Search found 16 matches

by farcast
Mon Dec 30, 2019 12:41 am
Forum: Combinator Creations
Topic: Dynamic Sushi Controller
Replies: 1
Views: 671

Re: Dynamic Sushi Controller

I finally completed the No Spoon achievement, and I used a sushi factory to do it! No Spoon Sushi.jpg Sushi map.jpg Sushi End.jpg The mall portion of the factory was built closer to the start of the loop to give it priority over science production. Sushi start.jpg Sushi stastistics.jpg I did some ca...
by farcast
Fri Nov 29, 2019 7:49 am
Forum: Combinator Creations
Topic: Dynamic Sushi Controller
Replies: 1
Views: 671

Dynamic Sushi Controller

Example Sushi Mall.png Here is a circuit that automatically adjusts the ratio of items placed on a sushi bus to match what's being consumed. How to use it: "C" is the cycle time in ticks. Turn this constant combinator on to start the factory. "I" is the number of items the bus can move in a cycle. ...
by farcast
Tue Sep 03, 2019 7:21 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.66] Rail signal won't output to circuit network if closed by circuit before block becomes occupied
Replies: 15
Views: 1312

Re: [kovarex] [0.17.66] Rail signal won't output to circuit network if closed by circuit before block becomes occupied

My post was meant to be the simplest way to reproduce a more general problem, I'm sorry if I wasn't clear enough. In .16, a rail signal will output a one on Red IF: -A train reserves a block through a different rail/chain signal. OR -A train is occupying the block. In .17, a rail signal will output ...
by farcast
Sat Aug 24, 2019 8:38 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.66] Rail signal won't output to circuit network if closed by circuit before block becomes occupied
Replies: 15
Views: 1312

Re: [0.17.66] Rail signal won't output to circuit network if closed by circuit condition before block becomes occupied

When a train’s braking point passes the next waypoint station, the train re-evaluates all signals along the way, allowing them to transition to circuit-closed. The train will defy physics and stop on a dime to obey. Wut. I've done some testing, and that seems to happen whenever the train re-paths, ...
by farcast
Sat Aug 24, 2019 8:22 am
Forum: Minor issues
Topic: [0.17.66] Rail signals for reserved blocks change to circuit-closed state when train re-paths
Replies: 1
Views: 232

[0.17.66] Rail signals for reserved blocks change to circuit-closed state when train re-paths

If the close condition of a rail signal becomes true while the block is reserved (not occupied), and the train that reserved those blocks re-paths, the rail signal will change to the circuit-closed state. This can lead to trains stopping instantly, and inconsistent circuit output behavior (assuming ...
by farcast
Fri Aug 23, 2019 8:12 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.66] Rail signal won't output to circuit network if closed by circuit before block becomes occupied
Replies: 15
Views: 1312

[kovarex] [0.17.66] Rail signal won't output to circuit network if closed by circuit before block becomes occupied

Now, I know that rail signals don't output to the circuit network if it's ONLY closed by a circuit condition, but that's not what I'm talking about here. If the block is occupied or reserved, it should still output to the circuit network. Rail_signal_no_output.png Steps to reproduce: Place a straigh...
by farcast
Thu Apr 04, 2019 4:11 am
Forum: Pending
Topic: [kovarex] [0.17.7] Disabling waypoint between train & train-breaking-distance doesn't cause trains to repath.
Replies: 15
Views: 1145

Re: [kovarex] [0.17.7] Disabling waypoint between train & train-breaking-distance doesn't cause trains to repath.

Yeah, pretty much. To clarify a bit, in my case, the station can't be disabled until it's absolutely certain the train is moving in the right direction. That only happens when the physical train enters the next block after the rail split. There's no other method that I'm aware of. Disabling it soone...
by farcast
Wed Apr 03, 2019 10:45 pm
Forum: Pending
Topic: [kovarex] [0.17.7] Disabling waypoint between train & train-breaking-distance doesn't cause trains to repath.
Replies: 15
Views: 1145

Re: [kovarex] [0.17.7] Disabling waypoint between train & train-breaking-distance doesn't cause trains to repath.

I'm making my own combinator LTN inspired by this reddit post. I used RattlemBones' method in a two-lane RHD three way junction, and, while it works just fine in 0.16, trains have to slow down while passing through the junction if they're moving too fast. If I could use the new waypoints, train thr...
by farcast
Mon Mar 25, 2019 7:33 pm
Forum: Pending
Topic: [kovarex] [0.17.7] Disabling waypoint between train & train-breaking-distance doesn't cause trains to repath.
Replies: 15
Views: 1145

Re: [kovarex] [0.17.7] Disabling waypoint between train & train-breaking-distance doesn't cause trains to repath.

I'd also prefer knightelite's second option, as the first would make waypoints less useful in heavily combinator controlled train systems.

Speaking from experience, I may be a bit biased...
by farcast
Tue Mar 12, 2019 2:47 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Inline 4-4 Lane Balancer
Replies: 3
Views: 4357

Inline 4-4 Lane Balancer

4-4 balancer test.gif Here is a perfect count input/output balanced 4 tile wide 4-4 lane balancer. The general idea is to have half of the incoming items switch lanes, then balance the lane-switched items with the un-switched items. As far as I know, the only way to reliably switch the lane an item...
by farcast
Sat Mar 09, 2019 5:17 am
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17.9] Weird tearing-like graphical glitch
Replies: 23
Views: 1913

Re: [0.17.9] Weird tearing-like graphical glitch

I have this bug as well, for me it goes away when I have "Wait for VSync" enabled in the graphics settings.
by farcast
Thu Mar 07, 2019 12:37 pm
Forum: Pending
Topic: [kovarex] [0.17.7] Disabling waypoint between train & train-breaking-distance doesn't cause trains to repath.
Replies: 15
Views: 1145

[kovarex] [0.17.7] Disabling waypoint between train & train-breaking-distance doesn't cause trains to repath.

Waypoint Bug Test.gif Top: Waypoint disables when the first rail signal turns red, train paths straight to the destination. Middle: Same as top, but the train slows down on the third signal. Train paths to the destination until it starts slowing down, then repaths to next waypoint. Bottom: Waypoint...
by farcast
Sun Jul 08, 2018 3:54 pm
Forum: Not a bug
Topic: [0.16.51] Rail signals can read themselves twice?
Replies: 1
Views: 303

[0.16.51] Rail signals can read themselves twice?

Signal_Flicker.gif
Signal_Flicker.gif (7.1 MiB) Viewed 303 times
A rail signals own circuit signal is counted towards its closed condition twice when connected to both wire colors.
While unexpected, I can understand why it'd work this way, I'm just looking for confirmation.
by farcast
Fri Jul 06, 2018 11:25 am
Forum: Won't fix.
Topic: [0.16.51] Item creep/decompression on looping belts
Replies: 2
Views: 468

Re: [0.16.51] Item creep/decompression on looping belts

At the very least, for a short while after the loop is re-established, it seems to work fine. I can understand if making that into a solution somehow has it's own problems, though.
by farcast
Fri Jul 06, 2018 10:47 am
Forum: Won't fix.
Topic: [0.16.51] Item creep/decompression on looping belts
Replies: 2
Views: 468

[0.16.51] Item creep/decompression on looping belts

Exhibit A.gif Item creep seems to still be present when belts are arranged in a loop. Splitters also seem to cause decompression when used in looping belts. Exhibit B.gif Above is a 4 to 4 lane balancer in a looping sushi bus, which is how I discovered the problem. As soon as it stops being a loop,...

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