Search found 120 matches

by SuicideJunkie
Tue Jan 25, 2022 11:29 pm
Forum: Gameplay Help
Topic: Train Signal UI Oddity
Replies: 0
Views: 174

Train Signal UI Oddity

I was working on a scheme to detect a train stopped at a closed signal in order to trigger logic, by reading a signal just ahead of the closed signal going red... except it never went red... The right hand signal is permanently closed via logic for this example. The test train is pathing to a temp s...
by SuicideJunkie
Mon Jan 03, 2022 9:47 pm
Forum: Gameplay Help
Topic: Why does the train not skip a scheduled stop if it becomes inaccessible?
Replies: 15
Views: 890

Re: Why does the train not skip a scheduled stop if it becomes inaccessible?

If there's an open stop elsewhere, the train would simply path to it and carry on. So closing the isolated stop should kick the train back to the load stop. Even just blinking it closed for one tick would be sufficient I'd expect. The real trick will be not closing it if there is a train actually on...
by SuicideJunkie
Mon Jan 03, 2022 4:51 pm
Forum: Gameplay Help
Topic: Why does the train not skip a scheduled stop if it becomes inaccessible?
Replies: 15
Views: 890

Re: Why does the train not skip a scheduled stop if it becomes inaccessible?

Good to know that fiddling with train limits won't help and why.

I may be able to swing a track isolation detection circuit and close the stop to prevent lockups on the main network. Can't do anything if the train has committed to the final offramp, but that is to be expected.
by SuicideJunkie
Mon Jan 03, 2022 5:47 am
Forum: Gameplay Help
Topic: Why does the train not skip a scheduled stop if it becomes inaccessible?
Replies: 15
Views: 890

Why does the train not skip a scheduled stop if it becomes inaccessible?

The picture should hopefully explain it. Can anyone shed some light on the train-brain logic of why it is doing what it is doing so I can design a workaround? Train was on its way, then the station becomes inaccessible (track destroyed). Note: There are still accessible stops, but they are all close...
by SuicideJunkie
Wed Dec 22, 2021 6:36 pm
Forum: Combinator Creations
Topic: Digital Display, Yay!
Replies: 110
Views: 117379

Re: Digital Display, Yay!

I spent a few days thinking about how you could multiplex multiple digits with fewer than M combinators. The divide by each, and each modulo 10 part came to me, and I'll use that to save almost 40% on my ETA digit generation :) But I gave up on the display segment compression bit. Turns out I was to...
by SuicideJunkie
Sat Dec 11, 2021 6:38 pm
Forum: Won't fix.
Topic: [0.17.11] Cloning combinators doesn't preserve signals "in flight"
Replies: 2
Views: 932

Re: [0.17.11] Cloning combinators doesn't preserve signals "in flight"

This does come up in game for Space Exploration mod. Whenever a ship is launched and the contents are cloned to the travel surface, all of our combinator computers get rebooted. Observations: When power is cut, combinators retain their outputs. Even when not connected to any network, the powered-dow...
by SuicideJunkie
Wed Dec 08, 2021 3:21 pm
Forum: Resolved Problems and Bugs
Topic: [Boskid] [1.1.48] Train stopped on gate cannot be cloned
Replies: 1
Views: 989

[Boskid] [1.1.48] Train stopped on gate cannot be cloned

(Reproduced unmodded, build 59155, linux64) 1) Lay track 2) Add a gate on the track 3) Move train onto gate 4) Clone region. 5) Train evaporates on paste. Ideally, the cloning process should copy the current state of the gate (i.e. lowered) so that the train can be placed as well. This is an issue f...
by SuicideJunkie
Sun Oct 03, 2021 1:57 am
Forum: Combinator Creations
Topic: Digital Display, Yay!
Replies: 110
Views: 117379

Re: Digital Display, Yay!

Inspiration struck and over the last week I made a stock compatible 32 character alphanumeric display with individually addressable colours. (Forget the receiver dish logic and wire your own messages in. Perhaps even make a scrolling marquee since that only requires a simple bit shift with this syst...
by SuicideJunkie
Thu Jul 01, 2021 2:33 am
Forum: Outdated/Not implemented
Topic: Train Pathing Improvement (Re: chain signals & parked obstructing trains)
Replies: 9
Views: 1212

Re: Train Pathing Improvement (Re: chain signals & parked obstructing trains)

for the record, it's not never. run the game sped up and you'll see. I did check. Stops do not get treated like signals according to empirical testing, and no other pathing rules on the wiki's list care about ticks. After 10 minutes of waiting, the train did not repath through (A) + (B) while the b...
by SuicideJunkie
Mon Jun 28, 2021 9:19 pm
Forum: Outdated/Not implemented
Topic: Train Pathing Improvement (Re: chain signals & parked obstructing trains)
Replies: 9
Views: 1212

Re: Train Pathing Improvement (Re: chain signals & parked obstructing trains)

I'm certainly not expecting suggestions from random people such as myself to be implemented without consideration. There are already existing rules of very similar nature in existence, as I quoted, so the devs clearly believe this sort of thing is appropriate in general, and it is not impossible. In...
by SuicideJunkie
Mon Jun 28, 2021 1:56 pm
Forum: Outdated/Not implemented
Topic: Train Pathing Improvement (Re: chain signals & parked obstructing trains)
Replies: 9
Views: 1212

Re: Train Pathing Improvement (Re: chain signals & parked obstructing trains)

What to keep here in mind is that Factorio doesn’t take the train length into account. It could lead to stupid situations, when the train is longer and tries to go through the circle and back, but now blocking the whole circle and itself. Adjusted formatting. Going into the roundabout cannot block ...
by SuicideJunkie
Sat Jun 26, 2021 9:26 pm
Forum: Outdated/Not implemented
Topic: Train Pathing Improvement (Re: chain signals & parked obstructing trains)
Replies: 9
Views: 1212

Train Pathing Improvement (Re: chain signals & parked obstructing trains)

TL;DR Trains can get into a permanently waiting situation which is fairly easy to path out of with existing rules tweaked. What ? #1 1) When pathfinding inside a chain signal sequence, the train's currently occupied block should not be discounted from consideration due to being reserved. 0.17.38: W...
by SuicideJunkie
Sat Jun 26, 2021 6:12 pm
Forum: Not a bug
Topic: [1.1.35] Train at chain signals tries to path through stopped train
Replies: 8
Views: 988

Re: [1.1.35] Train at chain signals tries to path through stopped train

This is a constraint which prevents trains from changing a path while in the intersection when their old path had a valid signal reservations to quit intersection and the new path would go through intersection in a way it would not be able to reserve all the signals required to leave an intersectio...
by SuicideJunkie
Sat Jun 26, 2021 3:15 pm
Forum: Not a bug
Topic: [1.1.35] Train at chain signals tries to path through stopped train
Replies: 8
Views: 988

Re: [1.1.35] Train at chain signals tries to path through stopped train

Ah, that makes sense, thanks. Edit: Although in this case, there is a valid path that avoids the other trains, just not avoiding its own reserved block in the turnaround. I would like to suggest as improvement having the time based penalty applied to trains waiting at stops in addition to trains wai...
by SuicideJunkie
Sat Jun 26, 2021 2:51 pm
Forum: Not a bug
Topic: [1.1.35] Train at chain signals tries to path through stopped train
Replies: 8
Views: 988

Re: [1.1.35] Train at chain signals tries to path through stopped train

Two stops not in schdule have a higher penalty than one with a stoped train. NaB. Dude. What happened to "When a train performs path finding while in a chain signal sequence, the pathfinding will have a constraint to not go through reserved block before exiting the chain sequence."? That'...
by SuicideJunkie
Sat Jun 26, 2021 4:36 am
Forum: Not a bug
Topic: [1.1.35] Train at chain signals tries to path through stopped train
Replies: 8
Views: 988

Re: [1.1.35] Train at chain signals tries to path through stopped train

Yes. The pathing train has no stops in the area and is heading out to the wider world (originally after delivering my character a load of underground pipes via a temporary stop) The stopped train has been parked for a few minutes and will not likely leave for many minutes more. Meanwhile there is a ...
by SuicideJunkie
Sat Jun 26, 2021 1:12 am
Forum: Not a bug
Topic: [1.1.35] Train at chain signals tries to path through stopped train
Replies: 8
Views: 988

[1.1.35] Train at chain signals tries to path through stopped train

From the Wiki: 0.17.38: When a train performs path finding while in a chain signal sequence, the pathfinding will have a constraint to not go through reserved block before exiting the chain sequence. This solves a problem of train intersections being possible to be deadlocked even with proper chain ...
by SuicideJunkie
Sat May 01, 2021 9:24 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 382
Views: 192132

Re: [0.17+] Space Exploration WIP

I found that resource patches aren't really a big concern. I did set up core drills to get an infinite supply early on though :D Perhaps the biggest way to speed things up from the way my play though has gone so far would be to be more wasteful of human life, and explore more aggressively. :D More c...
by SuicideJunkie
Sat May 01, 2021 8:23 pm
Forum: Balancing
Topic: [1.1.5] slow stickers - player and spidertron
Replies: 20
Views: 3702

Re: [1.1.5] slow stickers - player and spidertron

When they first appeared, stepping over walls, puddles and acid pools was my primary use case for spidertrons. It did require a pretty high APM to run a disco laser dance party with a squad of spiders and not lose any, but they had a decent expected lifetime regardless. That's no longer possible, si...
by SuicideJunkie
Fri Apr 16, 2021 4:33 pm
Forum: Balancing
Topic: Steam Engine should not "scale down" automatically.
Replies: 26
Views: 9687

Re: Steam Engine should not "scale down" automatically.

It seems to me that scaling down steam engine output would be easy to do with a smart flywheel system of some sort, at least in the context of the Factorio setting's automation difficulty scale. In practice, the steam engines shouldn't be *slowing down* as the graphical animation indicates, but runn...

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