Search found 17 matches
- Fri May 26, 2023 4:38 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1384999
Re: Development and Discussion
Any chance of updating the underflow / top-up valve to a 70% threshold instead of the current 80%? Or even better, adding these thresholds as mod settings? I've come to the conclusion that the overflow and top-up valves are not intended to be mixed. You use one or the other on a pipeline; not both....
- Fri May 26, 2023 4:37 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1384999
Re: Development and Discussion
OK, I hit a bit of a snag. I need Motors 2 and those require an ungodly amount of resin. First of all let me start by saying that this is my favorite and most played mod pack ever. But last time I played, getting motors 2 was a bit of ****move with the crazy amount of sand that was needed in early ...
- Fri May 14, 2021 7:49 pm
- Forum: Outdated/Not implemented
- Topic: Allow trains to path around blocked segments by pathing through empty stations
- Replies: 12
- Views: 3510
Re: Allow trains to path around blocked segments by pathing through empty stations
Then why is it stopped? The three scenarios are: 1. circuit controlled red light 2. stopped train with no valid stops 3. train with no path #1 can happen for lots of reasons - maybe a logic error in your circuit design #2 is bad scheduling or maybe you added more trains than your station has capaci...
- Fri May 14, 2021 4:37 pm
- Forum: Outdated/Not implemented
- Topic: Allow trains to path around blocked segments by pathing through empty stations
- Replies: 12
- Views: 3510
Re: Allow trains to path around blocked segments by pathing through empty stations
Here's another example illustrating the point. That train blocking the mainline has to be there for 5 minutes before trains decide to path around it.
- Fri May 14, 2021 4:08 pm
- Forum: Outdated/Not implemented
- Topic: Allow trains to path around blocked segments by pathing through empty stations
- Replies: 12
- Views: 3510
Re: Allow trains to path around blocked segments by pathing through empty stations
The screenshot is a demonstration of the problem, not a recommended train station setup ;) What I'm trying to illustrate is that if a train is stopped on the mainline for one of the three reasons mentioned then other trains will block behind that train rather than use a station to route around it. O...
- Thu May 13, 2021 8:14 pm
- Forum: Outdated/Not implemented
- Topic: Allow trains to path around blocked segments by pathing through empty stations
- Replies: 12
- Views: 3510
Re: Allow trains to path around blocked segments by pathing through empty stations
When building a train station branched of your mainline you usually want it to be accessible from all directions. But what you don't want is that all your trains start using it if they want to make U Turns for some reason. That's why that penalty is that high and I think it should stay that way The...
- Thu May 13, 2021 7:18 pm
- Forum: Outdated/Not implemented
- Topic: Allow trains to path around blocked segments by pathing through empty stations
- Replies: 12
- Views: 3510
Allow trains to path around blocked segments by pathing through empty stations
I noticed a weird & unnecessary bottleneck in my train network that I initially thought was a bug and has had me reviewing the train path finding rules here: https://wiki.factorio.com/Railway/Train_path_finding In my network I have trains which livelock (that is, they wait on the main line until...
- Thu May 13, 2021 7:11 am
- Forum: Not a bug
- Topic: [1.1.33] Trains don't route through train stations
- Replies: 3
- Views: 1095
Re: [1.1.33] Trains don't route through train stations
After playing with this a bit I found a workaround. By adding a train station where the second train is waiting, the correct pathing suddenly click in. My guess is the train station adds 2000 points to the center path so both paths are more "even" now. This implies that the penalty for &qu...
- Thu May 13, 2021 4:49 am
- Forum: Not a bug
- Topic: [1.1.33] Trains don't route through train stations
- Replies: 3
- Views: 1095
Re: [1.1.33] Trains don't route through train stations
Okay, so reading the Path finding penalties, I guess it is expected that the train will wait for 19,000 ticks (a little over 5 minutes) before pathing through the station.
That still seems wrong to me.... Why is the penalty for going through a station so severe?
That still seems wrong to me.... Why is the penalty for going through a station so severe?
- Thu May 13, 2021 4:36 am
- Forum: Not a bug
- Topic: [1.1.33] Trains don't route through train stations
- Replies: 3
- Views: 1095
[1.1.33] Trains don't route through train stations
When there's a path around a stopped train but it goes through a train station, a train will not pick that path and instead path through the waiting train and wait for the train to move. See screenshots for example. There is a path around the train that goes past a train station and the train would ...
- Mon Feb 24, 2020 6:42 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010273
Re: [0.18] Sea Block Pack 0.4.2
I'd love to see a patch notes. I'm curious to know what has changed from version to version.
- Mon Aug 06, 2018 8:05 pm
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 82733
Re: Friday Facts #254 - No research queue for you
I agree that the research queue isn't that great in practice. Where I've seen it succeed however, and what I'd live to see in Factorio, is picking a future technology (e.g. Solar panels) and have the queue auto-select the prerequisite technologies until you have the selected tech.
- Sun Jun 03, 2018 5:50 pm
- Forum: News
- Topic: Friday Facts #245 - Campaign concept
- Replies: 167
- Views: 60673
Re: Friday Facts #245 - Campaign concept
I started playing Factorio in the mid-0.14 days. loved the campaign and am eager to see updates made to it. In particular the train campaign was really good and showed how trains can be loaded / unloaded. I was eager to jump into freeplay after that. As for science packs I'm happy to see the changes...
- Sun Jun 03, 2018 5:07 pm
- Forum: News
- Topic: Friday Facts #245 - Campaign concept
- Replies: 167
- Views: 60673
Re: Friday Facts #245 - Campaign concept
So far I would say the testing versions of the NPE feel less like a tutorial and more like a playable trailer (but I am biased). Can you not use acronyms please? I've no idea what a NPE is, and the closest I get is NBE (Non-biological-extraterrestrial) if anyone gets the reference. In my experience...
- Wed May 16, 2018 2:23 am
- Forum: Angels Mods
- Topic: How to start gardening.
- Replies: 16
- Views: 27158
Re: How to start gardening.
Does anyone have a list of what can be composted? The only thing I've figured out that works is raw wood.
- Fri Jun 09, 2017 12:14 am
- Forum: Releases
- Topic: Version 0.15.19
- Replies: 19
- Views: 20951
Re: Version 0.15.19
I am experiencing significant slowdown with this build. Whenever I enter or exit map view the game pauses for about 5-10 seconds, renders, then pauses for another 5-10 seconds before becoming functional again. I immediately noticed the slowdown on this build specifically. 0.15.8 was fine, but after ...
- Thu May 11, 2017 1:27 am
- Forum: Not a bug
- Topic: [0.15.9] Sorting of Technology Tree
- Replies: 1
- Views: 922
[0.15.9] Sorting of Technology Tree
Maybe this isn't a bug, but I think it's a little odd that a more expensive recipe is sorted before a less expensive recipe due to multiplier (see screenshot).