Search found 43 matches

by JayS
Thu Feb 18, 2021 12:43 am
Forum: Railway Setups
Topic: Improved the common 1.1 Train Limit Loading Design
Replies: 0
Views: 2469

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 ...
by JayS
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: 3023

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...
by JayS
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: 3023

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...
by JayS
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: 56
Views: 27480

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?
by JayS
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: 56
Views: 27480

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...
by JayS
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: 3023

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...
by JayS
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: 3023

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...
by JayS
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: 1182

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...
by JayS
Tue Feb 09, 2021 3:49 pm
Forum: Ideas and Suggestions
Topic: New Productivity Window
Replies: 6
Views: 1921

Re: New Productivity Window

That's an awesome idea. I wonder if anyone has made a mod for this already
by JayS
Tue Feb 09, 2021 3:32 pm
Forum: Ideas and Suggestions
Topic: Blueprints should be available on game start.
Replies: 22
Views: 3808

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.
by JayS
Tue Feb 09, 2021 5:55 am
Forum: Technical Help
Topic: Reinatall Factorio with steam?
Replies: 3
Views: 1196

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.
by JayS
Tue Feb 09, 2021 5:17 am
Forum: Railway Setups
Topic: Testbench for 3/4way intersections
Replies: 68
Views: 33832

Re: Testbench for 3/4way intersections

hansjoachim 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.
Oh great! Thanks
by JayS
Mon Feb 08, 2021 2:07 am
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 571
Views: 292873

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...
by JayS
Sun Feb 07, 2021 8:30 pm
Forum: Railway Setups
Topic: Testbench for 3/4way intersections
Replies: 68
Views: 33832

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...
by JayS
Sat Aug 22, 2015 2:50 am
Forum: Ideas and Suggestions
Topic: Biter Corpses
Replies: 1
Views: 2137

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...
by JayS
Fri Aug 14, 2015 11:45 pm
Forum: General discussion
Topic: Come and guess: Stable version of the 0.12
Replies: 51
Views: 36890

Re: Come and guess: Stable version of the 0.12

0.12.12. It will be released on December 12th!
by JayS
Sat Apr 11, 2015 3:40 am
Forum: General discussion
Topic: The most useless thing in game.
Replies: 76
Views: 37161

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...
by JayS
Wed Feb 04, 2015 4:08 pm
Forum: Ideas and Suggestions
Topic: Elevation levels, belt power, hydroelectric
Replies: 4
Views: 2207

Re: Elevation levels, belt power, hydroelectric

I think these are great suggestions!
by JayS
Wed Feb 04, 2015 4:53 am
Forum: Off topic
Topic: Count to 1,000,000
Replies: 462
Views: 163924

Re: Count to 1,000,000

1^2 + 2^2 + 5^2 + 10^2 = 130
130
by JayS
Sat Jan 31, 2015 3:21 am
Forum: Off topic
Topic: Count to 1,000,000
Replies: 462
Views: 163924

Re: Count to 1,000,000

'76- The year of the first successful Mars landing (July 20th, 1976, by the Viking 1 lander).

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