Search found 8 matches

by RubeGoldbug
Mon Apr 15, 2019 4:31 pm
Forum: General discussion
Topic: [Academic problem] 8 way intersection without roundabout?
Replies: 13
Views: 5663

Re: [Academic problem] 8 way intersection without roundabout?

avoid rails merging together on some key spots. You need to define this better. Is a 4-way intersection acceptable? How about a 3-way intersection? The highest throughput intersections use only side merges and lane swaps, and it indeed results in a ridiculously enormous intersection. What I meant b...
by RubeGoldbug
Sun Apr 14, 2019 12:56 pm
Forum: General discussion
Topic: [Academic problem] 8 way intersection without roundabout?
Replies: 13
Views: 5663

[Academic problem] 8 way intersection without roundabout?

Okay so, as the title suggests, I came across an academic question which annoys me a bit :) Basically, I wanted to implement an 8 way intersection, where you would have (rotational) symmetry AND no roundabout to avoid throughput problems. After thinking about it a little bit, I think this intersecti...
by RubeGoldbug
Fri Jan 18, 2019 10:41 am
Forum: Ideas and Suggestions
Topic: Select stuff - see inputs/outputs (granular production reports)
Replies: 6
Views: 2229

Re: Granular production reports

Hey that could be a very good feature! We could have a very precise idea of what's going on in detail without doing the maths every time.
by RubeGoldbug
Fri Jan 11, 2019 11:29 am
Forum: Duplicates
Topic: [0.16.51] Walk past a wall when you have 5 exoskeletons
Replies: 2
Views: 1270

Re: [0.16.51] Walk past a wall when you have 5 exoskeletons

Well sorry, I thought I had done my research. Consider deleting my thread if you want!
by RubeGoldbug
Fri Jan 11, 2019 11:15 am
Forum: Duplicates
Topic: [0.16.51] Walk past a wall when you have 5 exoskeletons
Replies: 2
Views: 1270

[0.16.51] Walk past a wall when you have 5 exoskeletons

Tired of being blocked by your own walls? Here, at Factorio company, we have the solution! For the very moderate price of a modular armor and 5 exoskeletons, you will be able to walk past your own walls without even noticing!*

*true only for 5 exoskeletons or more and for a single-line wall.
by RubeGoldbug
Thu Jan 10, 2019 4:56 pm
Forum: Ideas and Suggestions
Topic: Dynamic train schedule
Replies: 68
Views: 23147

Re: Dynamic train schedule

A conditional skip isn't very complex, even if you haven't played OpenTTD. Consider this very simple example (which doubles as use case), where I've omitted the wait conditions for brevity: 1. Goto "Ore Pickup 1" 2. If Ore >= 2000 jump to 6 3. Goto "Ore Pickup 2" 4. If Ore >= 20...
by RubeGoldbug
Thu Jan 10, 2019 4:32 pm
Forum: Ideas and Suggestions
Topic: Dynamic train schedule
Replies: 68
Views: 23147

Re: Dynamic train schedule

Oh wow, thanks for the quick answers! However, OpenTTD style conditional jump orders may be better, since they allow you to jump to any order in the train's schedule, thereby allowing you to skip several orders at once, instead of only one order per entry/skip condition. If I understand things corre...
by RubeGoldbug
Thu Jan 10, 2019 12:07 pm
Forum: Ideas and Suggestions
Topic: Dynamic train schedule
Replies: 68
Views: 23147

Dynamic train schedule

TL;DR 'Tis yet another topic mentioning the lack of dynamics in the trains' schedule. I believe a pretty clean and concise solution has been brought in several topics listed below (entry/skipping conditions), and I would quite like to have a recent devs' perspective on this. What ? The suggestion i...

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