Search found 41 matches
- 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...
- 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...
- 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...
- 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...
- 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,...
- 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, ...
- 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...
- Mon Jan 21, 2019 11:56 am
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 989275
- 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...
- 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...
- 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...
- 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.
- 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
- 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.
- 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
Sounds way cooler. And more fitting to the theme.
But please rename this to "Kinetic damage".Physical projectile damage
Sounds way cooler. And more fitting to the theme.
- 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...
- 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
- 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
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
- 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 ...
- 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...