Posts by computerneek

77 total posts
23 days ago

Kayser wrote:

computerneek wrote:

If you put the connectors over the liquid dumps instead of over the only spot a support pillar would fit, pillars should form and you should be able to keep a fully working blueprint. See the output belts on my furnace blueprints, for example.

Yup, I absolutely could! But as I mentioned in that original post, I just can't be bothered to do that.

23 days ago

Fair.

I feel like something like this, with each station tied to one of the storages in the chain (but none actually sharing storages) would work for short trains on a high-volume product, though the trackwork to get enough short trains in to keep such a station busy would be a challenge I wouldn't want to deal with:

![image.png](/content-images/42044f45414cafa0947346241785604ecf616f8cdeb13172…

23 days ago

Got a minor graphical confusion I noticed today. The thing is, this train... is no longer decelerating for the sharp corner at the top of that hill, yet the throttle display sits on "some brake" for an entire day after the speed stops descending at 40, meaning the locomotive is clearly generating power against the hill:

![image.png](/content-images/42415cf7e6a7792220599364328d7659c631b18f68…

24 days ago

... Workaround found:

image.png

... For now.

24 days ago

Hmm... I feel like Calen might have been right to not include a "train only ingress" option, since a fully-rail-fed foundry would benefit from being split into smaller but more extensible facilities. Also, a station like this one will tend to be better-suited to high-volume foundry insertion, thanks to the quick unloading of trains:

![image.png](/content-images/d016755dc4b9ff9061a61dcf3c8a63f5864…

24 days ago

All that said... Devs? This issue definitely needs to be fixed:

image.png

To reproduce:

  1. Construct normal elevated belt normally.
  2. Remove the supports by connecting other belts to it at their positions, causing them to be replaced by connectors. I removed the end supports by simply trimming the …
24 days ago

Hmm... 3 tiles between each station, and lifts... Alright. Here's a pasteable workaround that does both lanes.

image.png

Note the station module itself has a 600-per limit, so a single T3 belt can nearly keep up with an unloading train (with realignment time).

... I haven't even researched blueprint…

24 days ago

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I'm not sure how else to describe it.

Reproduction:

  1. Have a factory.
  2. Mouseover any of the categories on the left.
  3. Unpause the game, if not already.
  4. Wait for the pie chart to update.
  5. The highlighted segment will be moved next to "Other", as pictured... rather than deleted or res…
24 days ago

I feel you. No-stop area select would be so convenient on my layout- I've got a few no-stop zones in key areas where they're needed to prevent backups or enforce route priority, but something like 95% of the default no-stops get removed because all they do is slow things down.

24 days ago

Yeah, I like this idea too. A truckless, conveyor-based mining machine, optimized for cutting down mountains. I would expect this machine to be unable to make/traverse ramps, and therefore most useful in mountain deposits... or in terrain leveling/mountain removal.

24 days ago

Interesting. I didn't see anything about this issue on the changelog, but it appears to be fixed in v0.8.4a (b588). Been running for several hours and I haven't had it happen once, even though that station has only gotten busier.

24 days ago

Kaiser wrote:

Well, the gripe is I also had a smaller limestone unload (4 modules) for another part of the factory. If a train with 6 T2 wagons takes the job of unloading there, it will load all 6 wagons and take forever to try to unload all the limestone at the small, 4-module station. My solution was to just build a smaller train, with 2 T2 wagons, for that job. But it seems obvious to m…

24 days ago

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That train's delivery station was disabled after pickup, and there's no other station on the map that'll accept its product... so it went back to the waiting bay, clearing the pickup station (and other tracks) for other trains to serve. That's good behavior- but I'm rather surprised it has…

24 days ago

That reminds me of this station, back in the infancy of my current world... the station was built on Update 4, before 4.1 added the Networks, but you can see that the trains were forced to back onto this peninsula in order to deliver to the stacker towers. You can also see the three separate waypoint stations used in determining exactly how far the train had to proceed before it could reverse di…

24 days ago

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There's quite a few pickups there that decided they should get hit by the train. I'm not putting this in the bugs section because there's really no "bug" to swat here. So what happened?

  1. On the upper track, a slow rock train cleared a busy grade crossing at speed, coming from that track tha…
24 days ago

... demolition.

That's what it is. I've got 10 trucks assigned to a certain storage with active dumping routes; it is their job to dump dirt to create a flat platform for me to build on, so as to avoid tying up fifty of my unassigned trucks with "no place to dump dirt" when the task is complete- and to keep such tasks from interrupting truck logistics or construction/demolition. That storage is…

24 days ago

... It might be because that turn up and back down between the two no-stop zones is a mainline entrance and return, through which the entire network is accessible- though if it did turn up, the fastest way back to the destination station would actually be to loop right back through the station it's exiting, and the next-fastest would be to travel to the far end of the network. It would get clos…

24 days ago

Ahh! I've seen this. The problem is that the conveyors are "unsupported" and there's no valid place to put the supports, since support doesn't travel through connectors. It's quite infuriating for compact desalinator builds like this, since I have to rebuild that pipe reaching over the seawater pumps every time I want to build another one:

![image.png](/content-images/d621c636b6628889ba517…

24 days ago

Lag seems to be strongest when there's a train waiting at this particular crossing, without regard for where there might be a backup. It also seems to let up the moment that train gets clearance to cross the two no-stopping grade crossings.

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All trains are the same length. Here's a shot …

25 days ago

Issue persists in v0.8.4a (b588). It also doesn't appear on the changelog, so that's expected.

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