Search found 119 matches

by Tallinu
Thu Apr 25, 2019 9:58 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 601
Views: 291831

Re: 4-way intersections: Throughput and deadlocks [image heavy]

Let's see... http://fbpviewer.trakos.pl/b/OoOTd5Vodk7EPlopltHjTMrkK2w Interesting adaptation. That 6x6 square in the center means it would still have room for LHD signal placement. Would only be able to put a medium power pole in there with the roboport, or a nearby substation could be used to power...
by Tallinu
Tue Mar 19, 2019 1:20 am
Forum: Resolved Problems and Bugs
Topic: [abregado][0.17.14] Altered control bindings lead to some incorrect popup instructions (excluding Compilatron?)
Replies: 4
Views: 234

Re: [abregado][0.17.14] Altered control bindings lead to some incorrect popup instructions (excluding Compilatron?)

Well neither of those would be the correct button with the way I have them bound. Shouldn't it simply refer to the actual "pick up/drop item stack" binding in the Inventory section, since that can be bound differently from the others (as in my case)...?
by Tallinu
Mon Mar 18, 2019 2:22 am
Forum: Not a bug
Topic: [0.17.9] Physical Projectile Damage 2 pre-requisite missing
Replies: 8
Views: 249

Re: [0.17.9] Physical Projectile Damage 2 pre-requisite missing

This is clearly not "working as intended." The way the tech tree revamp was described, EVERY technology entry which requires a kind of science pack that has to be researched (as in, all except automation science packs) is now supposed to list that science pack technology as a prerequisite, directly ...
by Tallinu
Sat Mar 16, 2019 11:12 am
Forum: Resolved Problems and Bugs
Topic: [abregado][0.17.14] Altered control bindings lead to some incorrect popup instructions (excluding Compilatron?)
Replies: 4
Views: 234

[abregado][0.17.14] Altered control bindings lead to some incorrect popup instructions (excluding Compilatron?)

Long-time player here. I fired up the new campaign to have a look at it and within the first minute discovered something not quite right. I have changed certain mouse button bindings from the defaults, and while the robot gives me the correct instructions (using the bindings I've assigned), the popu...
by Tallinu
Sun Feb 17, 2019 11:33 am
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 185
Views: 32202

Re: Friday Facts #282 - 0.17 in sight

Please, while you are changing the way the quickbar works, make sure that there's an easy way to drop an arbitrary desired quantity of a held item into multiple machines, especially as you run or drag your mouse across a row of them. For example, putting 10 coal into each furnace, or 15 magazines in...
by Tallinu
Fri Dec 07, 2018 11:03 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 601
Views: 291831

Re: 4-way intersections: Throughput and deadlocks [image heavy]

The worst I've seen happen is for a train that was approaching the forced signal to instantaneously stop or slow until its braking distance doesn't enter the now closed block that it was approaching. But even if another train is following that one, because trains are not allowed to tailgate each oth...
by Tallinu
Fri Dec 07, 2018 7:31 am
Forum: Mods
Topic: [0.17] Sea Block Pack 0.3.7
Replies: 1369
Views: 430227

Re: [0.16] Sea Block Pack 0.2.17

Well, now I'm really scratching my head! That link gave me the same file I downloaded the other day, and as I look at the contents more carefully, they do match the versions of the mods that are currently in my mods folder (which came from using Factorio's built-in mod portal to auto-update them). I...
by Tallinu
Thu Dec 06, 2018 12:34 pm
Forum: Mods
Topic: [0.17] Sea Block Pack 0.3.7
Replies: 1369
Views: 430227

Re: [0.16] Sea Block Pack 0.2.17

The following was presumably the result of user error, or some mysterious gremlins messing with my computer. Sea block pack 0.2.17 has been released. Check first post for download link. Update 2018-11-19, version 0.2.17 Reduce cellulose fiber and wood pellet crafting time. ScienceCostTweaker science...
by Tallinu
Wed Dec 05, 2018 3:32 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 601
Views: 291831

Re: 4-way intersections: Throughput and deadlocks [image heavy]

I've been lurking and keeping an eye on developments here, but didn't really have anything to add and was busy with other things. Thanks, but unfortunately one of the drawbacks of that system is that it has to be manually adjusted, pretty much by repeated testing, for trains of different lengths or ...
by Tallinu
Wed Dec 05, 2018 9:54 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 601
Views: 291831

Re: 4-way intersections: Throughput and deadlocks [image heavy]

Ok, here is a saved 2-lane map. Throughput tester 2-lane.zip That's certainly easier to clear out for a new test than the eight-laner on the original, but why did you find it necessary to clear the other lanes all the way back to the spawners? :lol: No harm in it if all you ever test is 2-lane stuf...
by Tallinu
Tue Dec 04, 2018 2:21 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 601
Views: 291831

Re: 4-way intersections: Throughput and deadlocks [image heavy]

The save basically is set up for that already, at least when I downloaded it pretty recently. You literally just connect your junction to however many lanes it needs (2 lane junction? Only connect 2 lanes), change the green signal to start the trains spawning, and after about 30 seconds of them maki...
by Tallinu
Mon Dec 03, 2018 8:41 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 601
Views: 291831

Re: 4-way intersections: Throughput and deadlocks [image heavy]

If you mean you want to see a train make a U-turn (the only path which actually appears to require using the roundabout on your design), none of the trains are by default set up to attempt such a path. You can add it yourself to the template trains at the spawners in each direction, but best to do s...
by Tallinu
Tue Nov 27, 2018 7:00 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 601
Views: 291831

Re: 4-way intersections: Throughput and deadlocks [image heavy]

During a random google search today I just spotted a comment someone made on reddit many months ago regarding my MultiCross junction designs, and I thought they had a really good point! (I am unreasonably peeved that you have to take the second turn at an intersection in order to go straight through...
by Tallinu
Thu Nov 08, 2018 1:25 am
Forum: News
Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
Replies: 120
Views: 14393

Re: Friday Facts #267 - Experiments, Explosives & Extended tags

After making this system it has made me think if I could apply some variant of it to robots building things, so a robot could theoretically grab 3 inserters and build all 3 quickly in series. It's an interesting thought for another time... This would be absolutely fantastic to see implemented! Make...
by Tallinu
Wed Jul 25, 2018 7:17 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 601
Views: 291831

Re: 4-way intersections: Throughput and deadlocks [image heavy]

Yeah, it's pretty much always a trade-off between train throughput and junction footprint (size). Increasing the first inevitably tends to require increasing the second, and shrinking it tends to slow it down. Optimizing designs to achieve reasonable throughput combined with minimal sprawl for pract...
by Tallinu
Tue Jul 17, 2018 5:37 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 601
Views: 291831

Re: 4-way intersections: Throughput and deadlocks [image heavy]

Actually, that layout looks the same as one of the layouts I built. Though I haven't examined his blueprint or compared it to mine in detail, and I wouldn't expect it to be a perfect match regardless. I know I hadn't posted all of the variations I'd come up with for the four-lane MC, since I'd been ...
by Tallinu
Tue Dec 19, 2017 4:21 am
Forum: News
Topic: Friday Facts #221 - 0.16 is out
Replies: 155
Views: 21830

Re: Friday Facts #221 - 0.16 is out

Giving requester chests priority over buffer chests until their requests are fulfilled is the behavior that I thought you were describing when I first read about them. It seems like pretty much an obvious, no-brainer decision to fix it so they do, in fact, work that way. Whether or not you add any e...
by Tallinu
Mon Nov 27, 2017 12:04 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 601
Views: 291831

Re: 4-way intersections: Throughput and deadlocks [image heavy]

I really like Tallinu's multicross design, but I run a 4-track 3-8-3 (14 car) rail network, and his blueprints for this train length are only available in 2-track form... I built a 4-lane RHD multicross scaled up to 14 car buffers, available here: https://factorioprints.com/view/-KzrTRj_P9IqOK9K8ry...
by Tallinu
Thu Nov 16, 2017 5:41 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 601
Views: 291831

Re: 4-way intersections: Throughput and deadlocks [image heavy]

Yep, that's the one. Because the effect is greatest for the first few pieces of added track, even a small amount of extra space can make a big difference, but there is that minimum crossing time to consider. Now all of those tests were done using the testbed map which has full braking force research...
by Tallinu
Mon Nov 13, 2017 9:44 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 601
Views: 291831

Re: 4-way intersectios: Throughput and deadlocks [image heavy]

And oh boy, did those fixes pay off, both the MKII and the MKIII are among the top designs so far, great job! :) Yes! My life is complete :D The only thing I did was to lengthen a few of the output buffers that were a few pixels too short: too-short.png Crap. Noobie mistake. but I'm wondering, does...

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