The setup is safe from collisions, but has some issues.
[YouTube] FishSandwich's Factorio playthroughs
Re: FishSandwich's Factorio playthroughs
Since you ask for input regarding the train signals some more pictures are needed.
The setup is safe from collisions, but has some issues.
The setup is safe from collisions, but has some issues.
imgs
A deadlock is possible with two trains blocking each other One trying to return to base waiting just before the junction.
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Re: FishSandwich's Factorio playthroughs
That makes a lot of sense, I actually don't want trains going back that way so the double signals are useless. Think I was just used to setting signals up that way, and wasn't thinking about the result.
Re: FishSandwich's Factorio playthroughs
This makes me happy since my tools for imagery are meagre (using only paint for this.)FishSandwich wrote:That makes a lot of sense ...
The effort seemed worthwhile and my poor pixel processing needs practice
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Re: FishSandwich's Factorio playthroughs
Trains are dangerous indeed - especially at high speed.FishSandwich wrote:Next episode.
Double Kill! - Factorio 0.10.12 Dytech #50
Thanks for watching, enjoy.
Cool title.
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Re: FishSandwich's Factorio playthroughs
Pro tip: headbutting a train will give you a headache and worse
another tip
I don't have OCD, I have CDO. It's the same, but with the letters in the correct order.
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Re: FishSandwich's Factorio playthroughs
It worked pretty well with my northwest outpost, but uhh, yeah, I guess that makes sense. I don't know if I'll have more than 2 trains or not, because iron is okay at the moment due to the lack of alien science. We'll see.Boogieman14 wrote:You actually don't want to use two-way signals for that passing track. That may (will?) cause two trains to come to a deadlock when they both want to enter the same track at the same time. And if you're going to put 4 or 5 trains on that loop, you'd probably be best off just making it a double track all the way down.
Re: FishSandwich's Factorio playthroughs
Personally, I always use one-way tracks (and trains) when I have more than one train on a circuit.
Until/unless they get proper pathing signals (e.g. OpenTTD) and not just block signals, it's the only way to ensure you avoid mutually blocking trains. (That would otherwise run without conflicts.)
Until/unless they get proper pathing signals (e.g. OpenTTD) and not just block signals, it's the only way to ensure you avoid mutually blocking trains. (That would otherwise run without conflicts.)
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Re: FishSandwich's Factorio playthroughs
Next video is up!
It's Not Funny Anymore! - Factorio 0.10.12 Dytech #51
Thanks for watching, and enjoy.
It's Not Funny Anymore! - Factorio 0.10.12 Dytech #51
Thanks for watching, and enjoy.
Re: FishSandwich's Factorio playthroughs
What a party
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Re: FishSandwich's Factorio playthroughs
Haha, nice!HeilTec wrote:What a party
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Re: [YouTube] FishSandwich's Factorio playthroughs
What's up guys, just letting you know that I've released my first multiplayer video, which I played with Heiltec!
With HeilTec! - Factorio 0.11.1 Multiplayer #1
It's a very long one and there is some sound issues(game sound way too loud), but it was completely unplanned so I guess you guys can forgive that.
I'll have it fixed for when I make more multiplayer videos.
With HeilTec! - Factorio 0.11.1 Multiplayer #1
It's a very long one and there is some sound issues(game sound way too loud), but it was completely unplanned so I guess you guys can forgive that.
I'll have it fixed for when I make more multiplayer videos.
Re: [YouTube] FishSandwich's Factorio playthroughs
I had a good time playing with you Thanks!