Search found 113 matches

by SuicideJunkie
Sun Oct 03, 2021 1:57 am
Forum: Combinator Creations
Topic: Digital Display, Yay!
Replies: 106
Views: 105654

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Forum: Outdated/Not implemented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: 698

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Forum: Outdated/Not implemented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: 698

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Forum: Outdated/Not implemented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: 698

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Forum: Outdated/Not implemented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: 698

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: 491

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: 491

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: 491

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: 491

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: 491

[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: 378
Views: 168777

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: 2364

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: 7903

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...
by SuicideJunkie
Sat Jan 23, 2021 7:12 pm
Forum: General discussion
Topic: Use of active provider chests
Replies: 27
Views: 2803

Re: Use of active provider chests

Nuclear waste? Is that space ex mod? he means used fuel cells, at least I believe so Yes, this. Stock depleted fuel cells. There are four safety interlock requirements that need to be met for my Mk2 reactor to start another fuel cycle - One fresh fuel cell at every reactor input bin. - Zero deplete...
by SuicideJunkie
Sat Jan 23, 2021 6:56 pm
Forum: General discussion
Topic: Come up with new infinite research
Replies: 34
Views: 3650

Re: Come up with new infinite research

Health. Player HP in particular, but robot, turret, vehicle, wall HP would be nice as well. Your suit of armor has all those fancy damage resistance and mitigation stats, but shields seem to dominate everything. (alternatively reduce the remaining armor leakage by ~5% per level for an infinite path ...
by SuicideJunkie
Sat Jan 23, 2021 6:25 pm
Forum: General discussion
Topic: Anyone use barrels?
Replies: 76
Views: 13113

Re: Anyone use barrels?

Re: Radar I like to put Radar+small power pole+solar panel as a standalone unit. As long as the power is non-zero you can get vision around the radar, and it slowly explores during the day. Night is a problem but the pitch black is pretty short, and the pollution is zero. I used barrels for all my o...
by SuicideJunkie
Sat Jan 23, 2021 6:03 pm
Forum: General discussion
Topic: I can't beat it...
Replies: 99
Views: 10742

Re: I can't beat it...

I suppose the biters may have just always preferred to colonize my big territory behind the defense wall rather than the thin worm-packed buffer zone I'd left. Perhaps you could lay out a grid of wall segments (or floor tile?) that don't block movement or attract fire, but also don't leave room for ...
by SuicideJunkie
Fri Jan 22, 2021 10:14 pm
Forum: General discussion
Topic: Use of active provider chests
Replies: 27
Views: 2803

Re: Use of active provider chests

Clearing nuclear waste is a good stock use. I also use some in my cargo spaceships for SpaceEx, in situations where buffer chests don't work because the items need to be dumped on the same surface as they're produced. For example, I have combinator logic to shift empty (ex-acid) barrels from a reque...
by SuicideJunkie
Fri Jan 22, 2021 9:33 pm
Forum: General discussion
Topic: The thing that bothers me since game start
Replies: 28
Views: 4247

Re: The thing that bothers me since game start

I'm sure there was a mod back in the day that caused items to spill onto the ground if they reached the end of a belt. I can't find it now, but I can't imagine it was all that popular. Interesting idea, but quite unfun for most people I expect. All the frustration of accidentally deequipping your ar...
by SuicideJunkie
Fri Jan 22, 2021 9:08 pm
Forum: General discussion
Topic: I can't beat it...
Replies: 99
Views: 10742

Re: I can't beat it...

I'm not playing on DW, but I have a strategy of using rockets or artillery to pick the spawners out from between the worms. The worms don't absorb pollution and send attacks, but they also prevent recolonization there. The ideal situation then becomes that colonization waves step into the guns and d...

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