Search found 122 matches
- Sun May 16, 2021 10:41 am
- Forum: Ideas and Suggestions
- Topic: Add simple train stop priorities on top of 1.1 train limit system.
- Replies: 14
- Views: 3505
Re: Add simple train stop priorities on top of 1.1 train limit system.
I have seen the issue of trains being stuck in delivery stops due to not enough supply when I miscalculated, but I don't think the proper solution is source priorities, but to either fix the issue of not enough supply, or at least supply something like a stacker the trains can go to. The major issu...
- Fri May 14, 2021 2:08 am
- Forum: Ideas and Suggestions
- Topic: Add simple train stop priorities on top of 1.1 train limit system.
- Replies: 14
- Views: 3505
Re: Add simple train stop priorities on top of 1.1 train limit system.
If a bunch of trains are flashing "destination full" and a station raises its train limit such that they can now path to it, the first available train that the game looks at during that tick will get the reservation, and distance to the station is not considered. I believe it is the close...
- Thu May 13, 2021 9:14 am
- Forum: Ideas and Suggestions
- Topic: Add simple train stop priorities on top of 1.1 train limit system.
- Replies: 14
- Views: 3505
Re: Add simple train stop priorities on top of 1.1 train limit system.
Ok, this is my mistake, I generally think that seeing "destination full" is evil and try not to overflow my train network with trains, sum of train limits in stops with the same name >= #trains having this station in schedule. I don't think it is evil at all. I know I have the correct bal...
- Tue May 11, 2021 5:36 pm
- Forum: Gameplay Help
- Topic: Red train signal set by circuit only has 1000 penalty?
- Replies: 10
- Views: 2631
Re: Red train signal set by circuit only has 1000 penalty?
I cannot simply disable stations with circuits to work around this. That was my initial approach actually, but it causes the problem that if all stops are disabled, the train will simply skip the station, effectively running around in circles pointlessly because no other stations exist to stop it. ...
- Sun May 02, 2021 7:26 pm
- Forum: Gameplay Help
- Topic: How do I know that I have enough Roboports now?
- Replies: 9
- Views: 1991
Re: How do I know that I have enough Roboports now?
The faster they travel, the faster they consume that "travel distance" power and the sooner they must return to charge. Oh, thanks, now I calmed down a bit. As your logic seems to be obviously correct, I'd like to introduce here The Mission :) And the mission of our bots is to transfer so...
- Sun May 02, 2021 5:35 pm
- Forum: Gameplay Help
- Topic: How do I know that I have enough Roboports now?
- Replies: 9
- Views: 1991
Re: How do I know that I have enough Roboports now?
as robot worker speed tech gets higher, the number of bots each port can support drops , approaching 4 bots per port. Whaaat??? Can you please explain? So, the faster my robots are the more Ports I need? But why? Per https://wiki.factorio.com/Worker_robot_speed_(research) , bots "consume 3 kW ...
- Sun May 02, 2021 5:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.32] Train hard stops when repathing while in intersection with path passing block twice
- Replies: 11
- Views: 6257
Re: train station limit causes trains hard stop sometimes randomly
In the video, that little red ball that travels ahead of trains is the point at which the train will stop if it applies maximum braking. If that red ball hits a chain signal, the train must be able to reserve all blocks along its path until it has reserved one guarded by a regular signal. In terms o...
- Sun May 02, 2021 1:34 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.32] Train hard stops when repathing while in intersection with path passing block twice
- Replies: 11
- Views: 6257
Re: train station limit causes trains hard stop sometimes randomly
I can't say for sure what causes that early train to "no path" but given that it happens at almost the same instant as a "something destroyed" alert going off, I'm guessing they are related. The trains that hard brake in the junction on the left are doing so because the chain sig...
- Sat May 01, 2021 11:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.32] Train hard stops when repathing while in intersection with path passing block twice
- Replies: 11
- Views: 6257
Re: train station limit causes trains hard stop sometimes randomly
Trains will perform a repath at the drop of a hat. Basically, anything which might make a train slow down will make it repath, at which time if it finds an open station that has a lower path cost, it will drop the old reservation and pick up the new station. The stop limit being set to 0 doesn't sto...
- Tue Apr 27, 2021 2:34 pm
- Forum: General discussion
- Topic: Fish per Minute
- Replies: 22
- Views: 9165
Re: Fish per Minute
What if you have more than one inserter? 10 stack inserters set to a stack size of 10?
- Sat Apr 24, 2021 7:32 pm
- Forum: Gameplay Help
- Topic: Building Megabases with the right Game Settings
- Replies: 11
- Views: 6502
Re: Building Megabases with the right Game Settings
Building megabases is about logistics. My current base (which doesn't even qualify as a megabase at 896 SPM) requires the equivalent of 26 fully compressed blue belts to move all the iron plates. And those iron plates have to go to crafting machines making steel plate, iron wheels, iron sticks, gree...
- Sat Apr 24, 2021 12:32 am
- Forum: Modding help
- Topic: Issues with projectile orientation
- Replies: 2
- Views: 880
Re: Issues with projectile orientation
Oooooh... now I get it.
- Fri Apr 23, 2021 12:34 pm
- Forum: Modding help
- Topic: Prototype instance limit
- Replies: 3
- Views: 987
Re: Prototype instance limit
Any that are also limited to 255? I'm assuming this limit means the number defined by vanilla plus any defined by mods can't exceed the limit. I would not expect that to be an issue with a limit of 65535, but 255 could be.
- Fri Apr 23, 2021 12:44 am
- Forum: Modding help
- Topic: Prototype instance limit
- Replies: 3
- Views: 987
Prototype instance limit
I note that on the wiki, under Prototype/Tile, it notes "Only 255 instances of this prototype may be defined." I haven't checked all the other prototypes, but those I did have no notation about a limit. 65535? Is the limit for each one documented anywhere? A data dump similar to data.raw f...
- Thu Apr 22, 2021 4:53 pm
- Forum: Gameplay Help
- Topic: Advanced circuit network conditions for train behavior in 1.1
- Replies: 27
- Views: 8490
Re: Advanced circuit network conditions for train behavior in 1.1
This problem is similar to a technique I use to balance between stations. The solution I came up with has each input check itself against all the other signals and if its signal is the lowest, passes it on as a distinct signal. Ties for lowest end up passing more than one signal, but since they are ...
- Thu Apr 22, 2021 3:03 pm
- Forum: Gameplay Help
- Topic: Blueprints changed, but how?
- Replies: 6
- Views: 2103
Re: Blueprints changed, but how?
1.1.32 was marked stable shortly before this event. I had updated to 1.1.32 (steam forced), and the event page also updated to say they would be running 1.1.32 instead of 1.1.31. So we were both on the same version. All of the blueprints were created before 1.1.32, but after 1.1.0. I run fairly vani...
- Thu Apr 22, 2021 8:17 am
- Forum: Gameplay Help
- Topic: Blueprints changed, but how?
- Replies: 6
- Views: 2103
Re: Blueprints changed, but how?
I don't believe it was the mod. It's a very popular overhaul mod (IR2), and if it was screwing with all blueprints whenever someone played it, people would be screaming and I would have found lots of references when searching. I have fixed some of my blueprints and then fired up IR2 in single player...
- Thu Apr 22, 2021 4:03 am
- Forum: Ideas and Suggestions
- Topic: Rail: Have a way to know which train is coming to selected station
- Replies: 5
- Views: 1420
Re: Rail: Have a way to know which train is coming to selected station
One of the issues I see with this is that trains are not locked to that stop. They can (and frequently do) repath to another (closer) station on the way, which would likely cause user confusion.
- Wed Apr 21, 2021 4:41 pm
- Forum: Gameplay Help
- Topic: Blueprints changed, but how?
- Replies: 6
- Views: 2103
Blueprints changed, but how?
I recently played a multiplayer game of a mod that changes the size of steel chests (40 instead of 48). Upon returning to my regular game, I find that all of my blueprints (none of which were used in the multiplayer game) have the steel chest capacity limited to 40. I tried experimenting to see how ...
- Mon Apr 19, 2021 4:29 pm
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 124
- Views: 39421
Re: Industrial Revolution 2 discussion
Played this in the BCG event, and it was fantastic. Gorgeous graphics, and I loved the way you have to really think about how to get more production at times (to acid wash or not acid wash). Will definitely make this my next base project.