: Automate Train requests
Thanks for clarifying that point about the negative/positive numbers, @astroshak. Yes, that arrangement does require the extra arithmetic combinator, as you describe. I've just made these often enough that it's just habit, and I forget some of the little details.
- Sun Apr 05, 2020 2:48 am
- Forum: Show your Creations
- Topic: Joseph's technicolor dreamcoat, or how not to make a main bus
- Replies: 48
- Views: 17617
- Sun Apr 05, 2020 2:44 am
- Forum: Gameplay Help
- Topic: [0.18.17] Construction Bot Build/Deconstruct Order
- Replies: 1
- Views: 697
Re: [0.18.17] Construction Bot Build/Deconstruct Order
Yeah, would be nice if the deconstruction got prioritised...
- Sat Apr 04, 2020 2:30 am
- Forum: Gameplay Help
- Topic: Automate Train requests
- Replies: 4
- Views: 1669
Re: Automate Train requests
*snip* At the outpost, set up the reverse of the train station : leaving a gap in the track before the station (so your train does not show up unexpectedly) place the station, Stack Filter Inserters taking stuff out of the cargo wagons and into Passive Provider chests. Wire up ALL the chests togeth...
- Thu Apr 02, 2020 5:51 am
- Forum: Gameplay Help
- Topic: robots version 0.17.79 when you don't have request chests
- Replies: 2
- Views: 828
Re: robots version 0.17.79 when you don't have request chests
I can make roboports and storage chests and provider chests but not requester chests. How can I make the robots work without a requester chest?? You need to research logistics to get the logistics functionality. You can still use storage/provider chests for building. One hack is to have a filtered ...
- Fri Mar 20, 2020 7:51 am
- Forum: Ideas and Suggestions
- Topic: Flashing icon on empty mining drills
- Replies: 9
- Views: 2316
Re: Flashing icon on empty mining drills
Bottleneck mod kind of does this for you, too.
- Tue Mar 10, 2020 8:50 am
- Forum: Not a bug
- Topic: Personal RoboPort Refuses to repair damaged station and car
- Replies: 4
- Views: 1517
Re: Personal RoboPort Refuses to repair damaged station and car
You're not the first, and won't be the last!
- Mon Mar 09, 2020 4:34 am
- Forum: Ideas and Suggestions
- Topic: Increase rail cost
- Replies: 11
- Views: 2882
- Thu Mar 05, 2020 10:13 pm
- Forum: Ideas and Suggestions
- Topic: Finer grain control over logistic network partitioning
- Replies: 3
- Views: 1200
- Sat Feb 29, 2020 5:30 am
- Forum: Ideas and Suggestions
- Topic: Simplify barrel recipes.
- Replies: 11
- Views: 3041
Re: Simplify barrel recipes.
Once use for barrels is for bots to move liquids.
- Fri Feb 28, 2020 9:10 am
- Forum: Not a bug
- Topic: [0.18.9] - Blueprint with train only must have entities button unticked (minor)
- Replies: 2
- Views: 811
- Thu Feb 27, 2020 4:36 am
- Forum: Not a bug
- Topic: [0.18.9] - Blueprint with train only must have entities button unticked (minor)
- Replies: 2
- Views: 811
[0.18.9] - Blueprint with train only must have entities button unticked (minor)
If you remove all entities from a blueprint containing a train, you get the message: "Blueprint has to have at least one item." You have to untick the entities box, which I don't remember ever having to do previously.
- Thu Feb 20, 2020 10:19 pm
- Forum: Gameplay Help
- Topic: Logistics in Vanila game
- Replies: 9
- Views: 2971
Re: Logistics in Vanila game
If you don't have requester chests researched yet, you can still abuse the logistics system, if you have construction bots in the network. Assuming you have a chest (any kind) with the item you want, then set up a filtered storage chest at the destination. (For multiple items, you'll need multiple c...
- Thu Feb 20, 2020 5:57 am
- Forum: Gameplay Help
- Topic: Battle is frustrating
- Replies: 17
- Views: 4144
Re: Battle is frustrating
I would add poison capsules to the mix... as you're driving past the nest, toss a few in there. That'll take out the worms and make the nest easier to wipe out when you come back again. The biters and spitters will still follow you out, so you still need some redoubts or similar to bunker behind to ...
- Mon Feb 17, 2020 8:58 am
- Forum: Ideas and Requests For Mods
- Topic: Decoration remover
- Replies: 4
- Views: 2118
Re: Decoration remover
Why not just turn them off in the graphics options?
- Tue Feb 11, 2020 8:01 am
- Forum: Gameplay Help
- Topic: [0.18.4] inserters wont load train
- Replies: 5
- Views: 1894
Re: [0.18.4] inserters wont load train
Sounds like "not a bug", as inserters can certainly stall if they have something in their hand that they can't release. If you're using inserters to pick up varied materials to put into a filtered source, then you probably need to use filter inserters so they only pick up the right materia...
- Wed Feb 05, 2020 6:29 am
- Forum: Not a bug
- Topic: [0.17.79] Train station update progress incorrect
- Replies: 6
- Views: 1232
Re: [0.17.79] Train station update progress incorrect
@Blacky007 - thanks, I get it now.
- Tue Feb 04, 2020 10:11 pm
- Forum: Not a bug
- Topic: [0.17.79] Train station update progress incorrect
- Replies: 6
- Views: 1232
Re: [0.17.79] Train station update progress incorrect
I believe that Factorio does show a correct progress bar (assuming "initial cargo" in above formulas to be 0) when you choose "at least 2000". Then, having a starting amount of 1000, the progress bar will actually start at 50% and increase while more cargo is being added. And th...
- Tue Feb 04, 2020 11:05 am
- Forum: Not a bug
- Topic: [0.17.79] Train station update progress incorrect
- Replies: 6
- Views: 1232
[0.17.79] Train station update progress incorrect
I have a train at a station waiting until Cargo X = 4000, Cargo Y = 2000 and Cargo Z = 2000. If I check the contents of the wagon, and the station progression, I can see that X and Y are at 100%, but cargo Z in the wagon is about 40%, but shows 0% on the station progress. I would expect the progress...
- Fri Jan 31, 2020 7:24 am
- Forum: General discussion
- Topic: Request: Max number of trains for stations
- Replies: 93
- Views: 40827
Re: Request: Max number of trains for stations
As someone who's tried to replicate the logic of LTN without installing the mod (how the F does one prevent the "race condition"?! :( ) I would love to see something like "max trains" or even an equivalent of LTN in the core game. I feel like LTN oversimplifies the problem of man...