Search found 25 matches
- Fri Nov 01, 2024 7:56 am
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 146
- Views: 10933
Re: Add option for mixed Quality in Assemblers
The more I think about this, the more I think that if mixed quality inputs are allowed, then the assemblers must be able to make multiple quality ingredients at the same time, otherwise factories would bottleneck over time: Imagine a blue chip line, fed by mostly common green chips, but occasionally...
- Fri Nov 01, 2024 7:39 am
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 146
- Views: 10933
Re: Add option for mixed Quality in Assemblers
1/ productivity-quality exploit. During development there was an option for any quality recipe where a base rolled quality was lowest quality of provided ingredients. There was however exploit when using productivity modules: a machine could be fed normal quality ingredients that would "charge...
- Thu Oct 31, 2024 1:27 pm
- Forum: Ideas and Suggestions
- Topic: Please add a button to add a new blueprint parameter variable
- Replies: 29
- Views: 2096
Re: Please add a button to add a new blueprint parameter variable
Yes please, using fake constant combinator variables is a pain
- Wed Oct 30, 2024 5:01 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 146
- Views: 10933
Re: Ability to craft lower quality with higher quality
But if it would also have to consider the input qualities to determine an average quality then things get complex for every single item that is crafted. Every single time it would have to calculate a new probability depending on the combination of ingredient quality, further deluded by the quality ...
- Wed Oct 30, 2024 4:18 am
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 146
- Views: 10933
Re: Ability to craft lower quality with higher quality
I just wanted to suggest something similar, glad I searched for it first. My motivation came when I saw that if I put quality modules into my copper cable production, it clogs up the Green Circuit production, because the GC assembler can't accept quality cables, and I need quality iron plates to use...
- Sat Jul 06, 2019 8:16 pm
- Forum: Railway Setups
- Topic: Rail bridge interchange with no shared track (rail bridges mod)
- Replies: 17
- Views: 8906
Re: Rail bridge interchange with no shared track (rail bridges mod)
chain signals can make trains repath, that why we put chain signals at the entry of Stackershansjoachim wrote: βFri Jul 05, 2019 10:47 pm Why have you placed chainsignals? You don't need any of them.
- Fri Jun 28, 2019 10:10 pm
- Forum: Combinator Creations
- Topic: Vanilla Wifi
- Replies: 11
- Views: 5675
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: 5675
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: 5675
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: 5675
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: 965002
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: 965002
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: 965002
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: 965002
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: 965002
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: 965002
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: 965002
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: 965002
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: 965002
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: 965002
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...