Search found 54 matches

by farcast
Sat Nov 27, 2021 11:28 pm
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 64
Views: 4866

Re: 3 and 4 way intersections

What could be better than having synchronized crossings? Having synchronized straights too! I find it hard to believe that a junction making straight tracks cross could yield a good score. And it took me time to realise that there was this unecessary crossing added. It looks even better than the fi...
by farcast
Fri Nov 26, 2021 7:33 am
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 64
Views: 4866

Re: 3 and 4 way intersections

Clockwork.png Clockwork in action.gif What could be better than having synchronized crossings? Having synchronized straights too! RHD & LHD Score: 81 Set 1: 83 Set 2: 80 Set 3: 82 Given scores were obtained with 30 rail tile signal spacing for incoming trains only. It's okay to add this to the ...
by farcast
Wed Nov 24, 2021 7:35 am
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 64
Views: 4866

Re: 3 and 4 way intersections

Kano96 wrote: ↑
Wed Nov 24, 2021 5:27 am
Filtering the list is currently impossible. I would love to make this possible and then just have one big list for all designs, but I did not find a way to do it in a forum post.
Put each entry into a new reply, then we can use the forum search. :D
by farcast
Sat Nov 20, 2021 11:47 pm
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 64
Views: 4866

Re: 3 and 4 way intersections

Hey, nice intersection! The synchronized crossings are mesmerizing. Do you want to have it added to the post? If yes, which version? V2 obviously performs better, but I also like the simplicity of the original. I would love for it to be added, thanks! I think v2 should be used, since it allows for ...
by farcast
Sat Nov 20, 2021 8:20 am
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 64
Views: 4866

Re: 3 and 4 way intersections

Wouldn't it be better to have 4 lanes between the 2 Ts? Good idea! I was going for minimal buffers, but since buffers need to be there anyway, I might as well make good use of the space. Double Double Image.png New RHD scores Set 1: 62 Set 2: 56 Set 3: 77 Maybe there's a better way to do it, but it...
by farcast
Sat Nov 20, 2021 12:22 am
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 64
Views: 4866

Re: 3 and 4 way intersections

After looking at junctions for a while, especially the multicross junction, I thought of seeing what would happen if I just spaced out that triple crossing you see in a lot of T-junctions. This "Double Image" junction is the result. Double Image.png RHD Scores Set 1: 53 Set 2: 59* You can ...
by farcast
Wed Nov 17, 2021 10:55 pm
Forum: Railway Setups
Topic: Minimalist Vanilla Programmable Train
Replies: 18
Views: 551

Re: Minimalist Vanilla Programmable Train

There are a few cases where trains re-path. You do have to avoid those. So don't add/remove rails in the path of trains and don't have grid locks. After that you should be fine. It's not 100% foolproof but generally trains stick to the stations they have targeted. Trains re-path whenever they slow ...
by farcast
Sun Nov 14, 2021 7:44 pm
Forum: Railway Setups
Topic: Minimalist Vanilla Programmable Train
Replies: 18
Views: 551

Re: Minimalist Vanilla Programmable Train

Now extend it to more than one train. Note: Use the train limit instead of disabling stations. The trouble with using train limits for programmable train routes with multiple trains is the one tick when the station opens up. Can you guarantee that the train assigned to that station will be first in...
by farcast
Mon Nov 01, 2021 1:48 am
Forum: Gameplay Help
Topic: Maximum multiple calculation
Replies: 13
Views: 401

Re: Maximum multiple calculation

It's possible to use pairwise multiplication to perform pairwise division, so that a separate circuit is needed per recipe instead of per ingredient. Divide some large number P by each recipe value (divide by each is a new feature), pairwise multiply the results with each chest value, then divide aw...
by farcast
Wed Oct 27, 2021 7:48 pm
Forum: Energy Production
Topic: Aerial: An efficient 2xN reactor
Replies: 3
Views: 159

Re: Aerial: An efficient 2xN reactor

mrvn wrote: ↑
Wed Oct 27, 2021 10:46 am
Attach them as file instead of pasting them when they get too big. You can attach a whole book that way.
That makes sense, I'll add it to the first post.
by farcast
Wed Oct 27, 2021 8:09 am
Forum: Energy Production
Topic: Aerial: An efficient 2xN reactor
Replies: 3
Views: 159

Re: Aerial: An efficient 2xN reactor

Aerial landfill & roboports : 0eNqk3d2OJMmZJuZbWfRxcZHfn5n5AHOiCxAE6HA1EDjDXm4DZJNoNgUNBrx3ZbIrq6mmZzGeIDAYgoRleoS/4W5fREU+73998++/+/O3f/zhu+9//OZf/uub33z7p//44bs//vjdH77/5l+++T+++90ffvxv/+e3P/743fe//dO//F/f/4//+bs/f/ebf/3Tj9/++vf/9q//LWKvl9f/9f/57ocf//zr3/3qT9/99vtf/+5ff/qPX/1vrytqf/Ppmz99/+s//...
by farcast
Wed Oct 27, 2021 8:08 am
Forum: Energy Production
Topic: Aerial: An efficient 2xN reactor
Replies: 3
Views: 159

Aerial: An efficient 2xN reactor

TL;DR Feature list: -Belt fed -Full roboport coverage for automated construction -All in one self tiling blueprint -3.04 GW base + 1.6GW per added segment -Tankless main reactor -Works in all orientations -Fuel efficiency ranges from 37% to 100%, reaching 100% when running at 63% power capacity or a...
by farcast
Sat Oct 09, 2021 12:28 am
Forum: Gameplay Help
Topic: How to use the train limit with double headed trains/stations
Replies: 36
Views: 1348

Re: How to use the train limit with double headed trains/stations

You could periodically switch which stop gets the train limit signal, and use train count to pause the clock. Maybe also include a gap where neither station gets it to give time for the train count signal to update. No disabling stops, so no stutter, and there won't be a situation where both statio...
by farcast
Fri Oct 08, 2021 8:20 pm
Forum: Gameplay Help
Topic: How to use the train limit with double headed trains/stations
Replies: 36
Views: 1348

Re: How to use the train limit with double headed trains/stations

You could periodically switch which stop gets the train limit signal, and use train count to pause the clock. Maybe also include a gap where neither station gets it to give time for the train count signal to update. No disabling stops, so no stutter, and there won't be a situation where both station...
by farcast
Tue Oct 05, 2021 12:50 am
Forum: Energy Production
Topic: All the different ways to increase the efficiency of a nuclear power plant
Replies: 255
Views: 10759

Re: All the different ways to automate a nuclear power plant

One covarex centrifuge can produce fuel for 13 reactors. Assuming you don't use any of it for nukes or nuclear fuel for trains. I don't know how many centrifuge per reactor you need to process uranium ore before covarex but it's certainly way more than 1 per 60 reactors. And you also need a ton of ...
by farcast
Sun Oct 03, 2021 4:56 am
Forum: Energy Production
Topic: All the different ways to increase the efficiency of a nuclear power plant
Replies: 255
Views: 10759

Re: All the different ways to increase the efficiency of a nuclear power plant

I suppose it depends on how often you either can't or won't build build enough fuel cell production for your reactors to decide if waiting for fuel is worth the added complexity. In my experience, never, so that's why I'm against it. Others might have a different experience.
by farcast
Sat Oct 02, 2021 11:25 pm
Forum: Energy Production
Topic: All the different ways to increase the efficiency of a nuclear power plant
Replies: 255
Views: 10759

Re: All the different ways to automate a nuclear power plant

Say you have 4 reactors in a 2x2 setup. That produces 480 MW of power at 4 fuel cells every 200s. And now assume you are just using 120MW of power or 4 fuel cells every 800s but you had a brownout because fuel run low. ... Note: if you do have some alternative power your case needs less fuel produc...
by farcast
Fri Oct 01, 2021 11:52 pm
Forum: Energy Production
Topic: All the different ways to increase the efficiency of a nuclear power plant
Replies: 255
Views: 10759

Re: All the different ways to automate a nuclear power plant

Larger reactors should be fueled all simultaneous. So you should check that each reactor has a fuel cell ready to go in. If your fuel production is too slow and you only fill a few reactors then you loose the neighbour bonus and you go into a death spiral with each cycle producing less energy so le...
by farcast
Thu Jul 08, 2021 10:46 pm
Forum: General discussion
Topic: The Factorio Programming Language/Compiler (split off from We need more control over bots)
Replies: 13
Views: 1283

Re: The Factorio Programming Language/Compiler (split off from We need more control over bots)

Awesome! Do you have code to actually execute your compilation? Release when? The idea is that compiling comb script would result in a program that, when executed, generates a set of combinators in some global container that can then be simulated and manipulated by the rest of the program. Meaning ...
by farcast
Thu Jul 08, 2021 1:57 am
Forum: General discussion
Topic: The Factorio Programming Language/Compiler (split off from We need more control over bots)
Replies: 13
Views: 1283

Re: The Factorio Programming Language/Compiler (split off from We need more control over bots)

This seems like the best place to post this now so: I've been working on making a language for combinators based on c++. This gives the advantage of all the quality of life tools for c++ automatically working with this language that I've been calling comb script. The key detail that makes this possi...

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