Search found 39 matches

by BillH
Sun Apr 09, 2017 10:17 am
Forum: Duplicates
Topic: [0.14.22] Train stops at chain signal despite open blocks
Replies: 1
Views: 779

[0.14.22] Train stops at chain signal despite open blocks

train path error.png As the above picture shows, there are two open blocks in the stacker where my iron ore train can park, but for some reason it refuses to choose either block and waits on the main line, jamming traffic until either that lane opens up or I force a repath by breaking the track. I'...
by BillH
Fri Aug 19, 2016 10:25 pm
Forum: General discussion
Topic: Logistic robots - do they have a preferred home?
Replies: 9
Views: 3922

Re: Logistic robots - do they have a preferred home?

Take a look at Scarhoof's Botworld series for some examples of how to provide the control you're suggesting. He essentially creates multiple networks that deliver resources to each other via requester/provider chests (in later episodes he uses trains to increase throughput).
by BillH
Fri Jul 08, 2016 3:04 pm
Forum: Implemented Suggestions
Topic: [0.13] Get train content as signal from train stop
Replies: 52
Views: 29132

Re: Get train content as signal from train station

MindChanger and XKnight (along with others in this thread have come up with a smart loader for trains. I'm using XKnight's design in my factory to load my engineering train (one on each side to provide 20 different items).
by BillH
Thu Jul 07, 2016 4:25 pm
Forum: Resolved Problems and Bugs
Topic: Landfill blueprint doesn't work after saving and restarting
Replies: 1
Views: 2440

Landfill blueprint doesn't work after saving and restarting

To reproduce:
  1. Create a ghost image of landfill and blueprint it.
  2. Save the game and exit.
  3. Reopen the saved game.
  4. Attempt to use the landfill blueprint.
by BillH
Wed Jul 06, 2016 4:47 am
Forum: Railway Setups
Topic: 0.13 Smart supply-train loader + other solutions
Replies: 89
Views: 39111

Re: Smart supply-train loader

XKnight, do you mind explaining your setup? I'd love to implement that in my system.
by BillH
Mon Jul 04, 2016 12:47 am
Forum: Resolved Problems and Bugs
Topic: Crash instead of restart when updating [again]Β²
Replies: 11
Views: 3982

Re: Crash instead of restart when updating [again]Β²

I also got the error updating from .3 to .4. I have no mods. 0.005 2016-07-03 17:39:45; Factorio 0.13.3 (build 22991, win64, alpha) 0.005 Operating system: Windows 10 0.005 Program arguments: "C:\Program Files\Factorio\bin\x64\Factorio.exe" 0.005 Read data path: C:/Program Files/Factorio/d...
by BillH
Sun Jul 03, 2016 11:12 am
Forum: Duplicates
Topic: Unexpected error occurred during update to 0.13.3
Replies: 1
Views: 814

Unexpected error occurred during update to 0.13.3

0.004 2016-07-03 04:04:06; Factorio 0.13.1 (Build 22864, win64, alpha) 0.004 Operating system: Windows 10 0.004 Program arguments: "C:\Program Files\Factorio\bin\x64\Factorio.exe" 0.004 Read data path: C:/Program Files/Factorio/data 0.004 Write data path: C:/Users/William/AppData/Roaming/F...
by BillH
Wed Jun 29, 2016 4:26 pm
Forum: General discussion
Topic: Assignment of jobs to personal/stationary roboport
Replies: 4
Views: 1607

Re: Assignment of jobs to personal/stationary roboport

Keep in mind that jobs will be assigned to your personal roboport up to the number of bots in your inventory, up to the limit of 10x(number of personal roboports). If you are maxed out with 50, your personal roboport will construct/deconstruct up to 50 items. If you are taking down a large structure...
by BillH
Wed Jun 29, 2016 4:17 pm
Forum: General discussion
Topic: Smart Loader
Replies: 9
Views: 5670

Re: Smart Loader

I just replaced the filter inserters (which used to be smart inserters) with fast inserters, which will insert up to three items at a time into the chest. I replaced the fast inserters that load into the train with stack inserters. The wiring is the same, you just have 6 inserters per car now so the...
by BillH
Wed Jun 29, 2016 4:12 pm
Forum: General discussion
Topic: Train stations and circuit networks [0.13]
Replies: 11
Views: 7928

Re: Train stations and circuit networks [0.13]

Normal inserters will grab up to three items once you've researched the inserter stack size, so your granularity for setting limits is 3 if you want to be reasonably tight with your limits.
by BillH
Mon Jun 27, 2016 9:24 pm
Forum: Resolved Problems and Bugs
Topic: [0.13] Satellite cannot be placed in rocket automatically
Replies: 5
Views: 2004

[0.13] Satellite cannot be placed in rocket automatically

I updated a 0.12.35 save game to 0.13 and discovered that my rocket launch platform no longer accepts satellites once the rocket is complete. I have to manually insert the satellite into the rocket now.
by BillH
Wed May 25, 2016 5:08 am
Forum: Pending
Topic: [12.33] [Pending] signals applied via blueprint hv no block
Replies: 3
Views: 1330

[12.33] [Pending] signals applied via blueprint hv no block

I created a blueprint containing only two signals in order to make sure I had the spacing correct. When I apply the blueprint, my robots place the signals and they immediately started flashing. When I moused over one of the signals, the UI indicated that it had no block. Manually removing and replac...
by BillH
Mon May 16, 2016 3:11 pm
Forum: Duplicates
Topic: Splitters and underground belts skewed in blueprint preview
Replies: 1
Views: 747

Splitters and underground belts skewed in blueprint preview

I'm using version 12.33. I noticed that my blueprints containing splitters and underground belts were screwed up, presumably due to the recent changes. I set about redoing them, and noticed that while the blueprints now generate the correct result, the preview still shows splitters and underground b...
by BillH
Mon Dec 21, 2015 11:29 pm
Forum: Gameplay Help
Topic: Many stations, one name
Replies: 22
Views: 28832

Re: Many stations, one name

Being able to name many stations with the same name is useful for unloading stations, where you have many trains going to the same location, and thus the chances of one or more stations being occupied are high, and it doesn't matter which station is used. In your case, the mines should be given uniq...
by BillH
Mon Dec 07, 2015 10:55 am
Forum: Gameplay Help
Topic: Combinator light?
Replies: 3
Views: 9141

Combinator light?

There appears to be a tiny light on the output of decider and arithmetic combinators. Presumably it's supposed to light up when a signal is output, but that doesn't always seem to be the case. I've set up a simple AND gate in my game to control light oil cracking -- one decider combinator is set to ...
by BillH
Fri Sep 18, 2015 8:16 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] Train schedule GUI not displaying times
Replies: 2
Views: 2375

[Oxyd] Train schedule GUI not displaying times

When I open the train schedule gui, the slider that indicates wait time for stops is not displayed: http://imgur.com/VJRvSfX In this state, I can't tell the train to go to the currently selected station. The wait time slider doesn't appear until I select a different station. Of course, if only one s...
by BillH
Sun Sep 13, 2015 8:15 pm
Forum: Gameplay Help
Topic: Console command to create new oil wells?
Replies: 16
Views: 92804

Re: Console command to create new oil wells?

orzelek wrote:
katyal wrote:Mandelbrot resources....what do they mean?!
Mandelbrot is the name of fractal used to generate resource picture in this thread some posts above.
I took the OP to be a reference to the double rainbow guy:https://www.youtube.com/watch?v=OQSNhk5ICTI
by BillH
Sat Jul 25, 2015 8:28 pm
Forum: Ideas and Suggestions
Topic: Change personal roboport priority inside logistic network
Replies: 9
Views: 4792

Change personal roboport priority inside logistic network

When I'm at an outpost, the personal roboport is a godsend. At my base, not so much. I have to zoom to max and stand far away from anything I want to deconstruct to prevent my personal bots from flooding my inventory with junk. This is particularly problematic for players with large logistic network...

Go to advanced search