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by aaargha
Sun Aug 20, 2017 7:42 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.33] copy_settings resets filter inserter filters
Replies: 6
Views: 1597

Re: [0.15.33] copy_settings resets filter inserter filters

I don't even want to imagine the odds of me multiple times choosing the first inserter returned by find_entities_filtered as source, especially as my test map has about 6.4k inserters :) Thanks for clarifying that. Also, thank you for the code snippet, I used a separate command to copy the filters a...
by aaargha
Sun Aug 20, 2017 6:03 pm
Forum: Gameplay Help
Topic: stray trains
Replies: 29
Views: 10088

Re: stray trains

I think this bit from the wiki is relevant here, even if it's a bit old: When the rail block is occupied by a train -> Add a penalty of 2 * length of the block divided by block distance from the start, so the far away occupied paths don't matter much. If two trains are both heading to the production...
by aaargha
Sun Aug 20, 2017 5:30 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.33] copy_settings resets filter inserter filters
Replies: 6
Views: 1597

[0.15.33] copy_settings resets filter inserter filters

I've tried using copy_settings on some circuit controlled filter inserters for some UPS benchmarking and while it correctly copies the circuit settings is also resets the filters of all inserters. Copying using shift+right-click -> shift+left-click works as intended so I don't really see why this wo...
by aaargha
Sun Aug 20, 2017 8:22 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS wars: smelting challenge (design competition)
Replies: 83
Views: 38562

Re: UPS wars: smelting challenge (design competition)

Another test using connected inserter in circuit mode "none", meaning that they should sleep poperly but still have the overhead from the circuit network, same setup otherwise. Stack inserters: 21214.604 ms Stack filter inserters with filter: 20358.010 ms Stack filter inserters no filter: ...
by aaargha
Sat Aug 19, 2017 9:23 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS wars: smelting challenge (design competition)
Replies: 83
Views: 38562

Re: UPS wars: smelting challenge (design competition)

It would warrant investigating where the break even point for this setup is and if filter inserters in set filter mode have similar results. That is a good point. Stack filter inserters in set filter mode: No filter: 24145.431 ms Filter : 26090.869 ms Stack filter inserters in enable/disable mode w...
by aaargha
Sat Aug 19, 2017 1:14 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 894503

Re: 4-way intersections: Throughput and deadlocks [image heavy]

"Buffered roundabout MK2" is so large and signaled such that I basically consider it 4 separate junctions and that is how it behaves. The full signals on the inside split the whole thing in 4 parts that can be viewed separately and are I think deadlock free. Hmm, I'm not really sure that ...
by aaargha
Fri Aug 18, 2017 5:48 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS wars: smelting challenge (design competition)
Replies: 83
Views: 38562

Re: UPS wars: smelting challenge (design competition)

More on inserter UPS usage: I tried comparing circuit connected inserters to sleeping ones in an idiot setup where no inserter should be able to do anything. Savefile connected inserters is attached. Use this command to disconnect all inserters from the circuit network, takes about a minute to proce...
by aaargha
Fri Aug 18, 2017 2:28 pm
Forum: Mods
Topic: [MOD 0.15+] Automatic train deployment
Replies: 38
Views: 26745

Re: [MOD 0.15] Automatic train deployment

OK, the new version should be up as soon as the mod portal stops being slooooooow. I've added support for locomotive colour, cargo wagon filters, fluid wagon tank settings, fluid wagon contents, and cargo wagon contents (not slot for slot but as a whole, I hope at least).
by aaargha
Thu Aug 17, 2017 3:58 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS wars: smelting challenge (design competition)
Replies: 83
Views: 38562

Re: UPS wars: smelting challenge (design competition)

Very nice! Though it won't work on slow crafting items, because the assembler only keeps one or two items buffered before it stops running. I guess you could go for two items at each swing. i never thought this would make such a massive difference, and I never thought adding a circuit network would...
by aaargha
Thu Aug 17, 2017 11:37 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 894503

Re: 4-way intersections: Throughput and deadlocks [image heavy]

Resistant just means Murphy will wait for a moment that causes greater harm. "Roundabout safe" is the one without any signals inside. So it's all one big block. Afaik that is the only way to prevent the re-path deadlock. But then long trains crash into them self. So until that bug is fixe...
by aaargha
Thu Aug 17, 2017 7:06 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS wars: smelting challenge (design competition)
Replies: 83
Views: 38562

Re: UPS wars: smelting challenge (design competition)

But I do have this to offer: when I started using 6-second-clock stack inserters to unload my smelters, so they got 11-12 plates per swing rather than 1-3 for various unclocked unload inserters, I got a >10% overall speed boost (91k ms to 81kms on the benchmark on my box). I wired every unloader in...
by aaargha
Wed Aug 16, 2017 6:01 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 894503

Re: 4-way intersections: Throughput and deadlocks [image heavy]

welp. here we go again. I don't know what to think of this. half of me wants to say this is the ugliest fix I've ever done lol now every intersection is in its own block. 2 can go straight, 2 can turn left, 4 can turn right, and 1 can do a U turn I could have just gone with other intersections, but...
by aaargha
Wed Aug 16, 2017 4:46 pm
Forum: Mods
Topic: [MOD 0.15+] Automatic train deployment
Replies: 38
Views: 26745

Re: [MOD 0.15] Automatic train deployment

That should be no problem, I'll try to get a new version out pretty soon.
by aaargha
Mon Aug 14, 2017 3:29 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 894503

Re: 4-way intersections: Throughput and deadlocks [image heavy]

While disappointing that my poor intersection/roundabout ended up D-rank, I did take your advice on the matter of being unable to have 2 trains go straight at the same time, so I've updated the roundabout ..... now, I just came up with this on the spot, and while it should be fine, it's entirely li...
by aaargha
Sun Aug 13, 2017 9:12 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: UPS wars: smelting challenge (design competition)
Replies: 83
Views: 38562

Re: UPS wars: smelting challenge (design competition)

Optimized the void chests a bit by looping with stride: function ontick(event) for index=game.tick%global.void_chest.interval+1,#global.void_chest.chests,global.void_chest.interval do local void_chest = global.void_chest.chests[index] if void_chest and void_chest.valid then void_chest.clear_items_in...
by aaargha
Wed Aug 09, 2017 8:45 pm
Forum: Mods
Topic: [MOD 0.15+] Automatic train deployment
Replies: 38
Views: 26745

Re: [MOD 0.15] Automatic train deployment

Hey, as long as it works :)

Using a inserter on pulse mode is actually a really useful trick, especially for building reset buttons.
by aaargha
Wed Aug 09, 2017 7:56 pm
Forum: Mods
Topic: [MOD 0.15+] Automatic train deployment
Replies: 38
Views: 26745

Re: [MOD 0.15] Automatic train deployment

Maybe, I'm not really sure how hard it would be to set up, it's probably better for performance to just use a regular train counter though. I'll take a look but if I have to start registering on_tick handlers to make it work I'll probably leave it as it is. Below should be all the parts you need for...
by aaargha
Wed Aug 09, 2017 7:44 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 894503

Re: 4-way intersections: Throughput and deadlocks [image heavy]

I'm guessing anything you've tested/looked at is in the OP? anyway, I made a design a ways back that as far as I can see works fine, though I guess with pathing bugs that could change things. think you could rate/test my intersection? it's a 2-lane roundabout. also, my roundabout design was made qu...
by aaargha
Tue Aug 08, 2017 10:24 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 894503

Re: 4-way intersections: Throughput and deadlocks [image heavy]

@ridesdragons: I'll get back to you tomorrow as I don't have time to test that one right now. From the looks of it it should behave mostly like the D rated roundabout except that yours will possibly have a bit lower throughput as the straight paths intersect for opposing trains, though that might be...
by aaargha
Mon Aug 07, 2017 8:15 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 894503

Re: 4-way intersections: Throughput and deadlocks [image heavy]

I found that I had to double the length of the split tracks leading to the paired train deletion stops, otherwise the exit tracks were backing up and throttling the max throughput of the junction. Any train more than a car or two longer than the defaults might experience a similar issue, and a trai...

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