Search found 330 matches
- Sat Sep 30, 2017 6:34 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 887701
Re: 4-way intersections: Throughput and deadlocks [image heavy]
Pasta :D I'm kinda surprised by the Braid's performance, in the controlled test it got backed up. And yes, the controlled test is not really representative of a "real-life" scenario. As for the buffer signalling, what governs where you put the extra signals? It's mostly that the block aft...
- Sat Sep 30, 2017 3:31 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 887701
Re: 4-way intersections: Throughput and deadlocks [image heavy]
Allright, I've completed the automated setup, and run some tests on the Windcross version. Six tests to be precise, all the same (set 1), each averaged over the course of 5 minutes. My numbers: 57.6, 57.6, 60, 61.6, 58.8 and 56.6 There is a difference of 5 trains a minute between the highest and lo...
- Mon Sep 25, 2017 7:04 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 887701
Re: 4-way intersections: Throughput and deadlocks [image heavy]
is it ok that i have changed the 4 lane multicross intersection into a 2 lane (by removing the outer rail) or should have kept it 4 lane (as in prep for 4 lane system)? just wondering I don't really think there is a solid answer to that one, it will change from case to case and player to player. It...
- Mon Sep 25, 2017 7:23 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 887701
Re: 4-way intersections: Throughput and deadlocks [image heavy]
That's what I get for being lazy and only looking at the picture, eh? :) I think you have the right idea with wanting to free up the crossings as soon as possible. What I mean with redundant signals is like so: redundant.png The marked signal will not make any difference in "normal" use-ca...
- Sun Sep 24, 2017 7:26 pm
- Forum: Mods
- Topic: [0.15] Waypoint stations
- Replies: 2
- Views: 2758
[0.15] Waypoint stations
Info Name: Waypoint stations Version: 0.1.0 Factorio-Version: 0.15.34 Description: Adds a train stop that acts as a waypoint, trains will try to travel near it but won't stop there. Multiplayer: untested License: http://unlicense.org/ Release: 2017-09-24 Download-Url: https://mods.factorio.com/mods...
- Sun Sep 24, 2017 7:12 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 887701
Re: 4-way intersections: Throughput and deadlocks [image heavy]
@Zijkhal: Cheers! I wouldn't worry about any necromancy shaming here, what better place to practice the dark arts than a thread for 4-way intersections? :D On a more serious note, I'll still be looking at any submissions/questions/whatever made here for a good while so keep 'em coming. On to your de...
- Fri Sep 15, 2017 7:01 pm
- Forum: Not a bug
- Topic: [0.15.34] Excessive penalty for some wait conditions
- Replies: 2
- Views: 1386
Re: [0.15.34] Excessive penalty for some wait conditions
That sounds perfectly reasonable. I have to ask though, am I reading this wrong or shouldn't that penalty just be about 1k tiles? if (neighbourTrain->getTicksInStation() == uint32_t(-1)) { costFromStart += 1000; break; } I may well be missing something but I can't really see anything that should res...
- Fri Sep 15, 2017 6:44 pm
- Forum: Not a bug
- Topic: [0.15.34] Excessive penalty for some wait conditions
- Replies: 2
- Views: 1386
[0.15.34] Excessive penalty for some wait conditions
It seems like trains that are using anything but a simple time based wait condition (empty/full cargo, circuits, fluid, item count, compound time based conditions) generate an absolutely huge penalty for the pathfinder. In the attached example a station with a penalty that should be about 200k (200 ...
- Fri Sep 15, 2017 5:54 pm
- Forum: General discussion
- Topic: Train pathfinder in-depth
- Replies: 5
- Views: 5132
Re: Train pathfinder in-depth
Good find to know! I guess the A* theory might be coming from the A* comment in the header file >.> I think the biggest general takeaway is that each rail segment is a node (probably shoulda known that already), and if you want to keep ups high, don't spam segments. I wonder if there are any easy w...
- Thu Sep 14, 2017 6:38 pm
- Forum: General discussion
- Topic: Train pathfinder in-depth
- Replies: 5
- Views: 5132
Train pathfinder in-depth
Warning! This post contains graph theory , algorithms , and mentions of/references to code. Viewer discretion is advised. ... Ahem ... This post is based on analysis of the source code of what I am assuming is the 0.15.34 version of the train pathfinder. This code was shared by Rseding91 in respons...
- Wed Sep 13, 2017 7:06 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [for 0.16] [0.15.31] Chain signal path locking/changing/deadlocks
- Replies: 15
- Views: 9983
Re: [kovarex] [for 0.16] [0.15.31] Chain signal path locking/changing/deadlocks
It seems that I was a bit too quick when making the v2 demo, the additional sensors break behaviour 5. I've attached a new version that should be able to show all the behaviours mentioned on the OP. I'll also attach a vanilla demo for the roundabout deadlock, just turn off the constant combinator on...
- Tue Sep 12, 2017 1:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [for 0.16] [0.15.31] Chain signal path locking/changing/deadlocks
- Replies: 15
- Views: 9983
Re: [kovarex] [for 0.16] [0.15.31] Chain signal path locking/changing/deadlocks
Lets start by the first "wrong" behaviour. 4. Chain signal at C What happens: the train does not change path and stops at rail signals by C The problem is, that both ways have red signals. If I remove the signaling from the top signal, it just works as expected. The top signal starts to b...
- Tue Sep 12, 2017 7:17 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.34] arrive_station triggers early
- Replies: 2
- Views: 1117
[0.15.34] arrive_station triggers early
It seems to me like trains start braking for stations much earlier than they would need to. There are times where high speed trains start slowing down for stations when the braking distance is not even half way to the station. It also leads to some interesting situations where the train starts braki...
- Mon Sep 11, 2017 1:01 pm
- Forum: Railway Setups
- Topic: Ro-Ro station that does not allow through traffic
- Replies: 6
- Views: 4986
Re: Ro-Ro station that does not allow through traffic
very cleaver. i'll have to try this out. question... does the rail have to cross? would you be able to put the signals 'in line'? I don't think placing the rail signals "in line" will work, at least I can't think of a way to make it work at the moment. The reason for putting it off to the...
- Mon Sep 11, 2017 7:33 am
- Forum: Resolved Problems and Bugs
- Topic: [15.34] Placing circuit heavy BP kills FPS
- Replies: 1
- Views: 2767
[15.34] Placing circuit heavy BP kills FPS
A while ago I was trying to compare the UPS cost of circuit connected inserters vs non circuit connected inserters. While doing that I discovered that trying to place a blueprint with a boatload of circuit connections really killed my FPS. Trying to place the below blueprint dropped it down to 3.8 o...
- Sun Sep 10, 2017 5:44 pm
- Forum: Railway Setups
- Topic: Ro-Ro station that does not allow through traffic
- Replies: 6
- Views: 4986
Ro-Ro station that does not allow through traffic
I've designed a pretty simple setup that can make sure that trains that are not stopping at a station won't be able to travel through it. Please note that trains can still attempt to path through the station (at a heavy penalty), they just won't be able to actually travel along that path. In short, ...
- Thu Aug 31, 2017 7:29 pm
- Forum: Technical Help
- Topic: 0.15 lua command
- Replies: 5
- Views: 2464
Re: 0.15 lua command
That would explain it.prg wrote:Version 0.13.0
- game.local_player has been renamed to game.player and now works through remote calls.
- Thu Aug 31, 2017 3:16 pm
- Forum: Technical Help
- Topic: 0.15 lua command
- Replies: 5
- Views: 2464
Re: 0.15 lua command
I can't find the docs you're referring to but I think it should only be "player" not "local_player", like so:
Code: Select all
/c game.player.insert{name="speed-module-3", count=50}
- Tue Aug 22, 2017 6:57 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 887701
Re: 4-way intersections: Throughput and deadlocks [image heavy]
Yeah, you can't just look at a network one part at a time and decide the overall behaviour from that alone. I was only talking about the repath issue. The buffered roundabout mk2 is so large that trains never corss their own path. There are multiple full signals in a 270° turn. I'll just go ahead a...
- Mon Aug 21, 2017 8:30 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.33] copy_settings resets filter inserter filters
- Replies: 6
- Views: 1578
Re: [0.15.33] copy_settings resets filter inserter filters
Thank you, that feels much more reasonable
Keep up the great work guys and have a great day!
Keep up the great work guys and have a great day!