Search found 63 matches
- Mon Mar 13, 2017 1:38 pm
- Forum: Railway Setups
- Topic: Stacker using stations
- Replies: 1
- Views: 9879
Re: Stacker using stations
Smart Stackers, the gateway to a balanced tomorrow, get yours today! Unlimited number of trains pr. stacker, due to recursive nature of it. This version has First In First Out logic, so your outpost will be drained in a balanced manner, instead of the problems of a normal stacker. Trains can park in...
- Fri Mar 03, 2017 2:48 pm
- Forum: General discussion
- Topic: "Perfect" Smelter setups has a problem with buffering
- Replies: 2
- Views: 1637
"Perfect" Smelter setups has a problem with buffering
Do you realize that your 48 belt yellow Stone Furnace, 48 Red belt Steel Furnace is broken? Smelters buffer... a perfect smelter line can't output faster than the smelters can create output, so if for any reason you don't use the output at 100% all the time the smelters will buffer up to 100 plates ...
- Thu Mar 02, 2017 11:56 am
- Forum: Railway Setups
- Topic: Stacker using stations
- Replies: 1
- Views: 9879
Stacker using stations
The argument is something like this: Waiting at Signal = bad Waiting for Signal at station = good Not sure if it's true, but it's made me create a stacker that each parking spot has a station the train can idle. http://images.akamai.steamusercontent.com/ugc/97229796370908182/4CB77BDAD73745244A4FDA7A...
- Thu Mar 02, 2017 1:20 am
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 209973
Re: [MOD 0.14] Upgrade planner - v1.2.7
Really helpful mod, but why is the weird instantly happends mode the default one? The shift+click mode feels much more Factorismo. Would be great if I could make the bot mode the default behavior. The instant replacement is 10x more useful and most people prefer it My own reaction was to uninstall ...
- Wed Mar 01, 2017 5:45 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 209973
Re: [MOD 0.14] Upgrade planner - v1.2.7
Really helpful mod, but why is the weird instantly happends mode the default one?
The shift+click mode feels much more Factorismo. Would be great if I could make the bot mode the default behavior.
The shift+click mode feels much more Factorismo. Would be great if I could make the bot mode the default behavior.
- Tue Feb 28, 2017 11:31 pm
- Forum: General discussion
- Topic: Train/Ore balancing
- Replies: 20
- Views: 16183
Re: Train/Ore balancing
sorry. i should have explained that. :oops: when loading chests, if the chest the inserter is loading is above average (of all the chests) it won't load. if it's average or below, it will. it keeps the number of ore in all the chests the same (+/- 1-3) for unloading it keeps chests from hogging the...
- Mon Feb 27, 2017 7:46 pm
- Forum: Videos
- Topic: CRACKTORIO!! 5 (was 11) player Server Let'sPlay!
- Replies: 7
- Views: 4336
Re: CRACKTORIO!! 10 player Server Let'sPlay!
Gepwin is making this "let's play" pretty special, he has done some great circuit stuff and a multiplayer race track. The bootstrap base is done with one of the better layouts, resulting in a well ordered base, but they are not focusing on showcasing it, making it hard to learn and with th...
- Thu Feb 23, 2017 2:37 am
- Forum: Gameplay Help
- Topic: A simple circuit problem.
- Replies: 8
- Views: 2981
Re: A simple circuit problem.
... and from there, robots insert repair packs into the roboports. It's a mistake to load repair packs into roboports, the robots take them from chests. The only time roboport repair pack slots should be used is when a robot return from a repair job and has one with it. (Otherwise you end up with t...
- Thu Feb 23, 2017 2:27 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Demand rebalancer/inverse rebalancer
- Replies: 61
- Views: 65082
Re: Demand rebalancer/inverse rebalancer
For the reason why people advocate the underground belt version, I would guess because it is smaller. You completely ignored my point about the one with stuck items being broken in some situations, so I'm not sure how to have a discussion about the topic, if it's irrelevant what I say. It's 100% sa...
- Wed Feb 22, 2017 7:27 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Demand rebalancer/inverse rebalancer
- Replies: 61
- Views: 65082
Re: Demand rebalancer/inverse rebalancer
Here's a lane balancer that doesn't use underground belts: http://i.imgur.com/nAuTCMe.jpg Also doubles as a count perfect 2 to 1. Why does people keep quoting the broken 3 underground version instead of this one? The underground one is broken as some items get stuck in it, that may be fine in many ...
- Wed Feb 22, 2017 1:27 pm
- Forum: General discussion
- Topic: If modders has gotten 0.15 science right...
- Replies: 0
- Views: 1124
If modders has gotten 0.15 science right...
This is a "small" starter base just with the stuff needed to make red/green/blue, military and high tech science. The last pack missing, because it's in a world of it's own. http://images.akamai.steamusercontent.com/ugc/97229161697887458/C865EF6240889F0A974DF527BF7E1FAA04EE6261/ http://ima...
- Tue Feb 21, 2017 5:23 pm
- Forum: General discussion
- Topic: Barrels post-tanker?
- Replies: 27
- Views: 9290
Re: Barrels post-tanker?
You do realize that barreling is the superior method?
Basically it's the advanced way to do fluid. MIght end up being something only people playing at a higher level, like megabases builds, uses, but it should actually be what everyone does.
Basically it's the advanced way to do fluid. MIght end up being something only people playing at a higher level, like megabases builds, uses, but it should actually be what everyone does.
- Sat Feb 18, 2017 5:53 pm
- Forum: General discussion
- Topic: Trying to create a station based stacker
- Replies: 0
- Views: 832
Trying to create a station based stacker
As I understand it stackers using signals runs into an issue of all the trains in the stacker never truly idle, but will constantly retry pathing to it's destination, so I changed each tracker to use a train stop all extremely originally named Stacker and using a signal to make the train leave the s...
- Fri Feb 17, 2017 3:15 pm
- Forum: Combinator Creations
- Topic: Oil Loading Station, dynamic barrel count
- Replies: 0
- Views: 1634
Oil Loading Station, dynamic barrel count
Since most circuit stuff people like to show is either crazy or nuts and completely useless. I thought practical circuit could use a bit of spotlight. Too bad 0.15 might make this type of station obsolete. Oil loading is pretty simple, an assembler + one chest for empty barrels and one for full barr...
- Sun Feb 05, 2017 6:04 pm
- Forum: Mods
- Topic: [MOD 0.15.12+] Long Reach Research 0.4.1 - initial bonuses
- Replies: 43
- Views: 22894
Re: [MOD 0.14+] Long Reach/Build/Mine/Pickup/Loot Research
I can kinda train myself to a certain reach distance, but variable distance... Doesn't the game has support for showing a range circle? (turrets?) For loot/pickup holding shift+f could draw circles for those two (hopefully when both is active, it would resulted in the overlap blending the two circle...
- Fri Feb 03, 2017 1:28 am
- Forum: Railway Setups
- Topic: Rail Crossing
- Replies: 5
- Views: 12289
Rail Crossing
Gepwin created the best crossing I've seen, it either stops the player or the train crossing, depending on who get their first, but it requires a clean stretch of tracks to work. https://youtu.be/-EVOf0rmhPE?t=799 That didn't work so well as a station crossing, so I ended up with this design instead...
- Sat Jul 16, 2016 2:25 am
- Forum: Railway Setups
- Topic: [0.13] Track Junctions Blueprint Strings
- Replies: 15
- Views: 24494
Re: [0.13] Track Junctions Blueprint Strings
Just a random thought, why do people create a loop based system and use two lines 4 rails tiles apart? Wouldn't it make more sense to use a half circle's length between the rails. Your intersections don't become this messy signal train wreck, because there is *huge* amount of space between the track...
- Sat Jul 16, 2016 2:09 am
- Forum: General discussion
- Topic: Is loop based train design totally broken?
- Replies: 21
- Views: 24367
Re: Is loop based train design totally broken?
Also if a train station has a loop, expect that other trains use the loop too (even if only one train goes to that station), and signal it accordingly. That's because due to the current pathing algorithm, trains sometimes take detours, and suddenly going through another station's loop is needed. On...
- Thu Jul 14, 2016 11:02 pm
- Forum: General discussion
- Topic: Is loop based train design totally broken?
- Replies: 21
- Views: 24367
Is loop based train design totally broken?
I really detest how multi-headed train design works, it's completely stupid if the train has different items in it's wagons, since if it visit two stations and tries to return home, it is facing the wrong way, so I've been focusing on the single direction train designs and I simply can't get it to b...
- Wed Jul 13, 2016 9:50 pm
- Forum: Gameplay Help
- Topic: Train stations, paths and closed rail signals
- Replies: 6
- Views: 4001
Re: Train stations, paths and closed rail signals
I think you're running into one of the "main" problems of same name stations, that the train decide where it's going when it leaves a station and won't change it's mind for a long time. One of the ways to kinda work around this is to create a "dummy" station close to the same nam...