Search found 207 matches
- Tue Nov 17, 2020 6:26 am
- Forum: Gameplay Help
- Topic: How do I play an alarm for x amount of seconds?
- Replies: 3
- Views: 1690
Re: How do I play an alarm for x amount of seconds?
You can use two decider combinators. Both set to activate if "each" (under the signals category) is less than the minimum number of ticks you want the alarm to go off for (300 for 5 seconds). One of the combinators is set to ouptut "each" with a value of the input count, and the ...
- Sat Nov 14, 2020 12:04 am
- Forum: Gameplay Help
- Topic: Self-Made Belt Balancers
- Replies: 21
- Views: 8331
Re: Self-Made Belt Balancers
That should work yes. I don't really have any sort of hard rule to share, but basically if you have a loop to a splitter with only one output available, it won't have enough output to clear the other input under all conditions. With the splitter to share the left and center input belts, that allows ...
- Fri Nov 13, 2020 8:24 pm
- Forum: Gameplay Help
- Topic: Self-Made Belt Balancers
- Replies: 21
- Views: 8331
Re: Self-Made Belt Balancers
I don't think you should put output priority on a balancer. That just unbalances everything. Of course you get less throughput without output priority. But only for a few seconds until the looping belt is full. And then it works as it should. A balancer is for balancing in the first place. Throughp...
- Fri Nov 13, 2020 12:05 pm
- Forum: Gameplay Help
- Topic: Self-Made Belt Balancers
- Replies: 21
- Views: 8331
Re: Self-Made Belt Balancers
If you want a balancer that works in every combination of input and output, no questions asked, for example a 4 to 4 that can be used as anything up to 4 to 4 and balance correctly, you basically need to build an 8 by 8 balancer, and have each output splitter have 1 standard output and 1 loopback, a...
- Fri Nov 13, 2020 8:37 am
- Forum: Gameplay Help
- Topic: Self-Made Belt Balancers
- Replies: 21
- Views: 8331
Re: Self-Made Belt Balancers
For your 3:1 balancer, make sure to set output priority to the right on the output balancer. Otherwise if you have a full blue belt on the leftmost input and nothing on the right inputs, half of it will feed back into the input, and the output will be only 1/2 speed. or set the input priority on th...
- Fri Nov 13, 2020 5:58 am
- Forum: Gameplay Help
- Topic: Self-Made Belt Balancers
- Replies: 21
- Views: 8331
Re: Self-Made Belt Balancers
For your 3:1 balancer, make sure to set output priority to the right on the output balancer. Otherwise if you have a full blue belt on the leftmost input and nothing on the right inputs, half of it will feed back into the input, and the output will be only 1/2 speed. Both balancers are correct. The ...
- Mon Nov 09, 2020 7:21 am
- Forum: Gameplay Help
- Topic: Train stop question
- Replies: 10
- Views: 3307
Re: Train stop question
Move the standard signal (the one just at the rear of the top locomotive) on the upper rail back by one spot, and put a chain signal in it's place. This way it has to be able to reserve the entire bypass before it ever moves to a position where it can't reevaluate it's path and chose the top route.
- Sat Nov 07, 2020 10:10 am
- Forum: Gameplay Help
- Topic: Simple decider combinator problem
- Replies: 5
- Views: 1952
Re: Simple decider combinator problem
I think Nosferatu is right. To expand a bit, Decider Combinators along with Arithmatic Combinators have an input side and an output side that can each connect to a network independently, but can also be wired together. You likely have both the chest and the inserter only wired to the input side of t...
- Sun Apr 26, 2020 6:05 am
- Forum: Gameplay Help
- Topic: Signal not switching to yellow/green between 2 fast trains
- Replies: 3
- Views: 1263
Re: Signal not switching to yellow/green between 2 fast trains
The requirement for a signal to turn yellow is not just that the train has pathed through it, but also that the train does not have enough stopping power to stop before passing through it. The signal will turn yellow, and all other signals into the block will turn red to prevent them from conflictin...
- Fri Mar 20, 2020 7:55 am
- Forum: Technical Help
- Topic: Multiplayer Lag over LAN/Online using Dedicated Server [0.17.79]
- Replies: 15
- Views: 5590
Re: Multiplayer Lag over LAN/Online using Dedicated Server [0.17.79]
What are the specs of the dedicated server, such as CPU and RAM?
- Sat Mar 14, 2020 11:11 am
- Forum: Ideas and Suggestions
- Topic: Optimization idea: abstraction
- Replies: 236
- Views: 61301
Re: Optimization idea: abstraction
So to be clear, your abstraction would not 100% match the factorio simulation since walking away and returning after some time, objects on belts would not be in the same location as if you stayed in visual range of them the whole time? If you are taking a more loose approach, yes. Otherwise you cou...
- Sat Mar 14, 2020 2:49 am
- Forum: Ideas and Suggestions
- Topic: Optimization idea: abstraction
- Replies: 236
- Views: 61301
Re: Optimization idea: abstraction
I didn't say it was necessary, I just want to be clear on what we are talking about here. Sacrificing accuracy for speed is an interesting trade-off, but a completely different discussion than the challenges of how to make an accurate abstraction without actually running the whole simulation.
- Sat Mar 14, 2020 2:37 am
- Forum: Ideas and Suggestions
- Topic: Optimization idea: abstraction
- Replies: 236
- Views: 61301
Re: Optimization idea: abstraction
So to be clear, your abstraction would not 100% match the factorio simulation since walking away and returning after some time, objects on belts would not be in the same location as if you stayed in visual range of them the whole time?
- Fri Mar 13, 2020 7:36 pm
- Forum: Ideas and Suggestions
- Topic: Optimization idea: abstraction
- Replies: 236
- Views: 61301
Re: Optimization idea: abstraction
If you have a set of assemblers making red science from iron plates and copper plates, what is the method to provide the abstraction. The challenge I see is how to determine the state of the intervening iron gear belt from a given tick in the future. Say the player walks away from the factory, it ge...
- Fri Mar 13, 2020 1:02 am
- Forum: Ideas and Suggestions
- Topic: better compression algorithm for saves and mods
- Replies: 35
- Views: 8312
Re: better compression algorithm for saves and mods
using XZ compression and default settings from GNU tar, recompressing all elements in a desync report cut the size in half which is the difference between being able to share it with the developers, or being unable to. Do keep in mind that tar xz makes a solid archive. The individual files containe...
- Wed Mar 11, 2020 2:37 am
- Forum: Outdated/Not implemented
- Topic: Above 60 fps (120 or 144).
- Replies: 46
- Views: 20936
Re: time for >60fps
Try my GTTS mod which I wrote to provide more than 60 FPS: https://mods.factorio.com/mod/GTTS/downloads Install, then go into mod options and set the target UPS to your desired value. I would recommend 120, 160, or 240 depending on your monitors refresh rate, other values will work, but objects on b...
- Mon Nov 04, 2019 10:41 pm
- Forum: Gameplay Help
- Topic: Can not understand train signals.
- Replies: 3
- Views: 1322
Re: Can not understand train signals.
If you are expecting to drive trains manually on a track, you should place the entrance signal to that intersection well ahead of the intersection itself so that you reserve the intersection block earlier while driving manually. At least far enough ahead that any trains that have already reserved th...
- Wed Jul 10, 2019 7:46 pm
- Forum: Mods
- Topic: [MOD 1.0] Global Tick Time Scale - Change Base UPS/FPS
- Replies: 45
- Views: 21914
Re: [MOD 0.17.x] Global Tick Time Scale - Change Base UPS/FPS
I have not had as much time to keep up on changes to the game recently, but I do want to keep this mod up to date. Has there been any progress by the devs on changes to the fluid model? Prior to 0.17 they had several ideas going around, but none of it made it into 0.17. Any information on when that ...
- Thu Feb 28, 2019 8:15 pm
- Forum: Mods
- Topic: [MOD 1.0] Global Tick Time Scale - Change Base UPS/FPS
- Replies: 45
- Views: 21914
Re: [MOD 0.17.x] Global Tick Time Scale - Change Base UPS/FPS
I fixed some issues that prevented the mod from starting, updates the metadata and version number for 0.17. While the changes in 0.17 are expansive, the only one that really affects the mod is the fluid flow calculation change. I have been pretty busy the past few days, so I have not had a chance to...
- Sat Feb 09, 2019 9:38 am
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 64763
Re: Friday Facts #276 - Belt item spacing & Script rendering
Is it not 256 units (pixels) per tile? The slowest speed a belt functions at currently is 0.00390625 or 1/256, and the throughput is 1.666... That means that the current 0.03125 or 1/32 for yellow belts is already 8 units per tick, and belt spacing is 72 units. Not that I would disagree with reduci...