Search found 63 matches
- Thu Feb 28, 2019 8:42 pm
- Forum: Duplicates
- Topic: Fluid mixing prevention and multiple recipe setups
- Replies: 12
- Views: 3132
Re: Fluid mixing prevention and multiple recipe setups
Even for inputs. The main takeaway is that crossing your inputs doesn't hurt anything. You can't mix fluids by getting the inputs wrong, the machine with the wrong fluid simply won't work. So there's no need to be overly harsh about those type of connections. I don't understand why everyone keeps f...
- Thu Feb 28, 2019 2:42 pm
- Forum: Duplicates
- Topic: Fluid mixing prevention and multiple recipe setups
- Replies: 12
- Views: 3132
Re: Fluid mixing prevention and multiple recipe setups
The biggest problem for me is that I can't place underground pipes between two pipes with different liquids. My design is full of pipe empty pipe where I plan to put underground in the empty spot. The workaround is placing undergrounds first, but someone mentioned bots crashes the game trying to bui...
- Thu Feb 07, 2019 11:19 am
- Forum: General discussion
- Topic: How many main bus lines do you generally use?
- Replies: 41
- Views: 51931
Re: How many main bus lines do you generally use?
Is this a trick question? I use as many as is needed... The number is completely variable, though it may have an upper limit where it's not worth it anymore. Not sure where that number is at the moment though, but maybe somewhere below 20 lanes for the belt part of the base, that constructs the item...
- Sat Jan 06, 2018 4:49 pm
- Forum: Gameplay Help
- Topic: Curcuits: how to compare two unknown signal types?
- Replies: 6
- Views: 3053
Re: Curcuits: how to compare two unknown signal types?
Can GAS be = 2?
Otherwise I would use binary.
1 Oil
2 Gas
3 Lube
So you only need one signal, it can contain a really high number of different binary values.
You check if any is active you do:
Signal AND 2 returns 0 if gas isn't active, 1 if active.
Otherwise I would use binary.
1 Oil
2 Gas
3 Lube
So you only need one signal, it can contain a really high number of different binary values.
You check if any is active you do:
Signal AND 2 returns 0 if gas isn't active, 1 if active.
- Mon Oct 16, 2017 12:12 pm
- Forum: General discussion
- Topic: 0.17 Hype?
- Replies: 130
- Views: 58140
Re: 0.17 Hype?
I think Kerbal Space Program, Factorio and other things like it, is basically like crayons. I can eat the crayons or create pictures and tons of other stuff, but it's not a game. So you want me to be hyped for them changing the way my crayons look, when I'm not running into huge problems with the cu...
- Fri Oct 13, 2017 11:24 pm
- Forum: General discussion
- Topic: Circuits... It's not just for making tetris.
- Replies: 2
- Views: 2066
Circuits... It's not just for making tetris.
It's a really important feature that the basic smelter keeps producing, but it's a lot less useful when things are automated, as you will end up with 100 * smelter iron/copper/steel plates that will never get used. For a 48 row we get 4800 plates, so for a four lane bus that is 19200 iron plates, ju...
- Thu May 25, 2017 7:59 pm
- Forum: General discussion
- Topic: Poll : Curious as to how many coders play factorio
- Replies: 10
- Views: 4098
Re: Poll : Curious as to how many coders play factorio
The poll is a bad example of coding. You're trying to combine multiple things creating an explosion in options and you managed to miss most of the possible combinations. 1: Coder Yes/No 2: Employed Yes/No 3: Workplace Type Gaming/Non-Gaming. That is the basic questions in the poll, but you fail to c...
- Mon May 22, 2017 11:24 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 963305
Re: 4-way intersection testing: Throughput and deadlocks
So in short, to my knowledge, the only way to avoid starvation you'd need to make an intersection starvation free is by building some kind of circuit controlled traffic light system that ensures that no lane gets blocked for too long. Single block intersections do not help and may, in may situation...
- Sun May 21, 2017 9:28 pm
- Forum: General discussion
- Topic: What programming language Factorio is written in?
- Replies: 38
- Views: 47381
Re: What programming language Factorio is written in?
The superior part of C is the fact it doesn't babysit you like Python, Java, LUA and all that script stuff. None of these script language encourage you to learn to code, that is the point of them, that you don't need much of a clue to use it. If you sign up for a real education, that teach you codin...
- Sun May 21, 2017 5:34 pm
- Forum: General discussion
- Topic: 0.15 Oil Rebalancing - Too Far?
- Replies: 38
- Views: 17412
Re: 0.15 Oil Rebalancing - Too Far?
Another concern is infinite productivity research, it works really well for empty oil wells. I used a single train to collect from 6 separate oil fields, but now with 200% Mining Productivity, 3 trains can hit those fields and all return full. It's unfortunate that very small frequency and size is a...
- Sun May 21, 2017 5:08 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 963305
Re: 4-way intersection testing: Throughput and deadlocks
I noticed an issue with the use of chain signals. You have trains moving east<->west at the same time, if they perfectly overlap the signals, the north<->south train never gets access to reserving a route. First the east->west train will reserve the route blocking a north/south train, before it clea...
- Fri May 19, 2017 4:59 am
- Forum: Railway Setups
- Topic: Chunk-aligned modular railway system
- Replies: 17
- Views: 39280
Re: Chunk-aligned modular railway system
Agree that chains are required directly before crossings to prevent deadlock. Only in very specific situations are chains required after the crossing to prevent deadlock in a 2-rail network and I guess I disagree re: including them in a blueprint that will be used everywhere. I've mentioned it befo...
- Thu May 11, 2017 6:47 am
- Forum: Mods
- Topic: [MOD 0.14.x] Bottleneck
- Replies: 115
- Views: 106690
Re: [MOD 0.14.x] Bottleneck
I've seen people mixing up what bottleneck does and doesn't do, they seem to take the recipe and think the indicator apply to the recipe being input/output limited or perfect, but it actually just tells the state of the machine right now. You can have a red light, because your system keeps getting s...
- Tue May 09, 2017 2:18 pm
- Forum: Implemented Suggestions
- Topic: Deconstruction planner: add Stone Rocks to "Tree only"
- Replies: 11
- Views: 4798
Re: Deconstruction planner: add Stone Rocks to "Tree only"
I guess trees only is needed because there is no other way to get all type of trees. Now with .15 they also introduced multiple types of rocks. I have to add four types of rocks to make a rock deconstructor, better than trees than is several rows, but still, a global tree and a global rock selection...
- Tue May 09, 2017 1:54 pm
- Forum: Technical Help
- Topic: Trains stop at blue chain sig, stacker not working
- Replies: 26
- Views: 22176
Re: Trains stop at blue chain sig, stacker not working
They do actually repath, but they pick the same path as before as the chain to multiple rows of ->rail signal->rail signal->rail signal-> station design doesn't work. The train will keep choosing the blocked path because it keeps thinking the rail signal will clear and according to pathfinding this ...
- Tue May 09, 2017 1:36 pm
- Forum: Balancing
- Topic: Barrels hold too much liquid.
- Replies: 37
- Views: 14254
Re: Barrels hold too much liquid.
Is anyone ever going to post a reason for why you want barrels to be worse than tanking? So far we have a really good post explaining why barrels should hold more, but not a single post explaining why they should be worse. Fine you hate barreling, but that is not a balance issue, it's a personal iss...
- Sun Apr 16, 2017 3:14 pm
- Forum: Combinator Creations
- Topic: Train- balancing multiple bays/stations
- Replies: 24
- Views: 16529
Re: Train- balancing multiple loading/unloading bays
MadZuri's design only works fairly well for loading, with belt balancers feeding the stations. Unloading stations is a completely different problem, you can either have unbalanced belts, chest or trains, if you try to use a chest to belt circuit solution, it's only possible to create the perfect ups...
- Thu Apr 13, 2017 1:28 pm
- Forum: Gameplay Help
- Topic: Train Roundabouts
- Replies: 59
- Views: 53368
Re: Train Roundabouts
A roundabout is a type of circular intersection or junction in which road traffic flows almost continuously in one direction around a central island. So-called "modern" roundabouts require entering traffic to give way to traffic already in the circle and You didn't make a roundabout, you ...
- Wed Mar 22, 2017 6:51 pm
- Forum: Balancing
- Topic: Research revolution too revolutionary?
- Replies: 3
- Views: 2036
Re: Research revolution too revolutionary?
RR is based on the Friday Fact called Research Revolution, so it's trying to emulate 0.15 changes.
Unfortunately the version on the mod portal has issues, like that we believe from dev information that 0.15 creates 2 pr. machine of the new packs.
Unfortunately the version on the mod portal has issues, like that we believe from dev information that 0.15 creates 2 pr. machine of the new packs.
- Tue Mar 14, 2017 8:01 pm
- Forum: Gameplay Help
- Topic: T-Junction Help!
- Replies: 24
- Views: 9626
Re: T-Junction Help!
Chain signals is a efficency trap, don't use them if they can be avoided and if they can't be avoided you should look very closely at whatever your track layout is messed up. ONLY time you use chain signals in a well flowing system, is if you actually want the train that crosses the chain signal to ...