chain signals can make trains repath, that why we put chain signals at the entry of Stackershansjoachim wrote: βFri Jul 05, 2019 10:47 pmWhy have you placed chainsignals? You don't need any of them.
Search found 20 matches
- Sat Jul 06, 2019 8:16 pm
- Forum: Railway Setups
- Topic: Rail bridge interchange with no shared track (rail bridges mod)
- Replies: 17
- Views: 7831
Re: Rail bridge interchange with no shared track (rail bridges mod)
- Fri Jun 28, 2019 10:10 pm
- Forum: Combinator Creations
- Topic: Vanilla Wifi
- Replies: 11
- Views: 5057
Re: Vanilla Wifi
I ran into the exact same issue when I was sending signals by hand, which turned off the transmitter stations for longer periods of time, but I am now turning off the transmitter station for a single tick only, and that seems to help a ton. Since both the transmitter and receiver stations are named ...
- Fri Jun 28, 2019 3:46 pm
- Forum: Combinator Creations
- Topic: Vanilla Wifi
- Replies: 11
- Views: 5057
Re: Vanilla Wifi
...the states where the trains is not in the station is limited to last only 3 ticks else you have to manually reset a train ( opening the gui) , or use a clock Ahhh, so thats why I had trouble with manually sending data at the start! I solved that part by a clock pulsing the receiver stations off ...
- Fri Jun 28, 2019 8:18 am
- Forum: Combinator Creations
- Topic: Vanilla Wifi
- Replies: 11
- Views: 5057
Re: Vanilla Wifi
oh, I didnt know that
Why wouldnt it work with unconnected stations, though?
Why wouldnt it work with unconnected stations, though?
- Fri Jun 28, 2019 7:44 am
- Forum: Combinator Creations
- Topic: Vanilla Wifi
- Replies: 11
- Views: 5057
Vanilla Wifi
Uses trains parked at receiver stations to send data, it is not a system with trains going in a loop to send data, the trains never move. The concept is based on a reddit post I saw a few days ago. See reddit post for more info and a short demo vid: https://www.reddit.com/r/factorio/comments/c6dk3a/...
- Sat Jan 27, 2018 8:27 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 877430
Re: 4-way intersections: Throughput and deadlocks [image heavy]
The problem to overcome I think would be to make sure trains that started slowing down for the intersection, but the circuit controlled light turned back green would not break the intersection due to that train arriving earlier than expected. Not sure I understand you correctly. The circuit network...
- Wed Jan 24, 2018 8:50 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 877430
Re: 4-way intersections: Throughput and deadlocks [image heavy]
The problem to overcome I think would be to make sure trains that started slowing down for the intersection, but the circuit controlled light turned back green would not break the intersection due to that train arriving earlier than expected.
- Thu Jan 18, 2018 10:28 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 877430
Re: 4-way intersections: Throughput and deadlocks [image heavy]
- How should I connect my huge train stations of my main base to this 4-way intersection? I think the safest way by far is to have one (or more) of the exits of an intersection be used for the train stops, allowing no through traffic. - How should I design the rail tracks between two of those 4-way...
- Sat Nov 25, 2017 8:36 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 877430
Re: 4-way intersections: Throughput and deadlocks [image heavy]
The "I don't know what to call this - Mk. 1" This is somewhat of a roundabout while somewhat not. Trains can only go straight and right, but can turn around after the intersection, so a right turn can either be straight, then right or right, then straight. I have no idea if this will dead...
- Sun Nov 12, 2017 11:57 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 877430
Re: 4-way intersectios: Throughput and deadlocks [image heavy]
And oh boy, did those fixes pay off, both the MKII and the MKIII are among the top designs so far, great job! :) Yes! My life is complete :D The only thing I did was to lengthen a few of the output buffers that were a few pixels too short: too-short.png Crap. Noobie mistake. but I'm wondering, does...
- Sat Nov 11, 2017 4:09 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 877430
Re: 4-way intersectios: Throughput and deadlocks [image heavy]
I will not allow this kind of optimization as I feel that A) fixing train size is too limiting, and B) I'd have to redo all tests for the comparisons to be fair. Fair enough. Well, then, here are my "fixes" for that: The Mk II: https://pastebin.com/qFmsfJRW Same size, but has more than on...
- Sat Nov 11, 2017 8:24 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 877430
Re: 4-way intersections: Throughput and deadlocks [image heavy]
So, I've done a bit of testing with the Pasta because I was dissatisfied with the 66 / 73 throughput values, and found that it can actually do up to 83 / 85. The problem is the exit of the intersection. With leaving a train's length after the exit, trains follow very far behind each other, limiting ...
- Sat Sep 30, 2017 4:40 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 877430
Re: 4-way intersections: Throughput and deadlocks [image heavy]
Pasta :D I'm kinda surprised by the Braid's performance, in the controlled test it got backed up. And yes, the controlled test is not really representative of a "real-life" scenario. As for the buffer signalling, what governs where you put the extra signals? Oh, and I think the Braid shoul...
- Tue Sep 26, 2017 10:03 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 877430
Re: 4-way intersections: Throughput and deadlocks [image heavy]
Allright, I've completed the automated setup, and run some tests on the Windcross version. Six tests to be precise, all the same (set 1), each averaged over the course of 5 minutes. My numbers: 57.6, 57.6, 60, 61.6, 58.8 and 56.6 There is a difference of 5 trains a minute between the highest and low...
- Mon Sep 25, 2017 8:36 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 877430
Re: 4-way intersections: Throughput and deadlocks [image heavy]
Hmm, interesting... I did my testing manually, I got the train counters, add the results onto the power poles, start the spawners (via changing all 4 triggerers to automatic), wait till all input lanes are backed up (so I have trains that already have crossed the intersection but not yet counted whe...
- Mon Sep 25, 2017 5:30 pm
- Forum: Railway Setups
- Topic: Ro-Ro station that does not allow through traffic
- Replies: 6
- Views: 4924
Re: Ro-Ro station that does not allow through traffic
I've experimented with something similar, but I did not think to put chain signals all the way to the entry. The problem with that was that trains did not really seem to care about the red signal in the test environment... Next I could thing of is to have space for two trains in the dedicated statio...
- Mon Sep 25, 2017 2:07 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 877430
Re: 4-way intersections: Throughput and deadlocks [image heavy]
Ahh, thanks, I missed the map download! You're right about the extra signals not making a difference. But since they dont really hurt it, I wont go back and remove them :P I was curious and measured the performance, I averaged the throughput over 5 minutes, and I got 63.4 trains in Set 1, and 65.4 i...
- Sun Sep 24, 2017 11:05 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 877430
Re: 4-way intersections: Throughput and deadlocks [image heavy]
Missing rail signals? Ohh, that... I found that just before I posted, corrected it, even got a shiny new pic from the reddit blueprint mod, and then gone ahead and attached the pic with the missing signals... :D At least the BP has all the signals. Speaking of signals, the extra ones are intentional...
- Sun Sep 24, 2017 12:06 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 877430
Re: 4-way intersections: Throughput and deadlocks [image heavy]
At the risk of being called out for necro, I'd like to thank OP for the amazing work, it helped my understanding of rail intersections a lot. I've just created a new 2-lane intersection I dont see in this post (no guarantees I'm the first one with this though), after taking a look at these intersect...
- Thu Sep 07, 2017 4:45 pm
- Forum: Videos
- Topic: train focused playthrough
- Replies: 1
- Views: 1730
train focused playthrough
Hi, I started a playthrough with RSO and Long Reach with the goal of decentralized production, I kinda want to combine Bentham's Railworld and Towns series, but still retain a focus on throughput. I dont like main busses, I find them too fiddly, its much easier to just ship in the resources, produce...