Search found 39 matches
- Thu Jan 16, 2020 10:47 am
- Forum: General discussion
- Topic: Niggles and nitpicking - player preferences
- Replies: 66
- Views: 23025
Re: Niggles and nitpicking - player preferences
My quirks: As few static defenses as possible. Prefer none at all for as long as possible. No turret creep ever. No walls until super late game, if ever. I rush to AP ammo and then keep periodically pushing the bitters out of my pollution cloud. This is with default bitter and starting area settings...
- Wed Jan 15, 2020 1:09 pm
- Forum: Implemented Suggestions
- Topic: Separate signals to/from red and green wires
- Replies: 87
- Views: 25037
Re: Separate signals to/from red and green wires
Here is another use case for the decider combinator: if green wood > 1000 then output red each. Currently you have to first transform the green wood into a signal not present on the red wire, possibly add another combinator to delay the red signals to match the timing. Then use the transformed sign...
- Wed Nov 01, 2017 5:16 pm
- Forum: Gameplay Help
- Topic: avoiding loops between chests?
- Replies: 5
- Views: 3030
Re: avoiding loops between chests?
The combinator "magic" isn't too complicated. Here is a blueprint string: That works great if you build it once. But if you have two copies requesting the same item, you get loops. The looping should stabilize as the bots bring in new items from the rest of the network at the same time. M...
- Wed Nov 01, 2017 3:31 pm
- Forum: Gameplay Help
- Topic: avoiding loops between chests?
- Replies: 5
- Views: 3030
Re: avoiding loops between chests?
The combinator "magic" isn't too complicated. Here is a blueprint string: 0eNq9VlGOmzAQvUrlzwoqINlkg7of2yP0t1ohB4ZktGCztokaRT5A79GT9SS1TcOSAAnZSP0BmRk/v5l5M+ZA1kUNlUCmSHwgmHImSfzjQCRuGC3sN7WvgMQEFZTEI4yWdlXwDUqFqZ9uQSpfwFtt3iCI9giyDH6SONTeVRgqUG1LcEC8XCOjincxIv3iEWAKFULDyy32CavLtTktDlsoy1x...
- Mon Oct 23, 2017 8:45 pm
- Forum: General discussion
- Topic: Difficulty curve and how to keep players till end game
- Replies: 60
- Views: 22936
Re: Difficulty curve and how to keep players till end game
Of course you can, which is why I said the average spaghetti factory. Which of course also means the average of all players, not just the vets who post here regularly.Jap2.0 wrote:You can builda big factory on spaghetti. That was back in the days of 0.14, but still, I launched quite a few rockets in that.
- Mon Oct 23, 2017 2:59 pm
- Forum: General discussion
- Topic: Difficulty curve and how to keep players till end game
- Replies: 60
- Views: 22936
Re: Difficulty curve and how to keep players till end game
I think the explanation is really simple actually. The game loses the most players at about the point where the average spaghetti factory hits its production limit. Then people realize that to make any more progress they will need to redesign everything for a much larger scale. Prior to that point s...
- Mon Apr 03, 2017 4:52 pm
- Forum: General discussion
- Topic: Train bandwidth Questions
- Replies: 34
- Views: 16336
Re: Train bandwidth Questions
The reason for double-header trains is that the stations are much smaller (and easier to build), and it turns out that smaller builds make a huge difference when you're scaling up really high. If you're only talking about outposts then sure, but I think that the concerns of central unloading statio...
- Mon Apr 03, 2017 3:18 pm
- Forum: General discussion
- Topic: how do YOU manage barrels of oil?
- Replies: 66
- Views: 30727
Re: how do YOU manage barrels of oil?
I reserve 50% of a wagon for full barrels. I leave the other half unreserved just to allow the possibility that the first few trips will return with more than 50% full if the oil is very rich. However since those extra barrels are not returned to the outpost the system will eventually stabilize with...
- Mon Apr 03, 2017 2:16 pm
- Forum: Gameplay Help
- Topic: Is this intersection going to work?
- Replies: 30
- Views: 20425
Re: Is this intersection going to work?
intersections MUST have separate blocks for opposing tracks in my opinion. trains stopping for trains that aren't crossing it's tracks is poor design. Yeah, absolutely. Nothing else is ever going to scale to any moderate amount of traffic. up to 3 trains can pass each other without stopping inside ...
- Sun Apr 02, 2017 2:50 pm
- Forum: Gameplay Help
- Topic: Need help with rail yard signals
- Replies: 10
- Views: 5354
Re: Need help with rail yard signals
the chain signal before it should be blue, not red. No, that's not how chain signals work. In addition to checking that the next signal in front is green, they also require the block immediately in front of the chain signal itself to be clear as well. Imagine if there was a single loco in the small...
- Sun Apr 02, 2017 10:01 am
- Forum: Gameplay Help
- Topic: Need help with rail yard signals
- Replies: 10
- Views: 5354
Re: Need help with rail yard signals
Except the closest path near the entry rows is clear and green to pass, so what is the problem? There is a clear path regardless of whether the other paths are blocked. That green signal applies to the track after the green. Not to the small piece between the green the red before it. That section h...
- Sun Apr 02, 2017 9:42 am
- Forum: Gameplay Help
- Topic: Combinator timer and train signal control help
- Replies: 6
- Views: 4325
Re: Combinator timer and train signal control help
The standard design is to have the trains which are waiting in your "park" on the left to be full of ore already . Then when you detect that your iron is low, one of them can move up and unload immediately. Then it goes off to refill and then comes back to the park to wait again, but it do...
- Sat Apr 01, 2017 10:50 pm
- Forum: Gameplay Help
- Topic: Pick-A-Signal combinator?
- Replies: 39
- Views: 26978
Re: Pick-A-Signal combinator?
So, ignoring your performance constraints :D , I designed a solution for fun, as long as none of your signals are negative (but I do have an idea to improve performance - see my last paragraph). This is a looping design that uses an alphabet of unique values for each possible input. The alphabet mus...
- Fri Mar 31, 2017 11:41 am
- Forum: Gameplay Help
- Topic: Is this intersection going to work?
- Replies: 30
- Views: 20425
Re: Is this intersection going to work?
I don't understand why would you ever use that design over a roundabout for any traffic volume. As far as I can tell it just uses more track for no advantage, does it not?Aeternus wrote: For higher traffic volumes a roundabout is more efficient, but for low traffic volume, this design works well.
- Fri Mar 31, 2017 11:28 am
- Forum: Gameplay Help
- Topic: How to place a single item?
- Replies: 9
- Views: 48976
Re: How to place a single item?
Shift+RMB applies to the stack in the inventory slot under your cursor, not to the items on your cursor, and it splits the stack in half, it doesn't insert just one. With a stack on your cursor, a single right click on an inventory slot will move one item from your cursor to that slot. However there...
- Sun Mar 12, 2017 10:45 am
- Forum: Gameplay Help
- Topic: Do train signals compare themselves to oncoming signals?
- Replies: 5
- Views: 2196
Re: Do train signals compare themselves to oncoming signals?
A chain signal doesn't just "copy the signals in front of it". I think you've confused yourself by trying to interpret its behvaiour with that point of view. A chain signal says that the next section and the one following it are both clear to enter. Consider this screenshot: http://i.imgur...
- Sat Mar 11, 2017 3:02 pm
- Forum: Gameplay Help
- Topic: Combinator timer and train signal control help
- Replies: 6
- Views: 4325
Re: Combinator timer and train signal control help
I feel that for what you are trying to accomplish that it should be possible, and much easier, to not use timers. It's very rare that timers are the correct solution. You say, "I need to give some time for the extra train in the system to actually grab the stuff and come back", however you...
- Sat Mar 11, 2017 2:38 pm
- Forum: Gameplay Help
- Topic: Im so confused about rail signal setups..
- Replies: 22
- Views: 7717
Re: Im so confused about rail signal setups..
Three basic rules are: 1) Every track into a junction needs a chain signal, 2) every track out of a junction needs a regular signal, and 3) signals inside a junction are optional but if you want them (to allow multiple trains to use an intricate junction at the same time) then they should be chain (...
- Sat Mar 11, 2017 2:06 pm
- Forum: Gameplay Help
- Topic: side loading full belt
- Replies: 9
- Views: 6052
Re: side loading full belt
I have plenty of mixed belts and never worried about this. :D There are, in my experience, two frequent situations where it matters. (Edit: I take back the first one, on consideration I realized that it's wrong. The second reason is still valid though.) The first is when you want to drive two diffe...
- Mon Feb 27, 2017 1:11 pm
- Forum: Gameplay Help
- Topic: Need help with a train problem
- Replies: 11
- Views: 3760
Re: Need help with a train problem
Ok, now I have this collision! Again when I was far off-screen. WTF factorio. Does anyone have any idea what is happening?