Afaik that's signalling issue. I've had similar problem with trains magically ignoring other stations but closest one until I've removed 1 signal at the rail split and placed them after.
Edit: Here are the locations of removed signals:
Search found 368 matches
- Mon Feb 03, 2014 2:34 am
- Forum: General discussion
- Topic: Equal station names
- Replies: 13
- Views: 10446
- Sat Feb 01, 2014 3:35 am
- Forum: Ideas and Suggestions
- Topic: Some suggestions regarding the rail system
- Replies: 16
- Views: 8999
Re: Some suggestions regarding the rail system
Am I the only one, that thinks trains need more profound changes first? I mean the suggestions listed here are nice and interesting, but they are superficial: They are about the outside feel of the train system in game. Yet we are still have so much missing from the core of train handling: - better ...
- Sat Feb 01, 2014 3:24 am
- Forum: General discussion
- Topic: Getting the most steam possible
- Replies: 9
- Views: 9002
Re: Getting the most steam possible
no point now - better wait till 0.9ssilk wrote:Please, could someone make a validated simple list of steam engines, needed burners, needed pumps?
Err no you need more boilers (burners) not steam engines.Cellidor wrote: Oh I know, I'm going to be mining out the iron behind it before I cover it up though.
- Fri Jan 31, 2014 9:48 pm
- Forum: General discussion
- Topic: Getting the most steam possible
- Replies: 9
- Views: 9002
Re: Getting the most steam possible
You need at least 7 boilers for 5 turbines to have 100% efficiency
- Tue Jan 28, 2014 10:04 pm
- Forum: Balancing
- Topic: Module Reballance
- Replies: 48
- Views: 22536
Re: Module Reballance
That's not a real tradeoff. A minor inconvenience really.
- Tue Jan 28, 2014 9:51 pm
- Forum: Balancing
- Topic: Module Reballance
- Replies: 48
- Views: 22536
Re: Module Reballance
problem is there is no real tradeoff for productivity modules, thats why they need artificial limitations.
- Tue Jan 28, 2014 9:46 pm
- Forum: Implemented Suggestions
- Topic: Fast replace of modules
- Replies: 4
- Views: 2845
Re: Fast replace of modules
while holding a new module in mouse shift-click old one to loot it into inventory, then right-click to insert new one.
- Tue Jan 28, 2014 9:45 pm
- Forum: Implemented Suggestions
- Topic: Fix the transport belts already
- Replies: 10
- Views: 4751
Re: Fix the transport belts already
I actually like them this way. I know the set of rules they operate at, and I know it is possible to solve or avoid the problems using in game mechanics. And at the end of the day instead of boring lines I end up with fancy networks riddles with different flow normalizers.
- Tue Jan 28, 2014 8:41 am
- Forum: Ideas and Suggestions
- Topic: Logistics storage fixes
- Replies: 23
- Views: 9835
Re: Logistics storage fixes
10x10 was said in spur of the moment - i was trying to say that even this small addition would make a difference for me.
- Mon Jan 27, 2014 9:26 pm
- Forum: Ideas and Suggestions
- Topic: Logistics storage fixes
- Replies: 23
- Views: 9835
Re: Logistics storage fixes
I dont think you've understood. As stated before I dont mind charge speed as much - main gripe is with humongous area coverage of roboport. I would be happy if we would get an antenna that does nothing but gives us 10x10 robot coverage, while charge speed problem can be avoided using current game me...
- Mon Jan 27, 2014 9:17 pm
- Forum: Show your Creations
- Topic: 540 kW coal power plant
- Replies: 12
- Views: 18617
Re: 540 kW coal power plant
As long as coal is an finite source this is VERY interresting to see, but will be never build by myself, even with blueprints ;) Just because its finite in vicinity doesnt mean it would suddenly disappear. My coal storage could probably fuel my boiler station for a week of real time before I will n...
- Mon Jan 27, 2014 12:33 am
- Forum: Ideas and Suggestions
- Topic: Logistics Module, flight path fixes and Logistics tweaks
- Replies: 5
- Views: 2401
Re: Logistics Module, flight path fixes and Logistics tweaks
Well I usually dont build roboports too far from my base (furthest is usually directly at base walls) as such I've never had such problem. Besides I dont believe constricting robots to roboport are is a good solution - they are already demanding as is with extremely basic pathing, if there are actua...
- Sun Jan 26, 2014 11:34 pm
- Forum: Ideas and Suggestions
- Topic: Logistics Module, flight path fixes and Logistics tweaks
- Replies: 5
- Views: 2401
Re: Logistics Module, flight path fixes and Logistics tweaks
Are you playing the latest version? it sounds like you dont have roboports
- Sun Jan 26, 2014 11:28 pm
- Forum: Ideas and Suggestions
- Topic: Logistics storage fixes
- Replies: 23
- Views: 9835
Re: Logistics storage fixes
Thats is why i was proposing either additional structures or separation of function. Atm roboport can do 3 things well: - damage repair - building reconstruction - blanket coverage for small scale production with high specificity. (provider chests for assembly stations) Due to the limited charging a...
- Sun Jan 26, 2014 8:00 pm
- Forum: Ideas and Suggestions
- Topic: Logistics storage fixes
- Replies: 23
- Views: 9835
Re: Logistics storage fixes
When I speak about inefficient i am talking about number of bots/area ratio in my case area has direct relation to efficiency of the roboport. I know where my material flows and how fast the flow is. I also know that 1 roboport is unable to handle 1 blue belt worth of material. And I am not talking ...
- Sun Jan 26, 2014 10:29 am
- Forum: Ideas and Suggestions
- Topic: Logistics storage fixes
- Replies: 23
- Views: 9835
Re: Logistics storage fixes
thats what I meant by inefficient - they cannot support enough robots for area so large.
I think it would be better to add supporting buildings to roboports as i've mentioned before here, or split roboport into two separate structures: one for area other is for charging.
I think it would be better to add supporting buildings to roboports as i've mentioned before here, or split roboport into two separate structures: one for area other is for charging.
- Sun Jan 26, 2014 6:24 am
- Forum: General discussion
- Topic: Question on Modular Armor
- Replies: 7
- Views: 7079
Re: Question on Modular Armor
2 reactors produce more energy, than he can consume
- Sun Jan 26, 2014 3:46 am
- Forum: General discussion
- Topic: Question on Modular Armor
- Replies: 7
- Views: 7079
Re: Question on Modular Armor
Yes more laser turrets you have - faster they will shoot.
2 fusion reactors are necessary if you tend to have multiple exosuits (faster speed) and shields at the expense of batteries.
2 fusion reactors are necessary if you tend to have multiple exosuits (faster speed) and shields at the expense of batteries.
- Sun Jan 26, 2014 3:43 am
- Forum: Ideas and Suggestions
- Topic: Logistics storage fixes
- Replies: 23
- Views: 9835
Re: Logistics storage fixes
It is possible to create specialized logistic system. In fact i am making one now that will separate and store different ores at different locations. The only inconvenience comes from roboports - at 4 charging slots and 50x50 service area they are too inefficient for high throughput systems.
- Sat Jan 25, 2014 9:36 am
- Forum: Ideas and Suggestions
- Topic: My thought on the oil industry
- Replies: 43
- Views: 22922
Re: My thought on the oil industry
BurnHard wrote:That's where I see fuel in barrels be useful for...
then what is the point of having tank cart? That is my question. If tank cart will carry barrels - how is it any different from cargo wagon?