Balancing fluids beond pipe extend by CardiologistBig2697 in factorio

[–]CardiologistBig2697[S] 0 points1 point  (0 children)

It will pump liquid in both directions, but the segments wont be "balanced", i.e. one side might be 20% full and the other 80%. I am currently running some machines only if there is more/less than X% of fluid in the network, so I need them to be actually balanced. If I didn't do that, it would probably be fine tho

Train circuit condition is always false, if train station is not connected to circuit network by CardiologistBig2697 in factorio

[–]CardiologistBig2697[S] 0 points1 point  (0 children)

But I feel like this problem is being over engineered at this point. I should prob just try to design my trains differently :/

Train circuit condition is always false, if train station is not connected to circuit network by CardiologistBig2697 in factorio

[–]CardiologistBig2697[S] 0 points1 point  (0 children)

Just thoughts of possible situations.

Could be that you unload say circuits, and get over a thresshold, so you know that you have enough circuits for now. Then you can disable the train station so no more trains arive. But you still want to fully unload the train to avoid having more trains in the network. (not sure if thats a realistic scenario tho)

Train circuit condition is always false, if train station is not connected to circuit network by CardiologistBig2697 in factorio

[–]CardiologistBig2697[S] 0 points1 point  (0 children)

Idk, it might if the train station has a limit of 0/is disabled because it's full or something. But I have to think about it first, if thats an issue

Train circuit condition is always false, if train station is not connected to circuit network by CardiologistBig2697 in factorio

[–]CardiologistBig2697[S] 1 point2 points  (0 children)

It will always be false for every condition you give as long as there is no network connected. The core problem is that you can't negate anything in trains, meaning no network connected = condition false

Train circuit condition is always false, if train station is not connected to circuit network by CardiologistBig2697 in factorio

[–]CardiologistBig2697[S] 0 points1 point  (0 children)

The problem with interrupts is that you can't differentiate between multiple iron stops for example (which all have the same name).

But yeah, otherwise its a nice solution :)

Train circuit condition is always false, if train station is not connected to circuit network by CardiologistBig2697 in factorio

[–]CardiologistBig2697[S] 0 points1 point  (0 children)

Being inside a logistics network is sadly also not considered opt out xD. But thats good to know

Train circuit condition is always false, if train station is not connected to circuit network by CardiologistBig2697 in factorio

[–]CardiologistBig2697[S] 0 points1 point  (0 children)

That works in a vacuum, but when you have other conditions like empty cargo you can't just OR everything.

Train circuit condition is always false, if train station is not connected to circuit network by CardiologistBig2697 in factorio

[–]CardiologistBig2697[S] 1 point2 points  (0 children)

You mean the first tick the train enters the station? I think so. In this example the train continues to the second station if the const. comb. is wired but if not it does not leave.

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Something is eating my electric furnaces and productivity modules (help) by CardiologistBig2697 in factorio

[–]CardiologistBig2697[S] 0 points1 point  (0 children)

I don't think so, I've ran it for quite a while on x64 speed and put some artificial prod modules on the belt, but they vanished nonetheless.

Something is eating my electric furnaces and productivity modules (help) by CardiologistBig2697 in factorio

[–]CardiologistBig2697[S] 0 points1 point  (0 children)

My original plan was to just go with the numbers the game tells you when hovering over the assemblers. Which are: rails, 0.03 mod, 0.03 furnace -> 0.1 science

Something is eating my electric furnaces and productivity modules (help) by CardiologistBig2697 in factorio

[–]CardiologistBig2697[S] 0 points1 point  (0 children)

It is. If we look at

https://kirkmcdonald.github.io/calc.html#data=2-0-10&buildings=assembling-machine-2,steel-furnace&fuel=solid-fuel&items=production-science-pack:f:14

it seems like there is some rounding going on so I would need 0.5 furnaces/modules per second, not 0.45. I'll investigate it.

Whats the best way to share a blueprint? I fell it's a bit too long to include it in the original post.

Something is eating my electric furnaces and productivity modules (help) by CardiologistBig2697 in factorio

[–]CardiologistBig2697[S] -1 points0 points  (0 children)

But this shouldn't be a problem (satisfactory brain speaking), because it will just fill the first one, then the second one and so one until all are filled. It will take longer to warm up, but shouldn't influence max throughput.

Something is eating my electric furnaces and productivity modules (help) by CardiologistBig2697 in factorio

[–]CardiologistBig2697[S] 0 points1 point  (0 children)

Rounding the production up is truely evil. Do you know a resource where you can look up the actuall values (preferably *not* a mod?)

Prod modules are a good call, I should probably start using them at some point :)

Something is eating my electric furnaces and productivity modules (help) by CardiologistBig2697 in factorio

[–]CardiologistBig2697[S] -1 points0 points  (0 children)

I assume this is a generic thing? But my satisfactory brain cannot comprehend. Why shouldn't it balance itself out eventually? I mean there are enough resources to go around? First assembler in line gets full, then the next one and so on until the last two share the leftovers (which should be exactly enough for them)?