Search found 330 matches

by aaargha
Sat May 06, 2017 12:55 pm
Forum: Pending
Topic: [0.15.7] not able to build a signal
Replies: 11
Views: 3298

Re: [0.15.7] not able to build a signal

Adding a signal as shown also makes it recognize that it is, in fact, a two way rail.
pic
by aaargha
Sat May 06, 2017 9:04 am
Forum: Gameplay Help
Topic: Train Signals Not Outputting?
Replies: 7
Views: 2749

Re: Train Signals Not Outputting?

I feel like Kelderek has done a good job of motivating the current behaviour, so I won't get in on that.

Though, I'm curious JakenVeina, did you have a a specific use case that the current behaviour broke or is this more a case of it not behaving like you expected?
by aaargha
Sat May 06, 2017 8:41 am
Forum: General discussion
Topic: Optimizing factory cpu usage
Replies: 10
Views: 4920

Re: Optimizing factory cpu usage

I believe this may be the thread. Just note that it's a year old so both bots and belts have probably become more optimized since.
by aaargha
Fri May 05, 2017 5:13 pm
Forum: Resolved Problems and Bugs
Topic: [15.9] Train stopped at full power if no other station active
Replies: 4
Views: 3714

Re: 0.15 Bug related to disabled train stations

That looks really silly.

Attached reproduction save, just set the train to automatic.
by aaargha
Fri May 05, 2017 5:00 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.6] [kovarex] Bug with rail signal
Replies: 10
Views: 5275

Re: [0.15.6] Bug with rail signal

From the video it looks like they shouldn't connect to the rails, it's not indicated as a valid signal spot. So that they do not attach is to be expected?

What is strange is that the ones right below them do attach, or that the top location is not seen as valid.
by aaargha
Fri May 05, 2017 2:39 pm
Forum: Gameplay Help
Topic: Is it possible to use one station for more than one fluid
Replies: 23
Views: 12750

Re: Is it possible to use one station for more than one fluid

Yeah I wouldn't use a 1 tick delay, I'd probably go for a 6 tick delay. This would be used both to keep the pump working to move that fluid out, and also to prevent any new fluid moving in though theoretically that should never be possible. I fee like we're talking about different things. I mean th...
by aaargha
Fri May 05, 2017 2:20 pm
Forum: General discussion
Topic: Optimizing factory cpu usage
Replies: 10
Views: 4920

Re: Optimizing factory cpu usage

No, I dont. One beacon cannot double output. I am not sure but I have suspicion that it is more cpu efficient make 2 factory than boost one factory with 6 beacon. Someone correct if I am wrong. Assembler 3 no mods/no beacons craft speed: 1.25 Assembler 3 prod3 mods/no beacons craft speed: 0.5 Assem...
by aaargha
Fri May 05, 2017 1:17 pm
Forum: General discussion
Topic: Optimizing factory cpu usage
Replies: 10
Views: 4920

Re: Optimizing factory cpu usage

As you are using productivity modules I assume you're also using speed beacons to reduce the number of assemblers?
by aaargha
Fri May 05, 2017 12:28 pm
Forum: Gameplay Help
Topic: Is it possible to use one station for more than one fluid
Replies: 23
Views: 12750

Re: Is it possible to use one station for more than one fluid

It seems that the circuit network does not report amounts < 1, 0.9 does not generate a signal. Fluids are probably represented with way more precision than is displayed, or at least the flow rate is as it took a second or so for a 1.1 tank to reach 0.9 when only using natural flow. Deadly-Bagel I th...
by aaargha
Fri May 05, 2017 9:38 am
Forum: Gameplay Help
Topic: Is it possible to use one station for more than one fluid
Replies: 23
Views: 12750

Re: Is it possible to use one station for more than one fluid

Got the idea from this awesome post by Yoyobuae. My first thought was basically your setup but then it got stuck with 0.0 petroleum gas in the separator tank but no output to the circuit network. I'd guess that amounts less than 0.5 get rounded down to 0 when converting to circuit signals, but I'm n...
by aaargha
Fri May 05, 2017 8:57 am
Forum: Gameplay Help
Topic: Is it possible to use one station for more than one fluid
Replies: 23
Views: 12750

Re: Is it possible to use one station for more than one fluid

so the best theoretical setup would be: wagon - pumps - some pipes to the separator tank - pump (which will dry pipes out) - separator tank - several output pumps (max 3 obviously) - pipes to storage areas. Output pumps should be wired to the separator tank with on state upon certain liquid >0 This...
by aaargha
Wed May 03, 2017 3:29 pm
Forum: Gameplay Help
Topic: Help with Trains
Replies: 5
Views: 2714

Re: Help with Trains

The wiki has a good guide for resolving no path/general errors. Here is a good guide for general signalling. That said the main problem seems to be that the whole top part is one way track heading south. The west track should be made two way. You should also probably add a chain signal between the t...
by aaargha
Tue May 02, 2017 7:38 pm
Forum: Gameplay Help
Topic: activating a train stop (refueling) only when fuel is low
Replies: 7
Views: 16599

Re: activating a train stop (refueling) only when fuel is low

The smarter trains mod has support for this. I'm not sure that it can be done in vanilla, but I haven't tested that enough to say for sure. Currently I'm leaning no though.
by aaargha
Tue May 02, 2017 7:22 pm
Forum: Mod and installation managers
Topic: ModMyFactory - mod manager and more
Replies: 466
Views: 211656

Re: ModMyFactory - mod manager and more

No. Any reason why this would be necessary? I'm guessing it won't be a much used feature by most but it could be nice when developing mods, --disable-audio reduces the load time so it would make testing quicker, and considering how many errors my code usually generates this would be pretty neat. I'...
by aaargha
Tue May 02, 2017 5:39 pm
Forum: Mod and installation managers
Topic: ModMyFactory - mod manager and more
Replies: 466
Views: 211656

Re: ModMyFactory - mod manager and more

Hello again! Two quick things: Is it possible to pass command line parameters to Factorio from the links generated by ModMyFactory, like --disable-audio? I coulnd't find anything on the wiki. I have selected a custom folder for the saves but when I do View->"Open savegame folder" it still ...
by aaargha
Fri Apr 28, 2017 8:08 am
Forum: Resolved Problems and Bugs
Topic: [0.15.3] Rail signals may not attach on BP
Replies: 1
Views: 1920

[0.15.3] Rail signals may not attach on BP

This is probably this old bug that refuses to die (it could also happen in 0.14). Basically when building blueprints there is a chance that the signals will not properly attach to the rails, they're left blinking and useless. I've attached a reproduction save with some examples of the result. It see...
by aaargha
Thu Apr 27, 2017 6:04 pm
Forum: General discussion
Topic: Potential New Game Mode based on Chain Signal Tutorial?
Replies: 2
Views: 1702

Re: Potential New Game Mode based on Chain Signal Tutorial?

If you want more puzzles you can check out the "Transport belt madness" campaign if you have not already. Or you could always try this twist to the chain signal tutorial (yes, it's possible). The "Tight spot" campaign or the supply scenario might also be worth a look, though they...
by aaargha
Tue Apr 25, 2017 5:16 pm
Forum: General discussion
Topic: [0.15] A silly train challenge
Replies: 0
Views: 939

[0.15] A silly train challenge

To show that you have truly mastered the art of intersection signalling complete the "Advanced rail signals" tutorial without building any chain signals (except the two you are forced to). Show the devs that you don't need their stupid training wheel signals, we can make perfectly usable i...
by aaargha
Tue Apr 25, 2017 10:41 am
Forum: Resolved Problems and Bugs
Topic: [0.14.22] Unreachable train stations
Replies: 7
Views: 3889

Re: [0.14.22] Unreachable train stations

As far as I can tell this is resolved in 0.15.1, I can't reproduce it any more at least.
by aaargha
Tue Apr 25, 2017 9:49 am
Forum: Minor issues
Topic: [0.15.1] take_screenshot, black border on thin shots
Replies: 1
Views: 1095

[0.15.1] take_screenshot, black border on thin shots

When using the take screenshot command parts of the result will just be a black border if the screenshot is "thin". It seems to happen if the resolution is less than 64 pixels in either direction. Commands used to take pictures: /c game.take_screenshot{resolution={33,100}} /c game.take_scr...

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