Simple Questions and Short Answers

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mcmase
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Re: Simple Questions and Short Answers

Post by mcmase »

Are people manufacturing artillery ammo on Vulcanus? Seems like it's a pain to have to transport thousands of shells to Nauvis when they don't stack...
aka13
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Re: Simple Questions and Short Answers

Post by aka13 »

It is most efficient to ship only the unique vulcanus component of the shell, instead of the shell, which is a shame, imo.
No manufactorium world for ya :D
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Re: Simple Questions and Short Answers

Post by manuco »

Hello everyone,

Is it normal than my chain signal in the middle of the intersectinon is not working?
chain signal not working2.jpg
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?
mcmase
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Re: Simple Questions and Short Answers

Post by mcmase »

aka13 wrote: Sun Dec 29, 2024 11:44 am It is most efficient to ship only the unique vulcanus component of the shell, instead of the shell, which is a shame, imo.
No manufactorium world for ya :D
I see... I saw that, but was wondering if there were other options, since I'm making every other Vulcanus product there & didn't want to ship out tungsten for only that purpose. But guess I'll have to.
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Re: Simple Questions and Short Answers

Post by Dejsving »

Colleagues, can you tell me if this is such a bug or is it intended that way - why does the cargo hold not interact with the manipulators in any way? - so you can't unload from the cargo hold? - is there any mod that allows you to do this?
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Re: Simple Questions and Short Answers

Post by Dejsving »

And the question is, is there a way to logically send an alert like during an attack? or just through the speaker? It's just that I play without sound and the speaker is not a good option.
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Re: Simple Questions and Short Answers

Post by Khazul »

Dejsving wrote: Sun Dec 29, 2024 3:22 pm Colleagues, can you tell me if this is such a bug or is it intended that way - why does the cargo hold not interact with the manipulators in any way? - so you can't unload from the cargo hold? - is there any mod that allows you to do this?
Intended - Only hubs can load/unload via inserters.

I am not aware of any mods that change this, but I might welcome a half sized bay mod that had no cargo slots, but instead allowed inserter use.
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Re: Simple Questions and Short Answers

Post by Muche »

manuco wrote: Sun Dec 29, 2024 11:58 am Is it normal than my chain signal in the middle of the intersectinon is not working?
chain signal not working2.jpg?
Most likely works as intended, see 116415 Nearby rail blocks are considered one / 123653 Rail signal placed on green rectangle not working / 124952 Rail signal fails to separate section.
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Re: Simple Questions and Short Answers

Post by kitters »

Is there a way to start Aquilo without ***** solar panels?
Isn't it absurd that I can smelt ore, but can't melt ice without electricity?
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Re: Simple Questions and Short Answers

Post by manuco »

Muche wrote: Sun Dec 29, 2024 4:01 pm
Most likely works as intended,

Code: Select all

show-rail-segment-collision-boxes debug setting
I’ll have a look at this option. Thanks for the tip !
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Re: Simple Questions and Short Answers

Post by Amarula »

Dejsving wrote: Sun Dec 29, 2024 3:24 pm And the question is, is there a way to logically send an alert like during an attack? or just through the speaker? It's just that I play without sound and the speaker is not a good option.
The speaker is the tool to send alerts, but they have an option to show the alert as well as, or instead of, using sound. And when you see the alert notification, you can click on it to go to the problem area the same as any other alert.
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Re: Simple Questions and Short Answers

Post by luc »

Is it intentional that space platforms wait in dropping items requested by the cargo landing pad for several minutes?
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Sometimes nothing is dropped for a while, sometimes it sends three cargo pods down at once (with three different requested materials), sometimes it drops a few packs (arbitrary amount, not one stack or so) when hundreds are requested. It's unpredictable, there is no wait condition that I seem to be able to set for "all requests by ground satisfied before leaving". You also can't build more than one cargo landing site to try out if that was the bottleneck. It seems very un-factorio-like (unoptimisable) so I'm probably missing something
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Re: Simple Questions and Short Answers

Post by Muche »

It appears you don't have any cargo bays on the planet, so you're limited to 3 concurrent deliveries. I'd recommend building more of them.

However, it still might not help much if it's a case of 123212 Space platforms not dropping requested items / 124909 Space platforms drop requests very slowly.
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Re: Simple Questions and Short Answers

Post by mmmPI »

luc wrote: Mon Dec 30, 2024 8:59 pm Is it intentional that space platforms wait in dropping items requested by the cargo landing pad for several minutes?
Yes, even forever i think if you don't make any room in the landing pad.
luc wrote: Mon Dec 30, 2024 8:59 pm Sometimes nothing is dropped for a while, sometimes it sends three cargo pods down at once (with three different requested materials), sometimes it drops a few packs (arbitrary amount, not one stack or so) when hundreds are requested. It's unpredictable, there is no wait condition that I seem to be able to set for "all requests by ground satisfied before leaving".
It highly depend on the request there, if you remove things 1 by 1 and suddenly several from the landing pad, it will look unpredictable. But you can use the inactivity condition in such cases i suppose.
luc wrote: Mon Dec 30, 2024 8:59 pm You also can't build more than one cargo landing site to try out if that was the bottleneck. It seems very un-factorio-like (unoptimisable) so I'm probably missing something
You can build as many cargo bays as you wish on the planet to increase througput, and a lot on space platforms to match.
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Re: Simple Questions and Short Answers

Post by mmmPI »

kitters wrote: Mon Dec 30, 2024 11:21 am Is there a way to start Aquilo without ***** solar panels?

no
kitters wrote: Mon Dec 30, 2024 11:21 am Isn't it absurd that I can smelt ore, but can't melt ice without electricity?
no :)
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Re: Simple Questions and Short Answers

Post by kitters »

How can I use 'autorequest missing constructing materials" tick to repair my platform?

I use "all request satisfied' for most planets so platform stops indefenitely at one of them instead of fixing itself on Nauvis, where I produce spare parts.
I see following solutions for repairing platform: request spare parts on Nauvis. but I don't want to have slots occupied with stuff that would unlikely to be damaged.
Or don't use 'all request satisfied' condition at all (maybe only on Nauvis). But I'm unwilling to do it as well.
Or make platforms that don't take damage. that worked for me so far, but I'd like to explore possibilities.

I'm gonna make suggestion "'Autorequst missing construction materials' to have 'import from' filter", but want to hear your thoughts, maybe it's easy to obtain with current functionality.
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Re: Simple Questions and Short Answers

Post by mmmPI »

The cause of the problem seem to be the platform schedule with "all request satisfied". It is possible to store those in a constant combinator instead of the platform requests. This way you can use circuit conditions to output say a green signal when the "request are satisfied" instead of the schedule, and keep "all request satisfied" on the schedule only for Nauvis.
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Re: Simple Questions and Short Answers

Post by husky777 »

I set up the interrupt mechanism for the space platform, but it only activates after reaching the first station. It doesn't trigger between them. Is there any way to fix this? It doesn't trigger even when the conditions are met. In the screenshot, you can see the fulfilled conditions and the gray table.

Is this a bug or is it intended behavior?
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mmmPI
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Re: Simple Questions and Short Answers

Post by mmmPI »

husky777 wrote: Thu Jan 02, 2025 5:25 am I set up the interrupt mechanism for the space platform, but it only activates after reaching the first station. It doesn't trigger between them. Is there any way to fix this? It doesn't trigger even when the conditions are met. In the screenshot, you can see the fulfilled conditions and the gray table.

Is this a bug or is it intended behavior?
As far as i'm aware this is Intended behavior, interrupts are only evaluated at stations.

Not sure what you try to do here, so not sure if/how there is a fix.
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Re: Simple Questions and Short Answers

Post by Tertius »

It's the same mechanics as with trains. Interrupts are processed the moment the platform is in orbit and all waiting conditions for the current planet became true. The platform is about to leave in this moment, and the interrupts are processed to see where to fly. Once it is en route, it's en route until it is in orbit of the planet to reach.

The only exception is the shattered planet, but according to your screenshot it seems you didn't reach that game stage yet.
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