Search found 336 matches
- Tue May 30, 2017 6:17 pm
- Forum: Gameplay Help
- Topic: Nuclear System Backup Power Circuitry
- Replies: 11
- Views: 5303
Re: Nuclear System Backup Power Circuitry
Yes. It is not usually necessary to do that with my build, but he has to do that because mods.
- Tue May 30, 2017 4:32 pm
- Forum: Technical Help
- Topic: [A 0.15.16] Terrible Multiplayer FPS for no apparent reason?
- Replies: 2
- Views: 984
Re: [A 0.15.16] Terrible Multiplayer FPS for no apparent reason?
Why two threads?
Now you get duplicate answers.Distelzombie wrote:I guess you've lowered the graphics detail already so I just suggest you to remove all biter and see where thats going.
Also maybe try to completely ditch all belts forever and use bots instead. Should give huge bonus in big bases.
- Tue May 30, 2017 4:29 pm
- Forum: General discussion
- Topic: [CANCELLED] creating a rail intersection test bed
- Replies: 5
- Views: 2243
Re: creating a rail intersection test bed (need your input)
Aaargha is actually making a good test bed as you can read in his comments. He'll make it available when he finished.
Since he has much more experience doing this and got a confidence boost now that his thread is stickied, I suggest you to wait a few days for him to finish.
Since he has much more experience doing this and got a confidence boost now that his thread is stickied, I suggest you to wait a few days for him to finish.
- Tue May 30, 2017 4:24 pm
- Forum: Not a bug
- Topic: [A 0.15.16] Terrible Multiplayer FPS for no apparent reason?
- Replies: 20
- Views: 6445
Re: [A 0.15.16] Terrible Multiplayer FPS for no apparent reason?
I guess you've lowered the graphics detail already so I just suggest you to remove all biter and see where thats going.
Also maybe try to completely ditch all belts forever and use bots instead. Should give huge bonus in big bases.
Also maybe try to completely ditch all belts forever and use bots instead. Should give huge bonus in big bases.
- Tue May 30, 2017 4:21 pm
- Forum: Gameplay Help
- Topic: Nuclear System Backup Power Circuitry
- Replies: 11
- Views: 5303
Re: Nuclear System Backup Power Circuitry
Does this accomplish what you are after https://forums.factorio.com/viewtopic.php?f=208&t=47556 . I am not sure it talks too much about it but does include backup power. Ah yea I was going to suggest this. xD It produces enough power with its few solar cells and accumulators to power the plant ...
- Tue May 30, 2017 4:11 pm
- Forum: Pending
- Topic: [0.15.x] Factorio doesnt close correctly
- Replies: 15
- Views: 5317
Re: [0.15.x] Factorio doesnt close correctly
How do I do that? With a Hex editor reading the RAM directly? xDposila wrote:Hi, does it still happen in 0.15.16? Can you please make a full memory dump of Factorio process when that happens, zip it and upload it here?
- Tue May 30, 2017 8:19 am
- Forum: Not a bug
- Topic: [0.15.x] Massive biter armies tanking UPS
- Replies: 8
- Views: 3633
Re: [0.15.x] Massive biter armies tanking UPS
Abusing water ends like this sadly - death by UPS. Make 4-5 tile wide landfill on it with small wall maze and fortify it - should help a lot when biters will be able to path. Jus tmake sure they can actually path in - no full blocking with wall/gate. We did. It didnt change much. No biter goes on a...
- Tue May 30, 2017 8:15 am
- Forum: General discussion
- Topic: IS this a bug or a feature?
- Replies: 5
- Views: 2542
Re: IS this a bug or a feature?
It's the inner lane of a curve, the inner lane of curves is faster than the outer lanes (not actually faster, but it needs to traverse less distance with the same speed) and in all of those cases you mentioned you're feeding a curve into the straight line, and the aberrant lane comes from the inner...
- Tue May 30, 2017 8:08 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 887281
Re: 4-way intersection testing: Throughput and deadlocks
It was always rail signals. Well, I made it for testing. You could change it and do more tests if you want. I dunno, it does not match any of the blueprints available in the OP at least. It looks a bit like the LHD variant with the signals just moved to the other side of the rails. I'll probably ta...
- Tue May 30, 2017 7:52 am
- Forum: Energy Production
- Topic: The perfect OCD compliant nuclear power plant! --- Now v2.4!
- Replies: 147
- Views: 108798
Re: The perfect OCD compliant power plant! Now 0.15.11 safe
This reactor was covered in a Xterminator video. Unfortunately they didn't do it justice, failing to get it started, not mentioning the critical features and made disparaging comments about steam storage and smart builds. From the looks of them yours was the only reactor design series which smoothl...
- Mon May 29, 2017 10:05 pm
- Forum: Not a bug
- Topic: [0.15.x] Massive biter armies tanking UPS
- Replies: 8
- Views: 3633
Re: [0.15.x] Massive biter armies tanking UPS
I thought they are just supposed to spawn more often now. That is increasing this problem. Right now I have low FPS/UPS on our server because of all the biters. Its incredible how many are just sitting there! The problem gets increased because we used a water mod to place water around our base... Ye...
- Mon May 29, 2017 9:52 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 513037
Re: Simple Questions and Short Answers
Make the speakers react to a yellow signal. Its the signals thats send when a train cant stop before it anymore. And its send before the red signal.
Its very simple: Rail signal wired to speaker. Speaker set to: "If yellow = 1 then scream"
The rest has thereaverofdarkness explained.
Its very simple: Rail signal wired to speaker. Speaker set to: "If yellow = 1 then scream"
The rest has thereaverofdarkness explained.
- Mon May 29, 2017 9:44 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 887281
Re: 4-way intersection testing: Throughput and deadlocks
I dont understand how the circuit could cause this. Does this happen without circuits? You tested it before: It is "WIDE B" for RHD. Maybe your setup has changed? Or... is it because there is no wait time between both green signals? I mean to stop trains that otherwise would have blasted ...
- Mon May 29, 2017 7:03 pm
- Forum: Gameplay Help
- Topic: My trains keep trying to loop...
- Replies: 17
- Views: 6772
Re: My trains keep trying to loop...
A train is at risk of deadlocking in a roundabout that has chain signals regardless of block size / train size / etc. if it chooses to repath in the middle of the intersection, and, AFAIK, it is considered a bug to this day. See this thread and this post in particular for demonstration of a single-...
- Mon May 29, 2017 6:57 pm
- Forum: General discussion
- Topic: IS this a bug or a feature?
- Replies: 5
- Views: 2542
Re: IS this a bug or a feature?
Looks like splitter that look south and to the right are working a bit different. Does this have effect on other things fed into the splitter? I mean from a belt or a creative loader with only one lane active.
- Mon May 29, 2017 6:46 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 887281
Re: 4-way intersection testing: Throughput and deadlocks
I'm not really sure that design will actually prevent starvation, to do that I think you may need to only allow traffic from one entrance at a time, unless the system is more sophisticated. It's also not deadlock safe at the moment for heavy traffic, see below, as the entrance signals are rail sign...
- Mon May 29, 2017 12:09 am
- Forum: Combinator Creations
- Topic: Digital Display, Yay!
- Replies: 114
- Views: 150666
Re: Digital Display, Yay!
Love your designs guys - really appriciate your work. I added a little combinator to your designs so i can read out any wanted material from the logistic network. How do you read WANTED materials? I can only read currently stored things. Hm... no idea. How do you connect to the roboport or do you c...
- Mon May 29, 2017 12:04 am
- Forum: Resource Spawner Overhaul
- Topic: Island Maps
- Replies: 7
- Views: 4770
Re: Island Maps
Oh thats really cool!
I'love to try that.
I'love to try that.
- Sun May 28, 2017 11:46 pm
- Forum: Gameplay Help
- Topic: Those damn train signals
- Replies: 9
- Views: 3957
Re: Those damn train signals
I usually use this rule: If a track crosses another track place a chain signal infront of the crossing on both lines and a rail signal after. If two tracks converge ... do the same. It works always. It is really not needed to place chain signals for mergers. If a train blocks the merge, it can only...
- Sun May 28, 2017 4:08 pm
- Forum: Gameplay Help
- Topic: My trains keep trying to loop...
- Replies: 17
- Views: 6772
Re: My trains keep trying to loop...
But still: The train shouldnt want to make a whole round in it. Theres some other mistake or bug here