Search found 207 matches
- Thu May 31, 2018 2:48 am
- Forum: Gameplay Help
- Topic: Throughput unlimited balancers
- Replies: 15
- Views: 15518
Re: Throughput unlimited balancers
Here is an ideal stall loop. https://www.youtube.com/watch?v=9D6IcWYxJdA&feature=youtu.be Copper plates and iron plates arrive at the stalling splitter simultaneously. Copper plates are placed on the right output, but left output is blocked, so iron plates input is stalled. The same tick the cop...
- Thu May 31, 2018 1:46 am
- Forum: Gameplay Help
- Topic: Comprehensive splitter behavior
- Replies: 1
- Views: 1354
Re: Comprehensive splitter behavior
My hypothesis for version 16.36 is that a splitter has an internal input and output priority (an independent priority for each belt lane unlike the one you can set, so basically two splitters, one for each lane), both initially set to the right belt. If the belt has two inputs available and two outp...
- Wed May 30, 2018 3:36 am
- Forum: Gameplay Help
- Topic: Throughput unlimited balancers
- Replies: 15
- Views: 15518
Re: Throughput unlimited balancers
... but one of each mixer's inputs is compressed, and the mixers cannot know which one. Worse, if the input item arrivals are staggered by a tick, the mixers won't even get to choose which gets stalled, it'll be whichever one arrives second. If the stall happens on the compressed input, you get an ...
- Sun May 13, 2018 8:48 pm
- Forum: Gameplay Help
- Topic: Inserter vs UPS
- Replies: 10
- Views: 7269
Re: Inserter vs UPS
I do not believe that any inserter type or setting would be significantly better than another. Theoretically you may see very slight improvements using stack inserters set to max stack size of 12 everywhere, but these improvements are dwarfed by the computation cost of the logistics network. Conside...
- Thu May 10, 2018 9:13 pm
- Forum: Gameplay Help
- Topic: On the capacity of trains
- Replies: 31
- Views: 10817
Re: On the capacity of trains
Once you have roboports, construction robots, and repair packs, could you use gates on an unsignaled rail system, and short trains (max length that won't destroy gates or rail cars when crashing at full speed), to prevent deadlocks and have trains queue by smashing into the gate or train ahead of th...
- Tue May 01, 2018 8:34 pm
- Forum: Gameplay Help
- Topic: Logistic Numbers
- Replies: 8
- Views: 2379
Re: Logistic Numbers
No, there is an ideal ratio - that is the ratio where on a long-term view enough charge-pads will be available. For calculating it you need to look at the bot-duty-cycle. E.g. if each bot charges 10 seconds and then flies 10 seconds, each roboport could support 8 bots (4 charging slots / 0.5 duty c...
- Thu Apr 26, 2018 10:51 am
- Forum: Gameplay Help
- Topic: Need some blueprints of simple working train runs
- Replies: 21
- Views: 15245
Re: Need some blueprints of simple working train runs
Add a third train and get it to work... Then you know everything about it. From that screenshot it looks like it should support the 3rd train, maybe even a 4th, then lock up on the 5th as every rail segment would be occupied. Yep, the 5th would be a deadlock. You might actually be able to create a ...
- Wed Apr 25, 2018 5:29 am
- Forum: Gameplay Help
- Topic: Train choosing non empty lane in stacker
- Replies: 4
- Views: 1979
Re: Train choosing non empty lane in stacker
Try putting a chain signal immediate before the stacker. If I am not mistaken, when a train gets to a chain signal, and needs to reserve the next standard signal, it can recalculate the path to select an open exit.
- Wed Apr 25, 2018 3:18 am
- Forum: Gameplay Help
- Topic: why is my train stopped at a green chain signal?
- Replies: 5
- Views: 2334
Re: why is my train stopped at a green chain signal?
When mousing over the green chain signal in question, is it on the same track and signaling to traffic in the same direction as the train in question? If so, and the train is not stopped for another reason (in manual mode, out of fuel, cant find a path, or stopped at another signal or station very c...
- Wed Apr 25, 2018 1:53 am
- Forum: Gameplay Help
- Topic: Need some blueprints of simple working train runs
- Replies: 21
- Views: 15245
Re: Need some blueprints of simple working train runs
... I just want to see exactly where to put the signals on a simple design. I don't want my crossing trains to be able to go from one line to another right now. I just want to automate one train crossing two tracks, visiting a station, looping back, crossing the tracks again without getting that st...
- Tue Apr 24, 2018 10:25 pm
- Forum: Gameplay Help
- Topic: Something Wrong with Train Path Finding
- Replies: 24
- Views: 9073
Re: Something Wrong with Train Path Finding
Consider putting chain signals opposite standard signals on some intersection exits. Consider alternating dominant northwards and southwards columns and eastward-westward rows. Impossible with this design. Would deadlock. If the train passes a standard signal and stops at a chain signal at least on...
- Tue Apr 24, 2018 7:49 am
- Forum: Gameplay Help
- Topic: Need some blueprints of simple working train runs
- Replies: 21
- Views: 15245
Re: Need some blueprints of simple working train runs
Train systems are inherently hard to blueprint, because each train system has a different route it needs to take to get from one station to another. The most likely cause of "no path" problems is that you have a signal on one side of a rail but not the other. Check the tutorial on Two Way ...
- Tue Apr 24, 2018 4:28 am
- Forum: Gameplay Help
- Topic: Something Wrong with Train Path Finding
- Replies: 24
- Views: 9073
Re: Something Wrong with Train Path Finding
Trains do not constantly update their pathing. If the train finds a valid path through a series of chain signals to its destination, by the time it is partway through that path the other trains may have moved and left it a suboptimal path. If you use standard signals, then a train will be willing to...
- Wed Mar 07, 2018 9:42 pm
- Forum: Gameplay Help
- Topic: Nuclear power or steam power
- Replies: 27
- Views: 15553
Re: Nuclear power or steam power
As for saving for enrichment vs starting reactors quickly, it comes down to what your goals are. You get about 7 U-235 for every 10,000 uranium ore. Each U-235 will produce 10 fuel cells, each runs a reactor for 200 seconds, for a total of a little more than half an hour of reactor time. Even with t...
- Sun Mar 04, 2018 1:10 am
- Forum: Gameplay Help
- Topic: Help with current bottle neck, please!
- Replies: 7
- Views: 3427
Re: Help with current bottle neck, please!
Researching logistic robot speed does not decrease the energy/distance ratio. Woah, really? So they burn more energy per second flying as they get faster? Robots have a static energy used per second that is counted on top of energy per distance. If they are faster, they will still take the same amo...
- Tue Feb 27, 2018 10:35 pm
- Forum: This Forum
- Topic: Attachment image format conversion
- Replies: 5
- Views: 2457
Attachment image format conversion
I am seeing a lot of very large PNG screenshots on the forums recently (larger than 5MB), and they seem to be loading somewhat slowly for me even on a very fast Internet connection, suggesting the system serving the attachments may be overloaded. Is it possible that you may be able to have a checkbo...
- Mon Feb 26, 2018 9:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.26] Infinite ore with less than 100% yield won't mine.
- Replies: 7
- Views: 6899
Re: [0.16.26] Infinite ore with less than 100% yield won't mine.
Sorry about not having these attached to the start.
The mod is located here: https://mods.factorio.com/mods/Arch666A ... finiteores if you want me to repost as an attachment I can.
The mod is located here: https://mods.factorio.com/mods/Arch666A ... finiteores if you want me to repost as an attachment I can.
- Mon Feb 26, 2018 9:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.26] Infinite ore with less than 100% yield won't mine.
- Replies: 7
- Views: 6899
Re: [0.16.26] Infinite ore with less than 100% yield won't mine.
I will when I get back home. Basically the minimal was new map with angels infinite ores and dropping the burner mining drill on low yield coal. Burns the fuel and produces nothing. When moved to slightly higher than 100% coal it was producing.
- Mon Feb 26, 2018 8:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.26] Infinite ore with less than 100% yield won't mine.
- Replies: 7
- Views: 6899
[0.16.26] Infinite ore with less than 100% yield won't mine.
In modded games with infinite ore tiles designed to work similar to oil well yields, I am noticing that ore tiles with less than 100% yield are not producing anything when mined. I tried replacing the mining drills and disabling mods to see if it was some other incompatibility, but it seems to be a ...
- Fri Feb 16, 2018 9:27 pm
- Forum: Implemented mod requests
- Topic: Please add table_type to LuaEntity and LuaPlayer
- Replies: 21
- Views: 5288
Re: Please add table_type to LuaEntity and LuaPlayer
I see now, interesting. How expensive is pcall as far as performance goes compared to directly calling a function? I have been warned away from using errors as control flow, but in this case it may be your best option. I did some quick tests, and pcall with an error seems to take about 40 microsecon...