Search found 495 matches

by blazespinnaker
Tue Oct 12, 2021 2:32 am
Forum: General discussion
Topic: Theoretical best SPM * UPS?
Replies: 2
Views: 291

Theoretical best SPM * UPS?

Was wondering if someone had already done this .. would save me the effort. Basically looking for a save / bp which uses a carefully constructed map of resources to allow for easy theoretical best UPS. Clone / Creative to place resource patches allowed. You can use infinity chests if you can make a ...
by blazespinnaker
Thu Oct 07, 2021 9:44 pm
Forum: Gameplay Help
Topic: Circuits with TrainsStops, how to do pause only when red signal is present and = 1
Replies: 19
Views: 459

Re: Circuits with TrainsStops, how to do pause only when red signal is present and = 1

That's actually consistent behavior. It sums the signals in the network and you're sending it in via two separate channels.
by blazespinnaker
Thu Oct 07, 2021 9:27 pm
Forum: This Forum
Topic: Scenario subform
Replies: 2
Views: 368

Re: Scenario subform

Hmm, that's under contributions tho. Oh well, I tried.
by blazespinnaker
Thu Oct 07, 2021 7:40 pm
Forum: Railway Setups
Topic: clockwork assembly line factory
Replies: 4
Views: 457

Re: clockwork assembly line factory

Will do! Speedrun forum only allows imgur, which is why I was using it. I wish there was a way to paste in images rather than having to save them on this forum, like on imgur. Hassle. Here's the calculator for 10 spm, including white science. You can think of 10 SPM as all color science + 10 rocket ...
by blazespinnaker
Thu Oct 07, 2021 7:24 pm
Forum: This Forum
Topic: Scenario subform
Replies: 2
Views: 368

Scenario subform

Basically a place to discuss rocket rush, wave defense, etc. Place we could also implicitly discuss speedrunning (as they are speedrunnish scenarios). There is speedrun.com, but I find mixing with that crowd is awkward for all. Some prefer to talk about it (mostly me, but some others) and the math a...
by blazespinnaker
Thu Oct 07, 2021 4:58 pm
Forum: Railway Setups
Topic: clockwork assembly line factory
Replies: 4
Views: 457

Re: clockwork assembly line factory

I use 20s between every stop. There are two train stops at every stop, one is TrainMain and TrainContinue The route for every train is TRainMain (wait 20s and rail signal must be green) TrainContinue (no wait) Circuit logic is required for controlling loading / unloading. I did a poc in creative. It...
by blazespinnaker
Thu Oct 07, 2021 8:17 am
Forum: Railway Setups
Topic: clockwork assembly line factory
Replies: 4
Views: 457

clockwork assembly line factory

Based on the idea that a train/rail is the equivalent of 20 belts (each slot is like the side of a belt) Here's the idea. Really, you don't need a blueprint, anyone with any basic knowledge can do this from scratch and achieve very high SPM. DIY is always more fun than just pasting in someone's BP, ...
by blazespinnaker
Thu Oct 07, 2021 5:55 am
Forum: General discussion
Topic: Anyone standardizing on very long trains?
Replies: 38
Views: 3645

Re: Anyone standardizing on very long trains?

Hmm, here's a simple model for DI trains. Doesn't strictly need long trains, but I imagine you'd want them to be as long as possible in order to fully cover a patch. Basically, fill each wagon with roughly enough raw ore for 15 SPM or so. Do that by rotating the train around patches doing DI. So eac...
by blazespinnaker
Thu Oct 07, 2021 3:24 am
Forum: Combinator Creations
Topic: Configurable train loader
Replies: 9
Views: 768

Re: Configurable train loader

Hmm, loading count perfect isn't necessary. Just max the space in the wagon. Loading is pretty trivial for my use case. Unloading count perfect isn't really that important, just as long as its within 2 or 3 is fine.

The constant combinator, cool. Should have tried that.
by blazespinnaker
Thu Oct 07, 2021 2:35 am
Forum: General discussion
Topic: Anyone standardizing on very long trains?
Replies: 38
Views: 3645

Re: Anyone standardizing on very long trains?

I think the idea above is simply to replace belts with trains, so you don't need to do furnace/assember DI to furnace assembler. Rather, DI -> trains -> furnace -> trains -> assember -> trains -> .. It'd be cool if belts were faster than bots, but it wouldn't really change anything for me. Factorio ...
by blazespinnaker
Wed Oct 06, 2021 9:08 pm
Forum: Combinator Creations
Topic: Configurable train loader
Replies: 9
Views: 768

Re: Configurable train loader

I'm sure everyone has done some variant of this. One wagon is used to supply all the bases in case biters somehow make it in or I want to tweak things a bit. The combinators have some limit on how many things I want to pull in so I don't waste too much. Get the right balance is important, as somethi...
by blazespinnaker
Wed Oct 06, 2021 9:05 pm
Forum: Combinator Creations
Topic: GPS in Factorio
Replies: 3
Views: 250

Re: GPS in Factorio

Useless things are awesome. Thanks for sharing. I played around with it a bit just for fun.
by blazespinnaker
Wed Oct 06, 2021 8:30 pm
Forum: General discussion
Topic: Anyone standardizing on very long trains?
Replies: 38
Views: 3645

Re: Anyone standardizing on very long trains?

DI trains are required for UPS. Think about the CPU efficiencies gained, especially at high miner bonuses. Tedious though. Steel, for example, takes up 1/10 the wagons as raw ore. Too bad there's no particular good analogy to real life though. Leaky abstracts abound. That said, your decentralized ap...
by blazespinnaker
Wed Oct 06, 2021 8:28 pm
Forum: Gameplay Help
Topic: Circuits with TrainsStops, how to do pause only when red signal is present and = 1
Replies: 19
Views: 459

Re: Circuits with TrainsStops, how to do pause only when red signal is present and = 1

Hard to search on bugs for train circuit conditions signals. :p

I just went and wired up all the stops, one time pain. TG you can paste in wires.

Probably quite an edge case
by blazespinnaker
Wed Oct 06, 2021 4:47 pm
Forum: Gameplay Help
Topic: Circuits with TrainsStops, how to do pause only when red signal is present and = 1
Replies: 19
Views: 459

Re: Circuits with TrainsStops, how to do pause only when red signal is present and = 1

Interesting, I admit I didn't try that outside of train context as it wasn't relevant to my problem here. I did try that with trains (and many other combinations). Anyways, that doesn't work. Eg: train.png Train still doesn't move until I delete the circuit condition. (Again, no wires connected to T...
by blazespinnaker
Wed Oct 06, 2021 4:08 pm
Forum: Gameplay Help
Topic: Circuits with TrainsStops, how to do pause only when red signal is present and = 1
Replies: 19
Views: 459

Re: Circuits with TrainsStops, how to do pause only when red signal is present and = 1

Yeah, but that's exactly what I don't want to do :) And I believe the everything virtual signal is exactly for this use case. However, it doesn't work with trains as there are semi-hidden signals present. For some reason, likely performance, wube didn't add an op which checks for a specific signal p...
by blazespinnaker
Wed Oct 06, 2021 2:18 pm
Forum: Gameplay Help
Topic: Circuits with TrainsStops, how to do pause only when red signal is present and = 1
Replies: 19
Views: 459

Re: Circuits with TrainsStops, how to do pause only when red signal is present and = 1

If it's not possible, I will probably resort to a hack using one of the other conditions such as cargo count. I'll remove the cargo item once the rail signal light changes to green.
by blazespinnaker
Wed Oct 06, 2021 1:44 pm
Forum: Gameplay Help
Topic: Circuits with TrainsStops, how to do pause only when red signal is present and = 1
Replies: 19
Views: 459

Re: Circuits with TrainsStops, how to do pause only when red signal is present and = 1

may be missing something here. Circuits tend to make my head hurt because ops I assume as always present (such as variable existence checks) don't seem to be present. Rather than trying to re-explain or try to poke holes in your explanation, let me start by just asking a simple question - if the sto...

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