Search found 57 matches

by driver
Fri Feb 28, 2020 9:40 am
Forum: Mods
Topic: [0.15] Automatic Coupler
Replies: 47
Views: 10727

Re: [0.15] Automatic Coupler

I'm aware that only a small amount of players is using this (mod-)feature, but I wonder if it would be possible to improve the trainstop to work better for coupling. If you take a look at the position of signals, they should be placed correctly/symmetrially between or before waggons which is prevent...
by driver
Sat Feb 01, 2020 11:55 am
Forum: Mods
Topic: [0.15] Automatic Coupler
Replies: 47
Views: 10727

Re: [0.15] Automatic Coupler

I made a smaller blueprint for automated train composition. It's based on the idea that a mixed smelter supplies a base with a fluctuating demand for iron/copper or steel. Instead of single waggons it uses always pairs of waggons, which solves problems with trainstops not always aligning perfectly. ...
by driver
Wed Aug 28, 2019 8:49 am
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 489
Views: 382272

Re: Let's see your clever builds

My suggestion for a small (expandable) mall based on one feeder-belt. The chest based circuit logic feeds the belt with 4 ressources (iron, geer wheels, steel and green circuits) one after another. To get this started you need to put a chest in one of the four "logic" chests (on concrete) and alread...
by driver
Tue Apr 16, 2019 5:37 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Railways Core 0.6.20 (f0.16.0+)
Replies: 168
Views: 75807

Re: Yuoki Industries - Railways Core 0.6.20 (f0.16.0+)

Okay, I made a blueprint with a very simple test. I hope the blueprint works with your train. It uses the automated coupling system mod 0.0.2. https://mods.factorio.com/mod/Automatic_Coupling_System There's another mod available I used for version 0.16, which is similar and could be updated to versi...
by driver
Tue Apr 16, 2019 8:36 am
Forum: Yuoki Industries
Topic: Yuoki Industries - Railways Core 0.6.20 (f0.16.0+)
Replies: 168
Views: 75807

Re: Yuoki Industries - Railways Core 0.6.20 (f0.16.0+)

I took a look at your ultrashort train (which is part of another big modpack).
The animation looks good, but to make (de-)coupling possible with one of the two currently available mods there could be a little more space between the vehicles, but I have no idea how difficult this would be.
by driver
Wed Apr 10, 2019 9:19 am
Forum: Technical Help
Topic: [0.17] Game no longer runs correctly (low FPS)
Replies: 8
Views: 1323

Re: [0.17] Game no longer runs correctly (low FPS)

My system uses dual core 2,6 GHz, 4 GB RAM, radeon Hd 5450 with 500 MB video memory (a very poor card for gaming). I was able to play version 16.51 in HD (1920x1080) all graphic options disabled and very small forests with 60 FPS. Version 0.17 is different. UPS is always at 60 but impossible to play...
by driver
Sun Apr 07, 2019 10:24 am
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 489
Views: 382272

Re: Let's see your clever builds

A small mixed smelter for iron and copper. The chest based circuit in the right lower corner decides randomly based on two conditions (enough ore and the amount of iron or copper) if it smelts iron or copper. Belts are build in loops due to the belt overflow mod.
by driver
Fri Mar 29, 2019 8:48 am
Forum: Yuoki Industries
Topic: Yuoki Industries - Railways Core 0.6.20 (f0.16.0+)
Replies: 168
Views: 75807

Re: Yuoki Industries - Railways Core 0.6.20 (f0.16.0+)

Your smaller trains are already pretty close to 5 tiles, but the vertical view could be more stretched out.
https://i.imgur.com/x2N5bct.jpg
by driver
Sat Feb 09, 2019 10:11 am
Forum: Yuoki Industries
Topic: Yuoki Industries - Railways Core 0.6.20 (f0.16.0+)
Replies: 168
Views: 75807

Re: Yuoki Industries - Railways Core 0.6.20 (f0.16.0+)

Would it eventually be possible to make a simple separate small set of a (diesel-)locomotive and a wagon, which both have the same length of only 5 tiles? The reason I ask for this is because you can align trainstops perfectly with 5 tiles, which may be good for mods like the "automatic coupler", bu...
by driver
Tue Nov 06, 2018 10:50 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 67524

Re: Friday Facts #266 - Cleanup of mechanics

Pickaxe removal: In most games you can cycle through some weapons or empty hands with one button (tab), which makes sense especially if you play a gamepad (which is possible with factorio, too). Instead of using an extra button (F), you could use "empty hand" and if you need to mine, a pickaxe could...
by driver
Thu Oct 18, 2018 8:02 am
Forum: Mods
Topic: [0.15] Automatic Coupler
Replies: 47
Views: 10727

Re: [0.15] Automatic Coupler

I made a small savegame which features one pair of locomotives with a "smart, flexible" schedule and a simple shunting process for two or four empty wagons depending on the flexible schedule. My knowledge of the circuit network is still incomplete ;-), but I believe this approach is quite playable. ...
by driver
Thu Oct 11, 2018 7:12 am
Forum: Frequently Suggested / Link Collections
Topic: Poll: Should belts use energy (and Offshore Pumps etc...)
Replies: 67
Views: 13450

Re: Poll: Should belts use energy (and Offshore Pumps etc...)

I'm currently playing with https://mods.factorio.com/mod/belt-overflow and I like it, but I'm not a mainbus-player. Of course, it's mostly about circular belt designs, but it adds some more complexity (circuit-network ...). As long as you keep your belts short, an option to stop your electrified bel...
by driver
Tue Oct 02, 2018 9:06 am
Forum: News
Topic: Friday Facts #262 - Hello my name is: Compilatron
Replies: 126
Views: 18960

Re: Friday Facts #262 - Hello my name is: Compilatron

Instead of handcrafting a "simple" research lab very early compilatron could replace some of the early research and offer blueprints for the most needed things like for example trains, construction robots (like in sandbox mode without research). While a few things like smelters made of stone should ...
by driver
Fri Jun 22, 2018 4:27 pm
Forum: Railway Setups
Topic: Smart Trains - looking for testers
Replies: 2
Views: 1488

Re: Smart Trains - looking for testers

I tried something similar recently (in combination with the coupler-mod, but much more simple) , and with some major differences - only one provider station for one product or ressource and multiple request stations, which can run out of ressources at the same time and a very simple system which onl...
by driver
Thu Jun 14, 2018 2:38 pm
Forum: Mods
Topic: [0.15] Automatic Coupler
Replies: 47
Views: 10727

Re: [0.15] Automatic Coupler

Anyone got a working copy of this? Ive tried making these changes but it doesnt set the trains back to automatic? after disconnect the wagons do say "no path". Is this me being dumb or the mod broken with that? Thanks Updated to version 0.16 and no-path error fixed: :) https://mods.factorio.com/mod...
by driver
Wed Jun 13, 2018 6:29 am
Forum: Off topic
Topic: Satisfactory - 3D Factorio?
Replies: 69
Views: 37021

Re: Satisfactory - 3D Factorio?

gosensgo86 wrote: The one thing I saw that I wish Factorio had is the built-in loaders for assembly machines.
https://mods.factorio.com/mod/assemblyline
by driver
Fri Jun 08, 2018 8:31 am
Forum: Mods
Topic: [0.15] Automatic Coupler
Replies: 47
Views: 10727

Re: [0.15] Automatic Coupler

A screenshot of a very basic yard in my current sandbox game: The blue and brown locomotives transport coal and ironore from unwired outposts to the base, decouple and wait until the green locomotives with "dynamic" schedule take the waggons to the unloading station. https://i.imgur.com/3ynkP4j.jpg ...
by driver
Thu Jun 07, 2018 8:04 am
Forum: Mods
Topic: [0.15] Automatic Coupler
Replies: 47
Views: 10727

Re: [0.15] Automatic Coupler

You probably did everything right. If you get the "no path"-error when decoupling, recouple manually to get rid of the message and change the value in the combinator to a negative one (counting from the rear) or positiv (counting from the front). I'm not sure but I believe the mod always worked like...
by driver
Mon May 07, 2018 8:57 am
Forum: Mods
Topic: [0.15] Automatic Coupler
Replies: 47
Views: 10727

Re: [0.15] Automatic Coupler

I found an "easy" mechanical solution which uses a chest as a memory cell to make a "dynamic" schedule for one pair of locomotives which can serve multiple request-/ and provider stations using the possibilty to turn on certain trainstops only if a request station runs of ressources. Inserters are o...
by driver
Wed Apr 04, 2018 8:50 am
Forum: Releases
Topic: Factorio Roadmap for 0.17 & 0.18
Replies: 800
Views: 750733

Re: Factorio Roadmap for 0.17+

I would like to see some minitutorials on circuits. There could be a tutorial how to use powerswitches with two conditions (treshold) based for example on chests to turn off sectors/parts of your production. Maybe I'm lazy but it took me really long to find out how this works. ;) Screenshot example:...

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