Search found 63 matches

by Miravlix
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...
by Miravlix
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 ...
by Miravlix
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...
by Miravlix
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 ...
by Miravlix
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.
by Miravlix
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...
by Miravlix
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...
by Miravlix
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...
by Miravlix
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...
by Miravlix
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 ...
by Miravlix
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...
by Miravlix
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.
by Miravlix
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...
by Miravlix
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...
by Miravlix
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...
by Miravlix
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...
by Miravlix
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...
by Miravlix
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...
by Miravlix
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...
by Miravlix
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...

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