Search found 238 matches

by Nidan
Fri Mar 18, 2022 3:25 pm
Forum: Gameplay Help
Topic: Train question
Replies: 5
Views: 1718

Re: Train question

... A schedule entry will be waited for if, and only if, ALL enabled stops with that name have hit or exceeded their limit or are unreachable. If the train is already moving and the limit if the targeted stop gets reduced, it will try to path to another stop with the same name, but continue moving ...
by Nidan
Thu Mar 17, 2022 10:34 am
Forum: Gameplay Help
Topic: Train question
Replies: 5
Views: 1718

Re: Train question

Looks like your understanding is correct, except for the generalization to multiple destinations with the same name (or I simply misunderstood what you wrote). A schedule entry will be skipped if, and only if, ALL stops with that name are disabled. If the train is already moving, it will stop dead a...
by Nidan
Sun Mar 13, 2022 4:00 pm
Forum: Outdated/Not implemented
Topic: Performance: Multicore pathfinding for "low" GHz servers
Replies: 10
Views: 3744

Re: Performance: Multicore pathfinding for "low" GHz servers

What everyone making those suggestions is seeing is only the cpu load value saying "it is single threaded" and then there is the "make it multithreaded" suggestion. It would be really great if such suggestions would also have some discussion about how to solve the technical chal...
by Nidan
Tue Feb 22, 2022 6:29 am
Forum: News
Topic: Friday Facts #367 - Expansion news
Replies: 220
Views: 130403

Re: Friday Facts #367 - Expansion news

I think no one had mentioned this part of the blog yet: and we would also need to support the 1.1 map version loading indefinitely. This means that maps will somehow be different in a fundamental way, I’m thinking: 1. Height (z levels) 2. Underground 3. New types of tiles (snow, ice?) 4. New types ...
by Nidan
Wed Feb 16, 2022 5:01 pm
Forum: General discussion
Topic: Seed maps from the Factorio 2020 trailer
Replies: 2
Views: 1626

Re: Seed maps from the Factorio 2020 trailer

No seed, but FFF-353 talks about the creation of the trailer.
by Nidan
Mon Feb 14, 2022 4:14 am
Forum: Gameplay Help
Topic: Bug? - Deconstruction Flag Removed
Replies: 7
Views: 2330

Re: Bug? - Deconstruction Flag Removed

The only blueprint related timer is for replacing destroyed entities (purple health bar). As for the trees unmarking themselves, a wild guess: Did you place the blueprint while the trees were still unburned? Maybe transitioning to the charred variant made them loose the decon marking and removed col...
by Nidan
Sun Feb 13, 2022 5:07 pm
Forum: Technical Help
Topic: Headless Server - aarch64
Replies: 6
Views: 2878

Re: Headless Server - aarch64

I have Ubuntu aarch64 (ARM) Then you will not be able to run factorio unless you emulate x86-64 which will likely result in unplayable performance. I guess I misunderstood a bit what you wrote. "will not be able to run factorio" but at the same time I will be able to play it but with &quo...
by Nidan
Mon Feb 07, 2022 2:51 am
Forum: Gameplay Help
Topic: I need help with a train
Replies: 3
Views: 1035

Re: I need help with a train

a simple one way train, it has 2 locomotives on each end and two cargo wagons If you can answer Loewchen's questions with "yes": Are all four(?) locomotives oriented the same way? If so, are there tracks allowing the train to turn around? (An automatic train will never drive backwards; if...
by Nidan
Wed Feb 02, 2022 7:39 am
Forum: Gameplay Help
Topic: [Circuits] Integer storage for stations controller
Replies: 8
Views: 1884

Re: [Circuits] Integer storage for stations controller

The other 2) Why don't you use 1=1 instead of making all things starts with the first thing being called 0, then the 2nd thing is called 1 and the 3rd thing is called 2, and so on. This is confusing me a lot because it's so much easier in my opinion in factorio to use the other way around :D I gues...
by Nidan
Wed Feb 02, 2022 12:45 am
Forum: Gameplay Help
Topic: [Circuits] Integer storage for stations controller
Replies: 8
Views: 1884

Re: [Circuits] Integer storage for stations controller

But since you wrote "as integer", it sounds like you need an additional conversion besides the demultiplexing in step 3; if so, we need more details on the signals you have after step 3. Also you're suddenly using singular, but step 3 should result in (up to) 4 values, is there some filte...
by Nidan
Tue Feb 01, 2022 6:29 pm
Forum: Gameplay Help
Topic: don't get how it works
Replies: 3
Views: 1021

Re: don't get how it works

got it after some experiment, another question: why trains ignore buffer path when it has a station? In your screenshot it'll go there after about 5 minutes. Stations have a much higher penalty to the train's pathfinder than waiting for another train to be able to continue it's own journey. Reason ...
by Nidan
Mon Jan 31, 2022 5:36 pm
Forum: Gameplay Help
Topic: [Circuits] Integer storage for stations controller
Replies: 8
Views: 1884

Re: [Circuits] Integer storage for stations controller

Here is a "simple" process description I made: 1. Using a clock and a bit more: request data from 4 stations, rolling until max station > OK 2. Sending from station their content percentage on 8 bits (4 stations multiplexed) > OK 3. Demultiplex and have all stations percentage when they a...
by Nidan
Tue Jan 25, 2022 8:10 pm
Forum: Gameplay Help
Topic: How to know combinator signal values?
Replies: 4
Views: 1525

Re: How to know combinator signal values?

When hovering over a combinator, the information below the minimap displays these values, if there are any.
by Nidan
Sat Jan 22, 2022 4:13 pm
Forum: Gameplay Help
Topic: Combinator Help - Even Distribution of Trains and Priority Levels on Stations
Replies: 11
Views: 3509

Re: Combinator Help - Even Distribution of Trains and Priority Levels on Stations

So part of my thought process was dividing by 10000 to get the P3 values. I tried that same logic for the P2 values by dividing by 100, but I had to ignore any digits on the left (if it was more than two digits) and I don't remember how I made that work, maybe I separately divided by 10000 to get t...
by Nidan
Tue Jan 18, 2022 6:03 pm
Forum: Ideas and Suggestions
Topic: Round robin scheduling for trains / Train Limits can Soft-Deadlock when Incoming and Outgoing are Both Full
Replies: 41
Views: 10140

Re: Suggestion to improve trains

Trains generally use the closet station first, I don't think that's going to change. But you can force the suggested routing by using the circuit network: Connect all 3 stations, read their incoming trains signal and set the limit to 1 + (incoming trains / stations). The same suggestion was also mad...
by Nidan
Tue Nov 30, 2021 1:56 am
Forum: Combinator Creations
Topic: Minimalist signal filtering device
Replies: 37
Views: 12708

Re: Minimalist signal filtering device

If you want to design something that depends on the bit-representation of the values, you need to think in binary values. And you need to know the representation of negative numbers (two's-complement) and why this is used. And if you cannot think in binary (I cannot, too many digits), you need to w...
by Nidan
Mon Nov 29, 2021 1:15 pm
Forum: Combinator Creations
Topic: Minimalist signal filtering device
Replies: 37
Views: 12708

Re: Minimalist signal filtering device

1) i understand this could be quite a limitation, or to restore the same functionnality as the one on the wiki some additionnal combinator would be required and then it means this version doesn't relly require less combinator. I'm not sure how it is supposed to be implemented in-game and if it woul...
by Nidan
Mon Nov 15, 2021 4:30 pm
Forum: Ideas and Suggestions
Topic: Round robin scheduling for trains / Train Limits can Soft-Deadlock when Incoming and Outgoing are Both Full
Replies: 41
Views: 10140

Re: Round robin scheduling for trains

You can force round robin behavior using the circuit network. Implement a counter or pass around some token to control which station releases the next train.
by Nidan
Wed Oct 06, 2021 3:20 pm
Forum: Outdated/Not implemented
Topic: dissociated multiplayer option for high latency players
Replies: 11
Views: 3388

Re: dissociated multiplayer option for high latency players

What you're describing are solutions for a low bandwidth situation, but those won't help reducing latency. Just because you're sending less data, it won't magically arrive faster. Also, the game already does what you're describing: It only distributes player actions, nothing else, every tick. I don'...
by Nidan
Tue Oct 05, 2021 4:37 pm
Forum: Resolved Problems and Bugs
Topic: [SOLVED] '400 - CSRF error' trying login to factorio.com
Replies: 6
Views: 2517

Re: '400 - CSRF error' trying login to factorio.com

Currently, there is a worldwide problem with Letsencrypt Root Certification expiration. With the end of September, an intermediate certificate that allowed for widespread acceptance of Let's Encrypt certificates expired. By now clients should have had enough time to update and be aware of Let's Enc...

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