Search found 310 matches

by Yoyobuae
Wed Apr 05, 2017 4:52 am
Forum: Ideas and Suggestions
Topic: Circuit Net Ideas
Replies: 16
Views: 2927

Re: Circuit Net Ideas

The resulting solution should be visually readable. Circuit network solutions are not visually readable. Wires are often ambiguous, ALT info is not complete (even with signals overlay, which covers the operator). Every circuit network solution I create needs to be accompanied for a lengthy explanat...
by Yoyobuae
Wed Apr 05, 2017 4:08 am
Forum: News
Topic: Friday Facts #184 - Five years of Factorio
Replies: 87
Views: 24002

Re: Friday Facts #184 - Five years of Factorio

Deadly-Bagel wrote:As it stands you could drop wood from the game entirely, replace it with Iron Plate, and it wouldn't have any real impact.
Nope, nope, nope...
by Yoyobuae
Tue Apr 04, 2017 10:31 pm
Forum: Duplicates
Topic: Is this train station selection a bug?
Replies: 17
Views: 1674

Re: Is this train station selection a bug?

This behaviour has nothing to do with chain signals, if the train has free path along its way it will definitely move, the only problem is, that the path it chose is not ideal. I made that post after verifying the behavior in-game. Chain signal changes from red to blue, train just sits there. I the...
by Yoyobuae
Mon Apr 03, 2017 9:03 pm
Forum: Duplicates
Topic: Is this train station selection a bug?
Replies: 17
Views: 1674

Re: Is this train station selection a bug?

it's only the routing of a train that is waiting behind a blue chain signal! Its signal is blue but it doesn't try to find where it can go based on that blue signal. Train behave really dumb at blue chain signals. They don't react at all to a chain signal changing from red to blue. They only react ...
by Yoyobuae
Fri Mar 31, 2017 7:21 pm
Forum: News
Topic: Friday Facts #184 - Five years of Factorio
Replies: 87
Views: 24002

Re: Friday Facts #184 - Five years of Factorio

steinio wrote:There is a bug:
Please test with latest version. ;)
nuhll wrote:5 years and still bugs 11!!1111 :lol:
For X number of new features there's always Y number of bugs added.

Besides, Factorio is notable in that it gives players countless tools to break the game in any number of creative ways. :lol:
by Yoyobuae
Fri Mar 31, 2017 4:13 am
Forum: Combinator Creations
Topic: throughput detector - very simple (only wires)
Replies: 13
Views: 2428

Re: throughput detector - very simple (only wires)

Blueprint? H4sIAAAAAAAA/8WVUW+bMBDHv0rFM1QBtd2kznvY16gmZPClsWZsdD6qRojvvnNIIiCEkqrT8oLi89++ +93ftnJ3xpXS3OWiBUuaNHjRtlZWICIFpVaASemqQltJDqO4dp4nOSvad5Gk94/xXiRZFyuNUB7Gn+LS WUJn8gJ28k07FO1xoZwj6qDmPbYaPeVev1ppREv7mjd800iNNFHc798HE5DlLupiD0E+UWiC6jRdo7NJ bSQBz+aca4khZxH9iGLXUN1Mt1sQ13tOtrGUb9FVubYsF...
by Yoyobuae
Fri Mar 31, 2017 4:01 am
Forum: General discussion
Topic: Train bandwidth Questions
Replies: 34
Views: 7521

Re: Train bandwidth Questions

Power switch...
by Yoyobuae
Fri Mar 31, 2017 1:30 am
Forum: Combinator Creations
Topic: throughput detector - very simple (only wires)
Replies: 13
Views: 2428

Re: throughput detector - very simple (only wires)

Backed belt detector using hold mode: https://gfycat.com/IllustriousMeanHamadryad Only the bit between the two middle splitters and the combinators are part of the detector. The rest is just to implement a priority splitter. Needs combinators though (for schmidt trigger). Then again, "summing it ove...
by Yoyobuae
Fri Mar 31, 2017 1:22 am
Forum: General discussion
Topic: Train bandwidth Questions
Replies: 34
Views: 7521

Re: Train bandwidth Questions

Then it can indeed be more energy efficient to use Fast inserters. (Also much cheaper on fixed costs, which imo, is a bigger issue). Better use normal inserter or long-handed inserters. They move 40% more items per energy used: http://imgur.com/a/6Puym If throughput is a concern then could double u...
by Yoyobuae
Thu Mar 30, 2017 2:48 pm
Forum: General discussion
Topic: Train bandwidth Questions
Replies: 34
Views: 7521

Re: Train bandwidth Questions

Stack Inserters are important to maximizing train throughput, but in many applications, you don't need a high throughput, and thus can afford to use less expensive and more energy efficient Inserters ( Fast Inserters or maybe even regular Inserters). With full research, fast inserters are the secon...
by Yoyobuae
Wed Mar 29, 2017 3:27 pm
Forum: Off topic
Topic: What data structures does factorio use?
Replies: 3
Views: 874

Re: What data structures does factorio use?

Ones I've read being mentioned: fixed size arrays, lists, somekind of location dependent structure.
by Yoyobuae
Wed Mar 29, 2017 3:18 pm
Forum: Ideas and Suggestions
Topic: Deconstruction chest
Replies: 9
Views: 1427

Re: Deconstruction chest

Stevetrov wrote:This is what I have been doing, buthe storage chest logic isn't optimised for this scenario.

So bots can end up taking items to a storage chest that is far away in preference of what that is very near by.
Bots do deliver to the closest requester chest. But that way has problems it's own problems.
by Yoyobuae
Wed Mar 29, 2017 3:15 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.22] Splitter is not rotationally symmetrical
Replies: 12
Views: 2777

Re: [0.14.22] Splitter is not rotationally symmetrical

Perhaps it should be clarified that the splitters are not doing anything in any of the cases. In fact it would be clearer if splitters were removed from the left column of the example pic.
by Yoyobuae
Wed Mar 29, 2017 3:07 pm
Forum: Combinator Creations
Topic: throughput detector - very simple (only wires)
Replies: 13
Views: 2428

Re: throughput detector - very simple (only wires)

Oh, you meant wiring 9 belt tiles in pulse mode. In that case shifted lanes wont matter (there's a pulse every cycle).

But the signal is not clean when belt is not 100%. It probably flickers between 1 and 2. With hold mode the signal is 64 if and only if the belt is fully compressed.
by Yoyobuae
Wed Mar 29, 2017 1:06 pm
Forum: Combinator Creations
Topic: throughput detector - very simple (only wires)
Replies: 13
Views: 2428

Re: throughput detector - very simple (only wires)

ssilk wrote:That should work also with pulse mode, cause on each belt must be 1 item per lane enter per tick. So it should show always "2". Untested!! Needs less CPU power.
Doesn't work, belt lanes can desync. So you may get two "1" pulses instead of a single "2" pulse.
by Yoyobuae
Mon Mar 27, 2017 7:24 pm
Forum: Gameplay Help
Topic: how to tackle belt saturation?
Replies: 9
Views: 2185

Re: how to tackle belt saturation?

Xeorm wrote:Effectively unless your production is tailored in the right ratio for each tech that you produce, you're always going to have one color become the dominant one in the string.
The system is designed to protect against this. It's just the OP that misconfigured the filter inserters.
by Yoyobuae
Mon Mar 27, 2017 5:20 pm
Forum: Modding discussion
Topic: [Help] Power production monitoring
Replies: 1
Views: 379

Re: [Help] Power production monitoring

Only way I know of is making power go thru the entity. I made a proof of concept mod a while ago:
https://mods.factorio.com/mods/Yoyobuae ... ransformer
by Yoyobuae
Mon Mar 27, 2017 1:32 pm
Forum: Gameplay Help
Topic: how to tackle belt saturation?
Replies: 9
Views: 2185

Re: how to tackle belt saturation?

That setup can handle all four science packs on a single belt, you don't need the two belts going around the labs. Your problem is that you are mixing belts BEFORE the splitters. The belts before the splitters need to be, well, split. There should be two input belts split by lane, red/green belt and...

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