Search found 448 matches

by JasonC
Thu Apr 14, 2016 3:21 pm
Forum: Gameplay Help
Topic: Being fair to arriving trains
Replies: 4
Views: 2144

Re: Being fair to arriving trains

In this attempt I just removed the first signal from the arriving track in the top left. The issue is even more apparent:

Image

The train has a clear path to the station it's trying to go to, but my signals are undesirably preventing it from entering that block.
by JasonC
Thu Apr 14, 2016 3:13 pm
Forum: Gameplay Help
Topic: Being fair to arriving trains
Replies: 4
Views: 2144

Being fair to arriving trains

I'm having an issue with a train station I'm working on. I did read the big train/deadlock thread but it doesn't cover my case. So in the image below, there are 5 unloading stations. Each station has the same name, so the trains will pick a free one when arriving. The entrance and exit are at the to...
by JasonC
Thu Apr 14, 2016 9:31 am
Forum: Ideas and Suggestions
Topic: Graphics option to disable robot network info
Replies: 1
Views: 1075

Graphics option to disable robot network info

Please add an option in the Graphics options window to disable robot network overlays when you mouse over a logistics chest or roboport (the logistics robot target rectangles, the logistics and construction roboport ranges, the highlighted chests, etc.) It crushes the frame rate when there's a lot o...
by JasonC
Thu Apr 14, 2016 5:19 am
Forum: Show your Creations
Topic: Balanced Side Load / Lane Balancer
Replies: 7
Views: 12743

Balanced Side Load / Lane Balancer

It took me a while to figure this out so I thought I'd share it. This takes both lanes of a belt and shifts them to one side, alternating between the two lanes. I use it in mines to keep mines on opposite sides of belts working evenly while loading trains; it works well when the belts are saturated:...
by JasonC
Wed Apr 13, 2016 6:59 pm
Forum: Gameplay Help
Topic: Inserter Throughput
Replies: 9
Views: 16745

Re: Inserter Throughput

BlakeMW wrote:I weaponized the difference in insertion speed to make a pure fast inserter low-power condition:
Well, the difference is so subtle that you may also have made a Factorio-was-just-updated detector. :lol:
by JasonC
Wed Apr 13, 2016 8:53 am
Forum: Show your Creations
Topic: Low power detector w/ combinators instead of inserters
Replies: 17
Views: 21316

Low power detector w/ combinators instead of inserters

Here is a low power detector that uses combinators instead of inserters: http://i.imgur.com/XJYbVxT.png The top combinator should be powered by the accumulators of the system being monitored. The bottom combinator is always powered. The top one is set to YELLOW * -1 and outputs YELLOW. The bottom on...
by JasonC
Wed Apr 13, 2016 12:43 am
Forum: Gameplay Help
Topic: Inserter Throughput
Replies: 9
Views: 16745

Re: Inserter Throughput

Here are a few other interesting data points, these are mainly things I wanted to confirm still occur: ... The first is: Fast Inserters which are orientated North are slower Using the same experimental setup as above: Vertical belt, east/west of inserter: See original numbers. Horizontal belt, sout...
by JasonC
Mon Apr 11, 2016 7:48 am
Forum: Ideas and Suggestions
Topic: Toggle items (accumulators) on power consumption graph
Replies: 5
Views: 1894

Re: Toggle items (accumulators) on power consumption graph

The devs are adding this feature for 0.13 (if I'm not misunderstanding what's requested) : http://www.factorio.com/blog/post/fff-133 search Ease of use 2 . From there: The production statistics now contain the overall sum. It is now also possible to select individual items in the production/electri...
by JasonC
Mon Apr 11, 2016 4:15 am
Forum: Ideas and Suggestions
Topic: Toggle items (accumulators) on power consumption graph
Replies: 5
Views: 1894

Re: Toggle items (accumulators) on power consumption graph

Let me make a counter-suggestion: add an option to "show accumulator statistics in electrical production graph" on the graphic options screen I would settle for that as well. It would accomplish the same thing for me. My reasons for suggesting a general toggle: Accomplishes my personal go...
by JasonC
Sun Apr 10, 2016 10:20 pm
Forum: Duplicates
Topic: [0.12.29] Power lines don't draw when zoomed in
Replies: 3
Views: 2107

[0.12.29] Power lines don't draw when zoomed in

When zoomed in too far, electric and circuit wires between large power poles do not draw: http://i.snag.gy/KR1XH.jpg The image on the left is zoomed out, the right side is zoomed in on that same location. The wires do not appear on the right. To recreate, create two large electric poles connected wi...
by JasonC
Sun Apr 10, 2016 4:24 pm
Forum: Ideas and Suggestions
Topic: Toggle items (accumulators) on power consumption graph
Replies: 5
Views: 1894

Toggle items (accumulators) on power consumption graph

In 0.12.29, accumulator charging renders the electricity consumption graph essentially useless, because the charge rate is so much higher than everything else that it makes the scale too high: http://snag.gy/Gw4M1.jpg And in this example, a small child scribbled red lines all over my graph: http://s...
by JasonC
Sat Apr 09, 2016 11:15 pm
Forum: Gameplay Help
Topic: Inserter Throughput
Replies: 9
Views: 16745

Re: Inserter Throughput

Koub wrote:viewtopic.php?p=146115#p146115
This should help :)
Thanks. I double checked those, and tested coal too, and updated the first post here as well as added https://wiki.factorio.com/index.php?tit ... throughput.
by JasonC
Sat Apr 09, 2016 9:24 pm
Forum: Gameplay Help
Topic: Inserter Throughput
Replies: 9
Views: 16745

Inserter Throughput

I want to add inserter throughputs (for various belt orientations if its dependent) to the wiki. There doesn't seem to be a post dedicated to this 100% so let this one be the reference. The numbers (for transferring from a chest to the side of a straight belt), as of 0.12.29, are (±0.004, I think): ...
by JasonC
Thu Apr 07, 2016 6:07 pm
Forum: Not a bug
Topic: [0.12.29] Solar Panel permanently stopped working
Replies: 1
Views: 814

Re: [0.12.29] Solar Panel permanently stopped working

As usual the act of posting this helped me fix the issue. I turned on some extra debug info, it looks like the panel was also feeding the lone small pole: http://snag.gy/kP2oQ.jpg Moving it over made it work again. I think it took me a while to notice because I had been surviving on the accumulator ...
by JasonC
Thu Apr 07, 2016 5:59 pm
Forum: Not a bug
Topic: [0.12.29] Solar Panel permanently stopped working
Replies: 1
Views: 814

[0.12.29] Solar Panel permanently stopped working

I have a solar panel that, at some point in the last 12 hours, stopped working permanently (I'm not sure when, this is in a remote location that I never visit and this pumping station is rarely activated): http://i.snag.gy/DUnIR.jpg The panel is connected to 2 pumps, a lamp, and an accumulator via a...
by JasonC
Thu Apr 07, 2016 7:14 am
Forum: Gameplay Help
Topic: Comparing red and green network signals with deciders
Replies: 2
Views: 1700

Re: Comparing red and green network signals with deciders

I discovered I can hack it by emitting the negatives of the threshold values from a constant combinator then running both inputs to a decider and comparing each < 0, because the deciders sum the inputs of the red and green networks. Is that the typical strategy?
by JasonC
Thu Apr 07, 2016 7:06 am
Forum: Gameplay Help
Topic: Comparing red and green network signals with deciders
Replies: 2
Views: 1700

Comparing red and green network signals with deciders

Is it possible to use a decider to compare signals on the red network with corresponding signals on the green one? What I really want to do is hook a bunch of resource counts (tanks, smart chests) up to one network, emit threshold values from a constant combinator on the other network, then compare ...
by JasonC
Wed Apr 06, 2016 7:55 pm
Forum: Not a bug
Topic: [0.12.29] Can't select entities behind trees
Replies: 3
Views: 1338

[0.12.29] Can't select entities behind trees

0.12.29 It is possible to build an object that is behind a tree, but is not possible to select, get mouse-over info, or tear down an object that is behind a tree without tearing down the tree itself. For example, here are two electric poles behind trees (I put dots in their selection boxes): http://...
by JasonC
Wed Apr 06, 2016 1:39 pm
Forum: Gameplay Help
Topic: Steam Engine Input Rate (Fluid Disposal)
Replies: 6
Views: 5492

Re: Steam Engine Input Rate (Fluid Disposal)

The steam engine can use any type of liquid to generate electricity. This can be used to get rid of unused oil-products. Just fill unusable oil products into a steam engine and it will destroy the liquids (cold liquids will be destroyed at a rate of 6.0 fluid / second). That is from the wiki link i...
by JasonC
Tue Apr 05, 2016 2:01 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.29] [kovarex] Duplicate colors in consumption graph
Replies: 7
Views: 2882

[0.12.29] [kovarex] Duplicate colors in consumption graph

0.12.29 Sometimes this happens. Circled ones are the issue: http://i.snag.gy/mYbpk.jpg I think it has something to do with items that are in the top 8 in longer histories but not recently (e.g. items that have non-white graph colors in 10m but not in 5s), because the items in question are an assembl...

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