Search found 170 matches

by Nosferatu
Wed Nov 16, 2022 4:02 pm
Forum: Gameplay Help
Topic: Train queuing and station preference
Replies: 6
Views: 297

Re: Train queuing and station preference

https://wiki.factorio.com/Railway/Train_path_finding "When the rail block contains a train currently waiting at a rail signal -> Add a penalty of 100 + 0.1 for every tick the train has already waited." You can manipulate the decision by setting red lights by circuit network but I recommend...
by Nosferatu
Mon Nov 14, 2022 11:46 am
Forum: Gameplay Help
Topic: Train stations with multiple wares
Replies: 4
Views: 258

Re: Train stations with multiple wares

Not sure about the whole setup but I maybe have an easy solution for your immediate problem: Set your station to read train content and send that signal into your ">8000" detection logic (on a different wire colour) That way what is inside your train is still considered to be inside the wa...
by Nosferatu
Fri Sep 30, 2022 7:36 am
Forum: Logistic Train Network
Topic: How do I obtain the lenght signal from a train?
Replies: 5
Views: 324

Re: How do I obtain the lenght signal from a train?

"Your" constant combinator is hooked up to ltns lamp. The signal comes out of ltns constant combinator (directly next to the lamp)
by Nosferatu
Fri Sep 23, 2022 3:37 am
Forum: Gameplay Help
Topic: Trains get stuck if the destination is disabled and other are full
Replies: 20
Views: 1507

Re: [1.1.69] Trains get stuck if the destination is disabled and other are full

When using the station limit you should not disable stations. Instead reduce the station limit to 0.
by Nosferatu
Fri Sep 16, 2022 7:30 am
Forum: Gameplay Help
Topic: Single tick circuits
Replies: 9
Views: 618

Re: Single tick circuits

In general: If you do something like that you need to convert the signal to pulse as close to the source as possible otherwise you lose information.

Maybe there are tricks that can be used, but that very much depends on what is the source and what is the data used for.
by Nosferatu
Wed Sep 07, 2022 4:08 pm
Forum: Gameplay Help
Topic: I don’t understand the reasoning behind Nuclear Power (a finite resource)
Replies: 46
Views: 2247

Re: I don’t understand the reasoning behind Nuclear Power (a finite resource)

Before nuclear was included solar was the only option - that was boring. You don't need it to launch a rocket. It's a fun challenge. Once you are finished you won't have to worry about energy for a long time. On megabase scale it's often replaced by solar again for ups reasons. By then you will have...
by Nosferatu
Sun Sep 04, 2022 8:44 am
Forum: Gameplay Help
Topic: How common is it to deconstruct EVERYTHING and start over late-mid game?
Replies: 36
Views: 1875

Re: How common is it to deconstruct EVERYTHING and start over late-mid game?

"No need to ever place signals on both sides of a track" - Trust me I think I get what you're saying, and that's what I tried, but unfortunately if I don't place signals on both sides, I get no path, which I assume is because I only have 1 main rail both coming and going. Doesn't make sen...
by Nosferatu
Thu Aug 18, 2022 2:58 pm
Forum: Ideas and Suggestions
Topic: Add support for AVIF
Replies: 12
Views: 1474

Re: Add support for AVIF

Can anyone point to a decoding benchmark?
I only found encoding and quality tests.
by Nosferatu
Sat Aug 06, 2022 8:59 am
Forum: Logistic Train Network
Topic: LTN Loading Bug?
Replies: 2
Views: 333

Re: LTN Loading Bug?

This can happen when a previous train over delivered. For example your station ordered only 1,5k but the inserters on the loading station didn't stop and inserted 3k. When this got delivered the station had so much plastic that the numbers flipped from negativ to positiv and your station became a pr...
by Nosferatu
Sun Jul 31, 2022 1:31 pm
Forum: Gameplay Help
Topic: Unfair train scheduling
Replies: 8
Views: 933

Re: Unfair train scheduling

Having random train order would fix your problem for a while. But eventually random will strike and your key unloading station will block itself again. Good luck debugging your problem with randomness mixed in... Better use train limits or other tactics to prevent this from happening in the first pl...
by Nosferatu
Sat Jul 30, 2022 1:00 pm
Forum: Gameplay Help
Topic: Unfair train scheduling
Replies: 8
Views: 933

Re: Unfair train scheduling

Why would that be needed?
Trains don't have feelings. They won't be upset if they have to wait forever for their turn.

If you feel different you could try to work against that with some combinator magic :mrgreen:
by Nosferatu
Tue Jul 26, 2022 7:57 pm
Forum: Resolved Problems and Bugs
Topic: [Donion] [1.1.62] update broke audio on linux
Replies: 22
Views: 2181

Re: [1.1.62] update broke audio on linux

Just wanted to report that not all is broken
It did work out of the box on fedora 36
Here it's using PipeWire ALSA

Installed version: pipewire-alsa.i686 0.3.53-4.fc36
by Nosferatu
Mon Jul 25, 2022 10:35 am
Forum: Logistic Train Network
Topic: LTN Wrong Notifications
Replies: 1
Views: 202

Re: LTN Wrong Notifications

That message says that AT THIS MOMENT LTN didn't find a train in the depot and that's why it can't send out NEW orders. This is just a warning and it will resolve itself as soon as then next train arrives at the depot stop. I can see in your screenshot that a train departed from "LTN Short Depo...
by Nosferatu
Sun Jun 12, 2022 6:20 pm
Forum: Balancing
Topic: Please make trains able to run over evolved aliens
Replies: 80
Views: 22285

Re: Please make trains able to run over evolved aliens

lyvgbfh wrote:
Sat Jun 11, 2022 12:48 am
You're welcome to download it and experiment with edits :)
My first instinct after reading your post was I want more push back and less damage.
But no - trains are deadly with or without your mod so it doesn't change much.
I tested it and I will use it as it is. Thanks.
by Nosferatu
Fri Jun 10, 2022 1:12 pm
Forum: Balancing
Topic: Please make trains able to run over evolved aliens
Replies: 80
Views: 22285

Re: Please make trains able to run over evolved aliens

*megabump* So from this thread and even older ones I got the impression that my L4C8 Trains should be able to survive even when operated "behind enemy lines". Now that I am getting deeper and deeper into enemy territory I start loosing more and more trains to biters. Initially I thought th...
by Nosferatu
Mon May 23, 2022 7:05 pm
Forum: Gameplay Help
Topic: Why are combinator balancers not used more?
Replies: 14
Views: 1298

Re: Why are combinator balancers not used more?

And I probably should have went with 8 long trains yes, but I'm too lazy for a large redesign of my base. What one knows with hindsight has no bounds I ran into the same thing :D . I don't know what made me think 7 cargo wagons are ideal but when I realized my mistake my base was already huge... It...
by Nosferatu
Sat May 21, 2022 10:50 am
Forum: Gameplay Help
Topic: Way to stop trains from stopping when stations goes disabled
Replies: 10
Views: 1325

Re: Way to stop trains from stopping when stations goes disabled

Don't disable. Set train limit to 0 instead
by Nosferatu
Wed May 18, 2022 4:52 pm
Forum: Ideas and Suggestions
Topic: Potentially easy chest-behavior performance optimization
Replies: 30
Views: 4366

Re: Potentially easy chest-behavior performance optimization

Just one note about:
"Megabases avoid chest because they hurt performance"
No.

Avoiding a chest automatically means avoiding an inserter.
Inserters are bad and that's why you try to avoid chests
by Nosferatu
Fri Apr 29, 2022 4:07 pm
Forum: Ideas and Suggestions
Topic: Make the laser turret max consumption show the most it can consume
Replies: 31
Views: 2016

Re: Make the laser turret max consumption show the most it can consume

That would be more confusing then the current display.
Nothing can consume faster than displayed.
It's just the buffer that causes spikes in your stats.

Maybe we should rename it to average max consumption :P

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