Search found 152 matches

by Trific
Sat Jan 27, 2024 1:32 am
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 18629

Re: Friday Facts #395 - Generic interrupts and Train stop priority

I see that train blueprints now undergo a state transition once fully constructed. This is a thing I desperately want for more general blueprints: some kind of combinator which sets a signal when the blueprint containing it is fully constructed. I have the issue that I really need for some of my co...
by Trific
Sat Jan 27, 2024 1:23 am
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 18629

Re: Friday Facts #395 - Generic interrupts and Train stop priority

I never used icons in stop names, making that a necessity sounds like a terrible idea I think this is needed because in multiplayer one player could in Spanish and the other in English. So 'iron' would then not work in e.g. Spanish… icons prevents this entire problem. You could have a token that re...
by Trific
Sat Jan 27, 2024 1:18 am
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 18629

Re: Friday Facts #395 - Generic interrupts and Train stop priority

Very nice changes. However, what if I want my train stops to have names like [item="iron-plate"] Iron Plates / Unload and not just [item="iron-plate"] Unload ? Is there a way to generalize item name, not only icon? So many similar icons in mods, you can't just use the icon.
by Trific
Sat Jan 27, 2024 1:16 am
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 18629

Re: Friday Facts #395 - Generic interrupts and Train stop priority

Now the only question is if I will manage to finish my Seablock megabase with the train stop priority circuits before 2.0 drops.
by Trific
Tue Jan 23, 2024 2:39 am
Forum: Gameplay Help
Topic: Can't create blast furnace
Replies: 6
Views: 732

Re: Can't create blast furnace

You should probably ask in the Angel's mod forum. My current version doesn't require clay bricks for level 1 blast furnaces.
by Trific
Sun Jan 21, 2024 11:00 pm
Forum: Gameplay Help
Topic: Can't create blast furnace
Replies: 6
Views: 732

Re: Can't create blast furnace

I'm not 100% sure, but I think lime can be made in a blast furnace 1, which only requires stone brick, not clay brick.
by Trific
Sat Jan 20, 2024 7:17 am
Forum: Gameplay Help
Topic: Question for train station balancing
Replies: 18
Views: 2508

Re: Question for train station balancing

I built a setup like this for my first megabase. It doesn't balance across the entire base, just each "installation". For instance, an iron smelter installation has 8 input train racks, and 4 output train racks, and the trains are balanced across the 8 input racks and the 4 output racks. I...
by Trific
Tue Dec 19, 2023 6:30 pm
Forum: General discussion
Topic: The big question: Are you going to try v2?
Replies: 30
Views: 5112

Re: The big question: Are you going to try v2?

Where cliff explosives were moved to so late in the game... I'm leaning toward not getting the expansion. It is just too much of a deal breaker. I don't want to build in weird confined areas. I like how the current system is with cliff explosives where I have to work toward the cliff explosives to ...
by Trific
Fri Dec 15, 2023 3:56 pm
Forum: News
Topic: Friday Facts #389 - Train control improvements
Replies: 151
Views: 27328

Re: Friday Facts #389 - Train control improvements

So many mods blown away! :D I presently refuel at each pickup stop. A special refueling train brings in fuel, which travels to each pickup rack by belt where it can refuel each train as it is loading cargo. Changing fuels is just a matter of telling the refueling train (or trains in a large base) to...
by Trific
Sun May 16, 2021 10:41 am
Forum: Ideas and Suggestions
Topic: Add simple train stop priorities on top of 1.1 train limit system.
Replies: 14
Views: 4726

Re: Add simple train stop priorities on top of 1.1 train limit system.

I have seen the issue of trains being stuck in delivery stops due to not enough supply when I miscalculated, but I don't think the proper solution is source priorities, but to either fix the issue of not enough supply, or at least supply something like a stacker the trains can go to. The major issu...
by Trific
Fri May 14, 2021 2:08 am
Forum: Ideas and Suggestions
Topic: Add simple train stop priorities on top of 1.1 train limit system.
Replies: 14
Views: 4726

Re: Add simple train stop priorities on top of 1.1 train limit system.

If a bunch of trains are flashing "destination full" and a station raises its train limit such that they can now path to it, the first available train that the game looks at during that tick will get the reservation, and distance to the station is not considered. I believe it is the close...
by Trific
Thu May 13, 2021 9:14 am
Forum: Ideas and Suggestions
Topic: Add simple train stop priorities on top of 1.1 train limit system.
Replies: 14
Views: 4726

Re: Add simple train stop priorities on top of 1.1 train limit system.

Ok, this is my mistake, I generally think that seeing "destination full" is evil and try not to overflow my train network with trains, sum of train limits in stops with the same name >= #trains having this station in schedule. I don't think it is evil at all. I know I have the correct bal...
by Trific
Tue May 11, 2021 5:36 pm
Forum: Gameplay Help
Topic: Red train signal set by circuit only has 1000 penalty?
Replies: 10
Views: 3316

Re: Red train signal set by circuit only has 1000 penalty?

I cannot simply disable stations with circuits to work around this. That was my initial approach actually, but it causes the problem that if all stops are disabled, the train will simply skip the station, effectively running around in circles pointlessly because no other stations exist to stop it. ...
by Trific
Sun May 02, 2021 7:26 pm
Forum: Gameplay Help
Topic: How do I know that I have enough Roboports now?
Replies: 9
Views: 2566

Re: How do I know that I have enough Roboports now?

The faster they travel, the faster they consume that "travel distance" power and the sooner they must return to charge. Oh, thanks, now I calmed down a bit. As your logic seems to be obviously correct, I'd like to introduce here The Mission :) And the mission of our bots is to transfer so...
by Trific
Sun May 02, 2021 5:35 pm
Forum: Gameplay Help
Topic: How do I know that I have enough Roboports now?
Replies: 9
Views: 2566

Re: How do I know that I have enough Roboports now?

as robot worker speed tech gets higher, the number of bots each port can support drops , approaching 4 bots per port. Whaaat??? Can you please explain? So, the faster my robots are the more Ports I need? But why? Per https://wiki.factorio.com/Worker_robot_speed_(research) , bots "consume 3 kW ...
by Trific
Sun May 02, 2021 5:14 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.32] Train hard stops when repathing while in intersection with path passing block twice
Replies: 11
Views: 7333

Re: train station limit causes trains hard stop sometimes randomly

In the video, that little red ball that travels ahead of trains is the point at which the train will stop if it applies maximum braking. If that red ball hits a chain signal, the train must be able to reserve all blocks along its path until it has reserved one guarded by a regular signal. In terms o...
by Trific
Sun May 02, 2021 1:34 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.32] Train hard stops when repathing while in intersection with path passing block twice
Replies: 11
Views: 7333

Re: train station limit causes trains hard stop sometimes randomly

I can't say for sure what causes that early train to "no path" but given that it happens at almost the same instant as a "something destroyed" alert going off, I'm guessing they are related. The trains that hard brake in the junction on the left are doing so because the chain sig...
by Trific
Sat May 01, 2021 11:52 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.32] Train hard stops when repathing while in intersection with path passing block twice
Replies: 11
Views: 7333

Re: train station limit causes trains hard stop sometimes randomly

Trains will perform a repath at the drop of a hat. Basically, anything which might make a train slow down will make it repath, at which time if it finds an open station that has a lower path cost, it will drop the old reservation and pick up the new station. The stop limit being set to 0 doesn't sto...
by Trific
Tue Apr 27, 2021 2:34 pm
Forum: General discussion
Topic: Fish per Minute
Replies: 22
Views: 10943

Re: Fish per Minute

What if you have more than one inserter? 10 stack inserters set to a stack size of 10?

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