Search found 41 matches

by AlexAegis
Fri Jan 25, 2019 10:18 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 74274

Re: Friday Facts #279 - Train GUI & Modern Spitter

No station skipping conditions? I am truly disappointed... Was a perfect opportunity but you just missed it... Yes, this! For station skipping, a perfect use case is refueling stations! Or trains with multiple mine locations with the same name skip the stations if the wagons are already full (and a...
by AlexAegis
Fri Jan 25, 2019 10:15 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 74274

Re: Friday Facts #279 - Train GUI & Modern Spitter

This is all great. Can't wait for 0.17 (I hope it won't be delayed yet again). The train gui looks good and I love the feature to send a train to any track on the map and any stop, however this feature is still missing some key improvements/polish: +it would be great to designate any train as a per...
by AlexAegis
Fri Jan 25, 2019 9:57 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 74274

Re: Friday Facts #279 - Train GUI & Modern Spitter

Hey, would be a nice touch to copy and paste train station conditions. It wouldn't even need extra buttons, I would be happy to be able just hover over a scheduled stop and press ctrl-c then ctrl-v to a blank area to create a copy then I can just change the station, or hover over another existing on...
by AlexAegis
Fri Jan 25, 2019 12:22 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 867444

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

Sadly I don't know how can I improve this further So I improved it with correct signals. I also made a better version with extra right turns. Original: 30 trains/min set 1 Correct signaled: 41 trains/min set 1 With extra right turns: 48 trains/min set 1 btw: those test are with rocket fuel. With Nu...
by AlexAegis
Thu Jan 24, 2019 5:52 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 867444

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

Classic design 4 way 3 spacing 2 lane 1 picture: Blueprint: https://factorioprints.com/view/-LWx8p9ga_BOerpE6Q1b Throughput can reach around 50/m (with 2-4 trains) but my test map is different so it might not be precise. It's also deadlock free. (I know it's very basic but haven't seen a 3 spacing,...
by AlexAegis
Thu Jan 24, 2019 12:02 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 867444

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

Classic design 4 way 3 spacing 2 lane 1 picture: Blueprint: https://factorioprints.com/view/-LWx8p9ga_BOerpE6Q1b Throughput can reach around 50/m (with 2-4 trains) but my test map is different so it might not be precise. It's also deadlock free. (I know it's very basic but haven't seen a 3 spacing, ...
by AlexAegis
Tue Jan 22, 2019 10:39 pm
Forum: Combinator Creations
Topic: Combinators 101
Replies: 109
Views: 375045

Re: Combinators 101

As of now 16.51, the mentioned 1 combinator RS-Latch is not working exactly as advertised, because when feeding both R and S signals in the latch doesn't reset, and stays on. It's because when latched it feeds 2 S signals into itself, it resets when R is at least 2, but I haven't seen that written i...
by AlexAegis
Mon Jan 21, 2019 11:56 am
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 989275

Re: Factorio Roadmap for 0.17 & 0.18

ondrii wrote: ↑
Sun Jan 20, 2019 2:09 pm
AlexAegis wrote: ↑
Sun Jan 20, 2019 3:38 am
If I had to guess, it will be released Feb 12, +-1 day
Why Feb 12?
Because my magic orb told me that ofc! :roll:
by AlexAegis
Mon Jan 21, 2019 10:09 am
Forum: Videos
Topic: PAX Station with combinator based targeting
Replies: 0
Views: 1689

PAX Station with combinator based targeting

PAX Node Reddit post/Video Blueprint It comes for you, and then takes you where you want it. It's your personal Uber! Setup 1. Put down as many nodes as you like, and set their I value (Identification) to a unique ID > I suggest putting tags on the map, or tiles, so you can see the ID of the statio...
by AlexAegis
Sun Jan 20, 2019 3:38 am
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 989275

Re: Factorio Roadmap for 0.17 & 0.18

I understand. I'm just so excited for 0.17 to be released soon ... like a balloon i am near explosion lol Hopefully, we will see 0.17 soon'ish ^_^ And the last FFF said: Looking over what is left to be done, It is clear to me that the release won't be ready in January. If I had to guess, it will be...
by AlexAegis
Sat Jan 12, 2019 11:33 am
Forum: Balancing
Topic: Balance beacons
Replies: 5
Views: 2286

Balance beacons

TL;DR High-end, min-maxed factories look exactly the same, everything 8 beaconed. We should use less beacons but without nerfing them too much. What ? I suggest limiting the beacons so each entity can benefit from only a fixed amount of beacons. (For example 2) This can be achieved with a flat limi...
by AlexAegis
Fri Jan 11, 2019 6:42 pm
Forum: News
Topic: Friday Facts #277 - GUI progress update
Replies: 101
Views: 41916

Re: Friday Facts #277 - GUI progress update

If you have to re render the icons at a higher resolution, do it in way higher resolutions too. 128*128, 256*256. 4K is mainstream nowadays.
by AlexAegis
Fri Jan 11, 2019 4:29 pm
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 989275

Re: Factorio Roadmap for 0.17 & 0.18

Koub wrote: ↑
Fri Jan 11, 2019 2:19 pm
Adi32 wrote: ↑
Fri Jan 11, 2019 1:01 pm
@Klonan Say something more about the date of release if you can, so that I do not have to check every day... :)
Come back only once a week, and read the FFF :)
After reading todays FFF:
https://www.youtube.com/watch?v=Le9sLw2VdUg
by AlexAegis
Fri Jan 11, 2019 3:58 pm
Forum: Ideas and Suggestions
Topic: Turntables + Automated Detaching
Replies: 7
Views: 3133

Re: Turntables + Automated Detaching

I'd also like this feature. detaching/attaching wagons/trains in an automated way could lead some interesting things to play with. And the turntable too.
by AlexAegis
Sat Dec 29, 2018 1:31 am
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 150628

Re: Friday Facts #275 - 0.17 Science changes

Really like the changes
Physical projectile damage
But please rename this to "Kinetic damage".
Sounds way cooler. And more fitting to the theme.
by AlexAegis
Mon May 01, 2017 8:31 am
Forum: Gameplay Help
Topic: Balanced Mass Storage Buffer (Help me fix it!) FIXED
Replies: 3
Views: 2196

Re: Balanced Mass Storage Buffer (Help me fix it!)

Can you explain in words what the goal idea what he circuit should achieve in total? Also how does it not work? What part of it is not balanced? So far I see that inputs are grabbing sequentially from the same belt which may cause the first to grab more and more often than the latter ones and simil...
by AlexAegis
Mon May 01, 2017 8:29 am
Forum: Gameplay Help
Topic: Balanced Mass Storage Buffer (Help me fix it!) FIXED
Replies: 3
Views: 2196

Re: Balanced Mass Storage Buffer (Help me fix it!)

Managed to finish it, working perfectly. And made a post about it here: viewtopic.php?f=8&t=45855
by AlexAegis
Mon May 01, 2017 8:26 am
Forum: Show your Creations
Topic: Compact Mass Balanced Storage Buffer, Smooth In and Output
Replies: 0
Views: 1768

Compact Mass Balanced Storage Buffer, Smooth In and Output

Compact Mass storage, 4 belt input, 4 belt output. The wiring idea comes from madzuris smart loader for trains.
The bottom line of inserters needs to be configured for the item you want to store as well as the divider arithmetic units.

BP String: https://pastebin.com/g8Ckfwjy
by AlexAegis
Mon May 01, 2017 5:48 am
Forum: Gameplay Help
Topic: Balanced Mass Storage Buffer (Help me fix it!) FIXED
Replies: 3
Views: 2196

Balanced Mass Storage Buffer (Help me fix it!) FIXED

I've been working on this for a few hours now but cant get it working. The main idea is that I want a big buffer storage, so the input and the output is the same, and each column of chests (and inserter hands) contains roughly the same amount of stuff) but its not smooth :cry: Columns are connected ...
by AlexAegis
Tue Jun 28, 2016 12:00 pm
Forum: Ideas and Suggestions
Topic: Multilayer terrain
Replies: 1
Views: 843

Multilayer terrain

Multilayered terrain for more environment variety. (Mountains, hills, caves) I bet it would be hard to make real but it would bring more gameplay elements and It'd make the map more sexy. The terrain is already made up from "blocks", sorta. You could make layers above it to create a little...

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