Which one? Ltn train limit doesn't work for depots. you have to use the vanilla one
Search found 229 matches
- Sun May 19, 2024 7:40 pm
- Forum: Logistic Train Network
- Topic: multiple trains pathing to same depot resulting in deadlock
- Replies: 1
- Views: 88
- Thu May 09, 2024 10:27 am
- Forum: Ideas and Suggestions
- Topic: Filter inserters: Prioritise item pickup based on Set Filter signal levels
- Replies: 7
- Views: 340
Re: Filter inserters: Prioritise item pickup based on Set Filter signal levels
Is this what you are looking for?
https://mods.factorio.com/mod/selector-combinator
https://mods.factorio.com/mod/selector-combinator
- Sat Mar 16, 2024 6:06 pm
- Forum: Gameplay Help
- Topic: Why are those signals red?
- Replies: 3
- Views: 433
Re: Why are those signals red?
We cannot debug this without seeing more of the map.
Please add a screenshot of your map view with the whole train setup.
Also is the issue in your other thread solved. is that the same train network?
Please add a screenshot of your map view with the whole train setup.
Also is the issue in your other thread solved. is that the same train network?
- Thu Mar 07, 2024 3:38 pm
- Forum: General discussion
- Topic: How do YOU use mining drills?
- Replies: 96
- Views: 6995
Re: How do YOU use mining drills?
Earlier in this thread I said I also space out my miners.
That was inaccurate.
My blueprint has the center miners more dense because of ore density...
That was inaccurate.
My blueprint has the center miners more dense because of ore density...
- Tue Mar 05, 2024 4:45 am
- Forum: General discussion
- Topic: How do YOU use mining drills?
- Replies: 96
- Views: 6995
Re: How do YOU use mining drills?
I explicitly tested the case (in map editor) where I created a very sparse resource field that soon got defragmented into many distinct resource fields during mining. However, as long as the one miner stayed in place and I didn't change anything with its configuration, it reported for the original ...
- Mon Mar 04, 2024 7:18 pm
- Forum: General discussion
- Topic: How do YOU use mining drills?
- Replies: 96
- Views: 6995
Re: How do YOU use mining drills?
How do I do it? Spaced out - Slow mining - slow loading - I don't care how many mines I need as long as they are easy to build and easy I to remove. That's why there is only a single rail line to the grid and no power connection - see attached screenshot And of course over engineered as much as I ca...
- Tue Feb 27, 2024 8:51 pm
- Forum: Logistic Train Network
- Topic: LTN - locked slot not working?
- Replies: 3
- Views: 364
Re: LTN - locked slot not working?
It's hard to debug the setup with only one picture but I think I spotted something else: Your inserters are controlled by the green wire witch connects them directly to the LTN constant combinator. According to the manual the signal output there is: Constant Combinator: (signal output) train composi...
- Mon Feb 26, 2024 9:17 pm
- Forum: Logistic Train Network
- Topic: LTN - locked slot not working?
- Replies: 3
- Views: 364
Re: LTN - locked slot not working?
My guess:
LTN thinks it can use both wagons.
You locked 3 slots per wagon so it thinks it can load 74 slots of processing units.
LTN thinks it can use both wagons.
You locked 3 slots per wagon so it thinks it can load 74 slots of processing units.
- Fri Feb 23, 2024 12:15 pm
- Forum: News
- Topic: Friday Facts #399 - Trash to Treasure
- Replies: 289
- Views: 39764
Re: Friday Facts #399 - Trash to Treasure
Lots of rails and sorter spaghetti. Sounds like my planet
- Mon Feb 19, 2024 11:34 am
- Forum: Outdated/Not implemented
- Topic: Cliffs as natural rail elevators
- Replies: 10
- Views: 790
Re: Cliffs as natural rail elevators
Only thing that I can think of:
If you try to place a ramp over a cliff - without hitting the shift key - then it allows it - but only if you place it in the "correct" position.
If you try to place a ramp over a cliff - without hitting the shift key - then it allows it - but only if you place it in the "correct" position.
- Tue Feb 06, 2024 5:34 am
- Forum: Gameplay Help
- Topic: how do I set the traffic lights so that this train passes?
- Replies: 4
- Views: 585
Re: how do I set the traffic lights so that this train passes?
When you fix what was said above the train should no longer enter the crossing it can't leave.
But the next sector is not free yet.
The problem is not this crossing but the V crossing ahead.
You haven't placed any signals there yet correct?
But the next sector is not free yet.
The problem is not this crossing but the V crossing ahead.
You haven't placed any signals there yet correct?
- Fri Feb 02, 2024 9:45 am
- Forum: Technical Help
- Topic: [1.1.101] GPU Performance issues
- Replies: 28
- Views: 1458
Re: [1.1.101] GPU Performance issues
When looking at that remember the most important thing from the wiki Since Factorio aims for 60 ticks per second, the game has 16.667ms to calculate each tick. If it takes longer than this, then your UPS will drop below 60. Even on the "quieter" black screenshot you have update time 15ms. ...
- Thu Feb 01, 2024 8:09 pm
- Forum: Gameplay Help
- Topic: Is there a way to stop trains from choosing new stations mid-journey?
- Replies: 12
- Views: 817
Re: Is there a way to stop trains from choosing new stations mid-journey?
Repaths that happen as part of normal train operation A train fails a revalidation. The train stop a train is heading to is renamed or destroyed. The train is preparing to stop at a signal (chain or regular) that changes so that the train can now continue. The train is braking for a signal (chain o...
- Thu Feb 01, 2024 4:45 pm
- Forum: Gameplay Help
- Topic: Is there a way to stop trains from choosing new stations mid-journey?
- Replies: 12
- Views: 817
Re: Is there a way to stop trains from choosing new stations mid-journey?
https://wiki.factorio.com/Railway/Train_path_finding#Repaths_that_happen_as_part_of_normal_train_operation Basically. Whenever a train hits traffic it tries to repath. Suggestions: Try to eliminate turnarounds and roundabouts in your train system. They give your trains many opertunites for strange b...
- Sat Jan 13, 2024 4:23 pm
- Forum: Technical Help
- Topic: [1.1.101][linux] Game doesn't start any more
- Replies: 4
- Views: 699
Re: [1.1.101][linux] Game doesn't start any more
Did you install steam through snap?
- Sun Dec 17, 2023 1:04 pm
- Forum: News
- Topic: Friday Facts #389 - Train control improvements
- Replies: 151
- Views: 27366
Re: Friday Facts #389 - Train control improvements
You can make a requester station that sends a signal to tell the train what it should fetch next.
But if you need multiple trains to fullfil your stations needs tracking deliverys through combinator setups will be tricky.
And forget mixed trains
But if you need multiple trains to fullfil your stations needs tracking deliverys through combinator setups will be tricky.
And forget mixed trains
- Sun Dec 17, 2023 12:26 pm
- Forum: General discussion
- Topic: Train 2.0 question
- Replies: 22
- Views: 2839
Re: Train 2.0 question
I'll try to think trough solution "a" based on my current 1,2k Science Base: Copper Ore Stations: 27 - 5/8 Copper Ore Deliver: 4 - 10/12 Iron Ore Stations: 24 - 5/13 Iron Ore Deliver: 5 - 9/13 Coal Stations: 8 - 1/4 Coal Deliver: 2- 2/2 Stone Station: 7- 1/3 Stone Deliver: 2 - 2/3 Trains: ...
- Mon Dec 11, 2023 10:44 pm
- Forum: Logistic Train Network
- Topic: [not a bug] Depot priority not working
- Replies: 3
- Views: 583
Re: Depotpriority not working
I think depot priority only affects which trains are used first for deliveries not where they are sent afterwards.
- Thu Nov 30, 2023 1:01 pm
- Forum: Gameplay Help
- Topic: Dynamic Train Stop activation/deactivation
- Replies: 9
- Views: 1166
Re: Dynamic Train Stop activation/deactivation
What you need for that is a SR latch https://wiki.factorio.com/Tutorial:Circuit_network_cookbook#RS_latch_-_single_decider_version But before we go into details: Why? Deactivating and activating is not recommend. It's better to calculate how many train loads are missing and set the train limit throu...
- Tue Nov 14, 2023 11:29 am
- Forum: Releases
- Topic: Version 1.1.97
- Replies: 5
- Views: 7090
Re: Version 1.1.97
Wow. Another set of edge case bug fixes.
Makes me wonder. What's the state of the bug war?
How does this graph look at the moment? : https://factorio.com/blog/post/fff-313
Makes me wonder. What's the state of the bug war?
How does this graph look at the moment? : https://factorio.com/blog/post/fff-313