Search found 43 matches
- Thu Feb 18, 2021 12:43 am
- Forum: Railway Setups
- Topic: Improved the common 1.1 Train Limit Loading Design
- Replies: 0
- Views: 2710
Improved the common 1.1 Train Limit Loading Design
I suppose many people have already seen the use of the circuit network to dynamically set the 1.1 train limits at loading stations so that a train will only arrive if there are enough items for it to load completely. I.E. if you have an ore patch and 1-4 trains, you divide the buffer at the loading ...
- Thu Feb 18, 2021 12:31 am
- Forum: Gameplay Help
- Topic: Train station limit using circuits - deal with problem of decrease while loading
- Replies: 5
- Views: 3377
Re: Train station limit using circuits - deal with problem of decrease while loading
Personally, I’m not concerned by this behavior. I try to set up multiple mines, enough that there is more capacity for loading trains than I have trains on the track. If the nearby mine goes from 2 to 1 train limit, either there has yet to be a train dispatched, and the second train needing ore goe...
- Thu Feb 18, 2021 12:30 am
- Forum: Gameplay Help
- Topic: Train station limit using circuits - deal with problem of decrease while loading
- Replies: 5
- Views: 3377
Re: Train station limit using circuits - deal with problem of decrease while loading
Update - I have completed testing and it does appear this race condition is a problem. See these two gifs: The problem: https://gfycat.com/dearbelovedfugu The solution: https://gfycat.com/wickedneatgnatcatcher All I did was add a decider combinator taking the train's contents and outputting that val...
- Thu Feb 18, 2021 12:11 am
- Forum: Energy Production
- Topic: Perfect Nuclear Cloverleaf v3, Modular 1-4 cores book : 40-480MW, All the bells and whistles
- Replies: 58
- Views: 34303
Re: Perfect Nuclear Cloverleaf, Book of modular 1-4 cores : 40-480MW, Losseless, two power grids, all the bells and whis
Thing is, heat consumes almost as much as steam. 2N design is massive system. Ah, because all the reactors are connected in a 2N, does that mean they all share the same heat network? I didn't know that. I thought the heat network starts at the heat pipes, but they also connect through the reactors?
- Wed Feb 17, 2021 10:52 pm
- Forum: Energy Production
- Topic: Perfect Nuclear Cloverleaf v3, Modular 1-4 cores book : 40-480MW, All the bells and whistles
- Replies: 58
- Views: 34303
Re: Perfect Nuclear Cloverleaf, Book of modular 1-4 cores : 40-480MW, Losseless, two power grids, all the bells and whis
- each power plant can run in own processor thread Is this true? Does the game run power production in parallel? Or the fluid pipes in parallel, specifically? I thought it didn't. I suppose the updates might be simpler due to less combined pipes, but that is not an issue that is inherent to 2N desi...
- Wed Feb 17, 2021 10:47 pm
- Forum: Gameplay Help
- Topic: Train station limit using circuits - deal with problem of decrease while loading
- Replies: 5
- Views: 3377
Re: Train station limit using circuits - deal with problem of decrease while loading
It seems like a simple fix to the potential race condition (TBD if it is even a problem, will test later) would be to subtract 1 from the train limit once the train is almost full, e.g. if it has more than 7.9k ore or so. Leave enough room at the top so that this can propagate through the circuit sy...
- Wed Feb 17, 2021 10:07 pm
- Forum: Gameplay Help
- Topic: Train station limit using circuits - deal with problem of decrease while loading
- Replies: 5
- Views: 3377
Train station limit using circuits - deal with problem of decrease while loading
So I have station limits set on my ore mines so that the number of trains requested is no more than the ore available to fill a train. I use 1-4 trains (holds 8k ore), so if a mine has 17k ore available in the loading chests, and a capacity for 2 trains, it will request two trains. (If it could only...
- Thu Feb 11, 2021 5:48 am
- Forum: Gameplay Help
- Topic: Number of rail blocks needed for train to reach top speed?
- Replies: 2
- Views: 1333
Number of rail blocks needed for train to reach top speed?
So I have read the speed equations on the wiki and checked out this calculator: https://calculatorio.com/train_acceleration/ , but still have this question and am unsure how to calculate it: What is the number of rail blocks needed for a 1-4 train to reach its top speed with the different types of f...
- Tue Feb 09, 2021 3:49 pm
- Forum: Ideas and Suggestions
- Topic: New Productivity Window
- Replies: 6
- Views: 2280
Re: New Productivity Window
That's an awesome idea. I wonder if anyone has made a mod for this already
- Tue Feb 09, 2021 3:32 pm
- Forum: Ideas and Suggestions
- Topic: Blueprints should be available on game start.
- Replies: 22
- Views: 5512
Re: Blueprints should be available on game start.
I'm pretty sure the blueprint shortcuts still work (alt-b, alt-d, ctrl-c/x/v), even if the buttons don't appear on your toolbar? I can't test this though. Honestly doesn't seem like it's a big deal.
- Tue Feb 09, 2021 5:55 am
- Forum: Technical Help
- Topic: Reinatall Factorio with steam?
- Replies: 3
- Views: 1368
Re: Reinatall Factorio with steam?
I remember when factorio first went on steam, they had a method to get a key for it if you owned it before the steam release. I don’t remember how that worked in detail but maybe there’s a similar program these days.
- Tue Feb 09, 2021 5:17 am
- Forum: Railway Setups
- Topic: Testbench for 3/4way intersections
- Replies: 75
- Views: 40932
Re: Testbench for 3/4way intersections
Oh great! Thankshansjoachim wrote: ↑Mon Feb 08, 2021 4:25 pm So the problem is that if you switch between 4 way and 3 way you sometimes have trains spawned that are missing one direction and therefore nowhere to go.
You can fix it by deleting the train that should be driving that isn't driving and then restarting the testbench.
- Mon Feb 08, 2021 2:07 am
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 589
- Views: 328685
Getting back into factorio
I got this game way back in December 2014 (see my profile creation date), and stopped playing it after a year or so. But recently I am really getting back into it, and all I have to say is that I love it as much as when I first played. Thank you devs for making the best game ever, and thank you comm...
- Sun Feb 07, 2021 8:30 pm
- Forum: Railway Setups
- Topic: Testbench for 3/4way intersections
- Replies: 75
- Views: 40932
Re: Testbench for 3/4way intersections
I am not sure if the 3 way manual mode works with LHS, I made a very basic three way intersection connecting west, east, and south, and no trains were leaving from the west (east and south could navigate to both west, east, and south). So I then changed it so that only trains leaving from west could...
- Sat Aug 22, 2015 2:50 am
- Forum: Ideas and Suggestions
- Topic: Biter Corpses
- Replies: 1
- Views: 2315
Biter Corpses
Right now when a biter/spitter is killed it dies and leaves a corpse for a little bit before it disappears. I think it would be great if those corpses could be collected and used somehow, maybe in crafting a type of armor or in some new energy generation. I feel like this would complete the whole id...
- Fri Aug 14, 2015 11:45 pm
- Forum: General discussion
- Topic: Come and guess: Stable version of the 0.12
- Replies: 51
- Views: 39033
Re: Come and guess: Stable version of the 0.12
0.12.12. It will be released on December 12th!
- Sat Apr 11, 2015 3:40 am
- Forum: General discussion
- Topic: The most useless thing in game.
- Replies: 76
- Views: 41439
Re: The most useless thing in game.
The Burner Mining Drill. I build maybe 3 of the things before I get to electricity then they sit in storage forever. I disagree, they are perhaps one of the more important items in the game, extremely useful at the start of a world by allowing you to quickly do basic automation so you can avoid spe...
- Wed Feb 04, 2015 4:08 pm
- Forum: Ideas and Suggestions
- Topic: Elevation levels, belt power, hydroelectric
- Replies: 4
- Views: 2555
Re: Elevation levels, belt power, hydroelectric
I think these are great suggestions!
- Wed Feb 04, 2015 4:53 am
- Forum: Off topic
- Topic: Count to 1,000,000
- Replies: 462
- Views: 182547
Re: Count to 1,000,000
1^2 + 2^2 + 5^2 + 10^2 = 130
130
130
- Sat Jan 31, 2015 3:21 am
- Forum: Off topic
- Topic: Count to 1,000,000
- Replies: 462
- Views: 182547
Re: Count to 1,000,000
'76- The year of the first successful Mars landing (July 20th, 1976, by the Viking 1 lander).