Search found 19 matches

by Roaders
Fri Jul 12, 2024 11:04 am
Forum: Railway Setups
Topic: Reliable, constant and balanced 2 compressed blue belt per wagon side
Replies: 6
Views: 2854

Re: Reliable, constant and balanced 2 compressed blue belt per wagon side

There is a strange looking but very balanced loader for 2 blue belts, evolved from some discussion in this forum. It's almost completely mechanically balanced. I added active balancing nonetheless to force it and to make sure it's still balanced if the input isn't completely compressed, but if you ...
by Roaders
Sun Feb 18, 2024 9:56 am
Forum: Gameplay Help
Topic: Logic network long(ish) expressions
Replies: 33
Views: 3657

Re: Logic network long(ish) expressions

I've refined this a little bit now. SOme improvements: I only have 1 constant combinator. I get negative values using arithmetic combinators on the single combinator that specifies the quantities of each good I now ignore the goods that are not on the train unless there is a train in the station. Th...
by Roaders
Tue Jan 23, 2024 10:10 am
Forum: Gameplay Help
Topic: Logic network long(ish) expressions
Replies: 33
Views: 3657

Re: Logic network long(ish) expressions

a wait period of 0 seconds did not work BTW. It made a difference. The train stopped and inserters managed 1 sweep of the arm but then the train left. 1 second means that the expression is correctly re-evaluated when the train arrives.
by Roaders
Tue Jan 23, 2024 8:37 am
Forum: Gameplay Help
Topic: Logic network long(ish) expressions
Replies: 33
Views: 3657

Re: Logic network long(ish) expressions

Yes, a 1 second wait condition AND trainSatisfied = 1 as the wait condition worked. I can remove some combinatores and make it a little bit simpler.
by Roaders
Tue Jan 23, 2024 8:20 am
Forum: Gameplay Help
Topic: Logic network long(ish) expressions
Replies: 33
Views: 3657

Re: Logic network long(ish) expressions

Ok so the 1 second thing might be a bit simpler. With multiple wait conditions does it just execute them in order or does it leave if any of them are matched or what? Sorry that the train isn't in the blueprint... First time I have exported ANY blueprint from the game so didn't think about adding th...
by Roaders
Tue Jan 23, 2024 7:53 am
Forum: Gameplay Help
Topic: Logic network long(ish) expressions
Replies: 33
Views: 3657

Re: Logic network long(ish) expressions

Pi-C wrote: ↑
Tue Jan 23, 2024 7:41 am
Does that mean that you're relying on a specific ID, or are you checking whether there is any train ID (i.e. whether the train station sends a signal 'T')? (I know there is a blueprint, but I can't use the game right now.)
Just using any id. Making sure that T > 0.
by Roaders
Tue Jan 23, 2024 7:02 am
Forum: Gameplay Help
Topic: Logic network long(ish) expressions
Replies: 33
Views: 3657

Re: Logic network long(ish) expressions

OK, I think I got it working and covered all the edge cases. Heavily based on Tertius's implementation. I uase a constant combinator to set the required amount of each good with a negative value I combine these negative values with the value in storage to calculate the deficit I use this deficit to ...
by Roaders
Mon Jan 22, 2024 8:12 pm
Forum: Gameplay Help
Topic: Logic network long(ish) expressions
Replies: 33
Views: 3657

Re: Logic network long(ish) expressions

If you want 50 items and have 50 items, why is canceling out both signals an issue? You don't need to do anything with that material, you have neither demand nor surplus. If you want to control an inserter, material > 0 as activation condition is false if material = 0. Having to add +1 or -1 to hav...
by Roaders
Mon Jan 22, 2024 6:29 pm
Forum: Gameplay Help
Topic: Logic network long(ish) expressions
Replies: 33
Views: 3657

Re: Logic network long(ish) expressions

I did have an issue where exactly the right number of items were in the storage chests. If I want 50 items (set to -50 in constant combinator) and I had 50 items then the values cancelled out, not to produce 0 but to produce no value at all (I really hate this feature). To solve this I added combina...
by Roaders
Mon Jan 22, 2024 5:56 pm
Forum: Gameplay Help
Topic: Logic network: do one thing when condition matches and do another thing when it does not
Replies: 3
Views: 480

Re: Logic network: do one thing when condition matches and do another thing when it does not

Yes @Tertius. That's making sense. If you just calculate the deficit then you can use that number in both places...
Thanks again.
by Roaders
Mon Jan 22, 2024 5:16 pm
Forum: Gameplay Help
Topic: Logic network long(ish) expressions
Replies: 33
Views: 3657

Re: Logic network long(ish) expressions

Wow guys. Thanks very much for your long replies. They obviously took some time to compose. I now need some time to understand them!!! @Tertius I have a train that I want to load a bunch of stuff onto. At the unloading station I have an inserter per type of good to unload the goods. I want to keep u...
by Roaders
Mon Jan 22, 2024 5:04 pm
Forum: Gameplay Help
Topic: Logic network: do one thing when condition matches and do another thing when it does not
Replies: 3
Views: 480

Logic network: do one thing when condition matches and do another thing when it does not

Hi All I've been trying to implement my first moderately complicted logic expression to control my train at a station. As I mention in another post I need probably 10 combinators or so. I want to try and minimise the number of combinators I use and also avoid duplicating logic. I have a number of go...
by Roaders
Mon Jan 22, 2024 2:51 pm
Forum: Gameplay Help
Topic: Logic network long(ish) expressions
Replies: 33
Views: 3657

Re: Logic network long(ish) expressions

Thanks for the replies. I'd already figured out the summing up to whatever total I want but I was hoping that I could use the Every trick somehow. I wish that you could specify an else value in combinators so taht we output a value to network for both true and false evaluations...
by Roaders
Mon Jan 22, 2024 12:42 pm
Forum: Gameplay Help
Topic: Logic network long(ish) expressions
Replies: 33
Views: 3657

Logic network long(ish) expressions

Hi All I am trying to control the unloading of a train at one of my stations. The expression I want to evaluate is something like this (where T = train count and B = base count) (Bammo > 500 || Tammo == 0 ) && (BOil > 20000 || TOil == 0) && (BRobot > 50 || TRobot == 0) && (BR...
by Roaders
Sun Jan 21, 2024 8:01 am
Forum: Gameplay Help
Topic: How to request correct train at stations that accept multiple types of goods
Replies: 7
Views: 1162

Re: How to request correct train at stations that accept multiple types of goods

Thanks. Pretty much as I thought then. I am sure there is a way - but too complicated and painful to implement!!! :)
by Roaders
Sun Jan 21, 2024 5:26 am
Forum: Gameplay Help
Topic: How to request correct train at stations that accept multiple types of goods
Replies: 7
Views: 1162

How to request correct train at stations that accept multiple types of goods

Hi All I learning lots about factorio and have just finished setting up stations that calculate the train limit based on the number of goods in stock so that trains only visit these stations when there is enough to fill the train (and trains don't wait at nearly empty slow-producing mines). Pretty p...
by Roaders
Mon Jan 15, 2024 4:35 pm
Forum: Gameplay Help
Topic: Automated train stations. How do I "store" my idle trains?
Replies: 13
Views: 1865

Re: Automated train stations. How do I "store" my idle trains?

At the Oil Field stops, wire up a Decider Combinator between the Train Stop and the Storage Tanks. Storage Tanks on the input side, Train Stop on the output side. Crude Oil > 140,000 output L = 1. Then go into the Train Stop and set it to do the Train Stop Limit by circuit. L is the default Train S...
by Roaders
Mon Jan 15, 2024 2:12 pm
Forum: Gameplay Help
Topic: Automated train stations. How do I "store" my idle trains?
Replies: 13
Views: 1865

Re: Automated train stations. How do I "store" my idle trains?

Loewchen wrote: ↑
Mon Jan 15, 2024 2:05 pm
You almost have it already, all you need to change is instead of disabling the stations you set the train limit to 0, by doing this the trains will not skip the station but wait for one to become available instead.
THanks for the reply. I need to set it to 1 surely not 0?
by Roaders
Mon Jan 15, 2024 1:41 pm
Forum: Gameplay Help
Topic: Automated train stations. How do I "store" my idle trains?
Replies: 13
Views: 1865

Automated train stations. How do I "store" my idle trains?

Hi All I am pretty new to factorio but I am loving it. Spending far too much time on it... I am currently trying to improve the efficiency of my train stations. On my current level I have 2 oil refinery train stations. One of them is far away and never gets picked as a destination by the trains and ...

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