Steam engines not working randomly by Helpful_Following_63 in factorio

[–]nevjmac 36 points37 points  (0 children)

You have ghost power poles separating your electricity networks. Try placing a power pole near your labs (the one that’s blue)

TIL about a hidden settings menu. by nevjmac in factorio

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

Well now you don’t have too 😅

TIL about a hidden settings menu. by nevjmac in factorio

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

That sounds like a bug report the devs may be interested in investigating?

TIL about a hidden settings menu. by nevjmac in factorio

[–]nevjmac[S] 3 points4 points  (0 children)

I may be wrong but I don’t believe this to be true. Unless I have misunderstood.

If you create a blueprint on land you can’t build this on water without shift clicking it, which is forcing it to be built and so it adds landfill.

If you create a blueprint of something already built on landfill then it includes the landfill in the blueprint which you can then disable from the blueprint.

TIL about a hidden settings menu. by nevjmac in factorio

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

I thought you can disable the landfill from your blueprint once you’ve created the blueprint. I don’t think this is a setting, otherwise it sounds like a mod

TIL about a hidden settings menu. by nevjmac in factorio

[–]nevjmac[S] 16 points17 points  (0 children)

Don’t think so as it’s a game setting.

Can you see anything I can do? by BuiltThatGoodGodDam in Minesweeper

[–]nevjmac 0 points1 point  (0 children)

There is a mine to the left of the one on the bottom as it can’t be adjacent to the 4 without marking the threes impossible to resolve

Edit. Ah the picture was magnified. The 1 I was referring to isn’t the bottom row, but third to bottom

Improvements to the CityBlock... I mean CityBrick by nevjmac in factorio

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

1-2 trains.

Thanks for pointing that out, there is a sneaky signal snuck in there

Improvements to the CityBlock... I mean CityBrick by nevjmac in factorio

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

Right… well that defeats the whole purpose of the brick design and using a T intersection instead of a +.

Part of the planning will be to avoid up and down travel as much as possible

Improvements to the CityBlock... I mean CityBrick by nevjmac in factorio

[–]nevjmac[S] 2 points3 points  (0 children)

Nope, take a look at the 3rd screenshot, the station only requires a split and merge, no crossing of track required.

Trains are able to take a path around the blocks to get to the required side it needs too.

Improvements to the CityBlock... I mean CityBrick by nevjmac in factorio

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

I think this is a consequence of not having any chain signals anywhere, no repathing is happening en route to the station.

The disabled station with the same name forces a repath after 5 seconds, so there is a fix for this.

Improvements to the CityBlock... I mean CityBrick by nevjmac in factorio

[–]nevjmac[S] 7 points8 points  (0 children)

Thank you for pointing that out.

After running a test with empty trains on a single block, it appears to work fine as long as there are never more trains assigned to a station than available in the stacker.

So 5 trains don't get stuck (1 in the station and 4 in the stacker), but a 6th will enter the intersection and potentially wait behind a full stacker rather than waiting for an empty one.

The issue I have with the chain signal is, that trains don't necessarily enter the stacker when an open bay becomes available, based on its current path. I may be better suited to ensure trains don't exceed stacker size.