Search found 31 matches

by Zijkhal
Sun Oct 19, 2025 6:08 am
Forum: Ideas and Suggestions
Topic: Palletization - A Way to Make Trains Relevant in the Late Game
Replies: 14
Views: 723

Re: Palletization - A Way to Make Trains Relevant in the Late Game


If there is no “Pallet item” involved then it is not really palletization per se;


Those are implementation details that we are specifically told in the how to use section of this forum to keep out of our suggestions. Worrying about implementation details of a non-existent feature is not really ...
by Zijkhal
Sat Oct 18, 2025 8:52 pm
Forum: Ideas and Suggestions
Topic: Palletization - A Way to Make Trains Relevant in the Late Game
Replies: 14
Views: 723

Re: Palletization - A Way to Make Trains Relevant in the Late Game


It is only intended as a point of comparison - I am assuming that Pallets would use a similar set of mechanics.

The “handling” of the Barrel item adds extra Logistics challenges:

The empty barrel must be crafted before any movement can occur
Constant supply of barrels is required or the chain ...
by Zijkhal
Sat Oct 18, 2025 5:50 pm
Forum: Ideas and Suggestions
Topic: Palletization - A Way to Make Trains Relevant in the Late Game
Replies: 14
Views: 723

Re: Palletization - A Way to Make Trains Relevant in the Late Game


As a Logistics comparison, remember that Barrels exist in Vanilla, and they SUCK! They existed before Fluid Wagons to enable Train movement of Fluids, and were simply never removed... they are still necessary to move Fluids through Space (eg, Fluoroketone). I do not see how item-based Pallets ...
by Zijkhal
Fri Oct 17, 2025 5:13 pm
Forum: Ideas and Suggestions
Topic: Palletization - A Way to Make Trains Relevant in the Late Game
Replies: 14
Views: 723

Re: Palletization - A Way to Make Trains Relevant in the Late Game


Maybe instead of palletization, just have a car / tank crane to load / unload vehicles with inventory to / from trains? I mean in real world trains are used to carry cars. Currently cars / tanks can be transported with belts but are really clumsy at it, so it provides a meaningful way to load ...
by Zijkhal
Wed Oct 15, 2025 6:43 pm
Forum: Ideas and Suggestions
Topic: Alow changing the level of logical blocks in schedule
Replies: 5
Views: 474

Re: Alow changing the level of logical blocks in schedule

I think the best solution to this problem would be to add the ability to create custom, named condition blocks, kinda similar how we can create and name train interrupts.

That way we could create our own logic block, for example "All Vulcanus requests satisfied", and use that instead of checking ...
by Zijkhal
Wed Oct 15, 2025 2:50 pm
Forum: Ideas and Suggestions
Topic: Palletization - A Way to Make Trains Relevant in the Late Game
Replies: 14
Views: 723

Palletization - A Way to Make Trains Relevant in the Late Game

TL;DR
Introduce a form of compressing items on trains (not transportable by other means) as a way to keep train transportation relevant in the late game


Why?

In Space Age, with the introduction of the Turbo Belts and belt stacking, belt throughput is increased through the roof. So much so ...
by Zijkhal
Fri Nov 01, 2024 7:56 am
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 173
Views: 50276

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 ...
by Zijkhal
Fri Nov 01, 2024 7:39 am
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 173
Views: 50276

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 ...
by Zijkhal
Thu Oct 31, 2024 1:27 pm
Forum: Ideas and Suggestions
Topic: Please add a button to add a new blueprint parameter variable
Replies: 57
Views: 14294

Re: Please add a button to add a new blueprint parameter variable

Yes please, using fake constant combinator variables is a pain
by Zijkhal
Wed Oct 30, 2024 5:01 pm
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 173
Views: 50276

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 ...
by Zijkhal
Wed Oct 30, 2024 4:18 am
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 173
Views: 50276

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 ...
by Zijkhal
Sat Jul 06, 2019 8:16 pm
Forum: Railway Setups
Topic: Rail bridge interchange with no shared track (rail bridges mod)
Replies: 17
Views: 11408

Re: Rail bridge interchange with no shared track (rail bridges mod)

hansjoachim wrote: Fri Jul 05, 2019 10:47 pm Why have you placed chainsignals? You don't need any of them.
chain signals can make trains repath, that why we put chain signals at the entry of Stackers
by Zijkhal
Fri Jun 28, 2019 10:10 pm
Forum: Combinator Creations
Topic: Vanilla Wifi
Replies: 11
Views: 6808

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 ...
by Zijkhal
Fri Jun 28, 2019 3:46 pm
Forum: Combinator Creations
Topic: Vanilla Wifi
Replies: 11
Views: 6808

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 ...
by Zijkhal
Fri Jun 28, 2019 8:18 am
Forum: Combinator Creations
Topic: Vanilla Wifi
Replies: 11
Views: 6808

Re: Vanilla Wifi

oh, I didnt know that :-)

Why wouldnt it work with unconnected stations, though?
by Zijkhal
Fri Jun 28, 2019 7:44 am
Forum: Combinator Creations
Topic: Vanilla Wifi
Replies: 11
Views: 6808

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 ...
by Zijkhal
Sat Jan 27, 2018 8:27 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 1091398

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 ...
by Zijkhal
Wed Jan 24, 2018 8:50 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 1091398

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.
by Zijkhal
Thu Jan 18, 2018 10:28 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 1091398

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 ...
by Zijkhal
Sat Nov 25, 2017 8:36 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 1091398

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 deadlock or ...

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