I was kind of bummed that 'dirty mining' got tossed out when infinite mining productivity research was added.
Some sort of mining that gives you more resource but needs filtering / refining would be very cool. Some bigger drills would be appreciated too, something new to automate.
Search found 17 matches
- Sun Feb 17, 2019 5:34 am
- Forum: General discussion
- Topic: Lategame mining options are lacking
- Replies: 129
- Views: 44965
- Thu Apr 26, 2018 11:32 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 963143
Re: 4-way intersections: Throughput and deadlocks [image heavy]
Same Diverging Diamond with Han's tweaks, but for 5 car / 10 car mix that I personally use incase anyone wants it. 0eNrdnc2OHUeSZl+lwbVYCP9316JXvWlg3qBREFhUVlUCEikkU8IUCnz3ySTzXqYoN+Y5oV7Npme6KR7adXO38HD/4rN/v/rbT7/e/HJ3++7+1ff/fnX79v27D6++/59/v/pw+493b356/L/d/+uXm1ffv/rt9u7+14f/y3ev3r35+fH/8Pm/eJ1f...
- Tue Apr 24, 2018 11:30 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 963143
Re: 4-way intersections: Throughput and deadlocks [image heavy]
It's amusing that the west <-> east direction is so good, because the real life interchange is meant for north <-> south traffic to be a highway :V I like the modification. It leans even heavier into the 'diverging' idea of the real life interchange, and it removes the u-turn (I'm not a fan of u-tur...
- Tue Apr 24, 2018 9:58 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 963143
Re: 4-way intersections: Throughput and deadlocks [image heavy]
Alright, maybe I've come around a little. http://puu.sh/A9xYx/539473aea3.png I tested it and got 69:82. Not awful. The performance is okay, but the massive footprint and 1.9k rail cost doesn't feel worth it. Uses a tiny bit of circuit logic to discourage trains using the left-turn lane if they're go...
- Sun Apr 22, 2018 8:16 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 963143
Re: 4-way intersections: Throughput and deadlocks [image heavy]
Divaya There is just so many problems with the "buffered diverging diamond intersection" that I don't know where to start. I threw it on the test bench to confirm what I thought. And the test confirmed my concerns. Both with the throughput and how the trains move. set 1 = 68 per min. For ...
- Sun Apr 22, 2018 11:22 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 963143
Re: 4-way intersections: Throughput and deadlocks [image heavy]
I personally use 1-4 and 2-8 trains in my current save. Both those designs don't have any buffers or space allocated for trains, it was more of an aesthetic whip-up for fun. It wouldn't be too hard to add buffers though, it'd make for a pretty decent intersection with them though. Edit: Here's a qui...
- Sat Apr 21, 2018 4:33 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 963143
Re: 4-way intersections: Throughput and deadlocks [image heavy]
Mixing RHD and LHD sounded like a diverging diamond . (picture) In TTD those kind of intersections can work fairly well, but i'm not sure how well you could project that into only one layer. Did it for funsies http://puu.sh/A7sNa/c1f1edbe18.png Not at all optimized, didn't have time today to test i...
- Mon Jan 22, 2018 5:16 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 963143
Re: 4-way intersections: Throughput and deadlocks [image heavy]
I disagree with your point on deadlock ratings.
It's important that common intersection designs that aren't optimal are listed in the OP. That's the only way people are going to be able to see why roundabouts or some other insection isn't an ideal solution for a train network.
It's important that common intersection designs that aren't optimal are listed in the OP. That's the only way people are going to be able to see why roundabouts or some other insection isn't an ideal solution for a train network.
- Wed Jan 17, 2018 12:01 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 963143
Re: 4-way intersections: Throughput and deadlocks [image heavy]
The 3 way intersection thread is over here: viewtopic.php?f=194&t=51450
- Sun Jan 07, 2018 3:13 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 963143
Re: 4-way intersections: Throughput and deadlocks [image heavy]
oh my
The timed intersection lights are super cool. Is it a fixed timer, or responsive logic based on who is waiting?
The timed intersection lights are super cool. Is it a fixed timer, or responsive logic based on who is waiting?
- Fri Jan 05, 2018 1:37 am
- Forum: General discussion
- Topic: Reasoning behind blue sciente huge craft time
- Replies: 9
- Views: 5209
Re: Reasoning behind blue sciente huge craft time
I've never found it to be that much of an issue, I just make more assemblers to compensate for the long craft time.
Build two assemblers and you've already cut the craft time from 12s to 6s, which brings it inline with the other sciences.
Build two assemblers and you've already cut the craft time from 12s to 6s, which brings it inline with the other sciences.
- Sun Dec 31, 2017 3:44 pm
- Forum: Railway Setups
- Topic: 4-lane to 2-lane junction
- Replies: 4
- Views: 7541
Re: 4-lane to 2-lane junction
Oh hey, I'm the deisnger of the traditional intersection and I actually made 4-2 intersection: http://puu.sh/yRvoV/51ea5ad79f.png 0eNqlnd1uGzcQRl8l0LUV7AzJJZk3KNA3KIrCcYRUgC0bjhI0CPLulWxJ8c9s9J31VRA3Pp0d7pDDmY/cH4uP119Xd/frzXbx4cdifXW7+bL48NePxZf1583l9f5n2+93q8WHxbf1/fbr7icXi83lzf4Hj/9imRc/LxbrzafVf...
- Fri Dec 29, 2017 7:57 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 963143
Re: 4-way intersections: Throughput and deadlocks [image heavy]
Here's a 6 lane version of my traditional intersection. http://puu.sh/yQiqp/b153499a78.png After implementing my 4 lane tradtional intersection in my base, I noted the following issues: Trying to design small lane changers is challenging Building lane changers everywhere is annoying In my save, lane...
- Sat Nov 11, 2017 11:01 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 963143
Re: 4-way intersectios: Throughput and deadlocks [image heavy]
Added as Traditional with some slight signalling changes, I'd advise you to be careful with the double rail signals on exits, as they're so close trains may stop in the intersection if the output backs up. Throughput is very reasonable considering its size, it does become about five times wider, an...
- Sat Nov 11, 2017 1:27 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 963143
Re: 4-way intersectios: Throughput and deadlocks [image heavy]
I don't get very many designs that need lane changers to function so that's pretty interesting. I think an improvement you might want to make before I throw it in the tester is to "pull" the left turns closer to the entrances/exits so that opposing left turns don't intersect. By pulling t...
- Tue Nov 07, 2017 2:52 pm
- Forum: Balancing
- Topic: Please make trains able to run over evolved aliens
- Replies: 85
- Views: 38529
Re: Please make trains able to run over evolved aliens
If damage is based solely on speed, then I guess more wagons will actualy reduce the damage as the train will move slower? Actually, damage is based on speed + number of trains and wagons (aka "mass"). I made a 4-40 train once for fun and tested how many gates it would take to stop/slow i...
- Mon Nov 06, 2017 4:10 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 963143
Re: 4-way intersectios: Throughput and deadlocks [image heavy]
Not found in tested 4-lane intersections: https://steamuserimages-a.akamaihd.net/ugc/768274293156669687/A550777CF9EA356E3F3595E02A0A6D28202684CD/ Found in Steam guide 4.5 Guage Rails Blueprint book: pastebin I just saw this intersection in the Steam guides section for Factorio, and I really liked i...