Search found 2055 matches

by mmmPI
Tue Jul 09, 2019 2:57 pm
Forum: Gameplay Help
Topic: 0.17 Train Station Behavior
Replies: 17
Views: 3058

Re: 0.17 Train Station Behavior

That actually might be interesting to do even if the stations are near each other. Divert trains to the station with the least filled stacker. That is interestingly problematic as train repathing requires some adapted track designs, decent amounts of loop, quite unfriendly with 2 headed trains. I h...
by mmmPI
Tue Jul 09, 2019 1:33 pm
Forum: Show your Creations
Topic: [0.17] My Defences Bluesprints
Replies: 11
Views: 7703

Re: [0.17] My Defences Bluesprints

I like that it's a "low-tech" wall that evolve, with the spacing built-in. In my mind you don't build the late game wall at the same spot as early game wall. So why an evolving wall ? I thought seeing the BP well that still let you place the low tech when you want, the middle tech or the l...
by mmmPI
Mon Jul 08, 2019 1:45 am
Forum: Railway Setups
Topic: Rail bridge interchange with no shared track (rail bridges mod)
Replies: 17
Views: 6908

Re: Rail bridge interchange with no shared track (rail bridges mod)

It woud indeed be problematic. Though you can keep train lengh < roundabout perimeter. Or not make them repath. I was also considering pathfiding when asking and just generally curious, I was fiddling to make a station that unload water to nuclear plant and load steam for various unconnected outpost...
by mmmPI
Mon Jul 08, 2019 12:49 am
Forum: Technical Help
Topic: [0.16.latest] Map reached old computer ability to run it
Replies: 10
Views: 2361

Re: [0.16.latest] Map reached old computer ability to run it

If you lower the graphic settings to the minimum and check the boxes to reduce the number of sprite, colors and everything you can, you don't need 4GB of RAM, this would be required on huge maps or with many mods. The GPU is also probably not the problem in itself, since the problem occurs when the ...
by mmmPI
Mon Jul 08, 2019 12:17 am
Forum: Gameplay Help
Topic: How can I make my train lines more efficient?
Replies: 19
Views: 4413

Re: How can I make my train lines more efficient?

file2.jpg I added some Chained signal with paint at the end of the reds lines. Not sure the game would allow you to place them in those little spot, on a curve. This would create 2 blocks, a yellow one and a green one, instead of only 1 block. Allowing train to join orange sides throught different ...
by mmmPI
Sun Jul 07, 2019 8:53 pm
Forum: Railway Setups
Topic: Rail bridge interchange with no shared track (rail bridges mod)
Replies: 17
Views: 6908

Re: Rail bridge interchange with no shared track (rail bridges mod)

failed at editing previous post, so here comes double post. Did you notice how times fly so fast when you are doing those ? i have tried a few designs and ended up founding a very similar to original design, a little different, no more horizontal or vertical symetry. Here it is: 20190707221453_1.jpg...
by mmmPI
Sun Jul 07, 2019 7:57 pm
Forum: Gameplay Help
Topic: How can I make my train lines more efficient?
Replies: 19
Views: 4413

Re: How can I make my train lines more efficient?

On the first picture, it's easy, there are no tracks that could make a train go in a wrong direction. You have made the entrance and exit one way. The arrows are correct. If you manually place a train trying to enter from an exit, the train will tell "no path", even if there IS a path, the...
by mmmPI
Sun Jul 07, 2019 6:15 pm
Forum: Gameplay Help
Topic: How can I make my train lines more efficient?
Replies: 19
Views: 4413

Re: How can I make my train lines more efficient?

''One thing you can add on this one is a pair of chain signal on each side of each diagonal portion of the round about.'' I don't understand what you mean. Add signals inside the roundabout? I assume that doing it will filter what the train is looking for... right now, it says ''only one train can ...
by mmmPI
Sun Jul 07, 2019 4:16 am
Forum: Railway Setups
Topic: Rail bridge interchange with no shared track (rail bridges mod)
Replies: 17
Views: 6908

Re: Rail bridge interchange with no shared track (rail bridges mod)

Are you allowed to share the U turn ? or is this qualify of some sort ? I tried to put the diamond inside a roundabout, some lanes are "too many" sort of. Impressed by the other design so far :D roundiamond.jpg 0eNqdne1uFEkSRd+lf9tS5Wdl8Sqr0QoGL9sSGGTMaEcj3n3todoL3sjuc/oXghlfR2XcyK+4GfHX4d...
by mmmPI
Sun Jul 07, 2019 1:24 am
Forum: Translations
Topic: Biters — are they really "enemies"?
Replies: 5
Views: 2594

Re: Biters — are they really "enemies"?

They do not consider their planet. They do not organise to defend it ( unless you use mods). They are less organised than ants, which would try to kill and eat you and will suceed given enough time or number. ( or just bigger ants some of them are really vicious) They are inoffensive late game, and ...
by mmmPI
Sun Jul 07, 2019 12:36 am
Forum: Gameplay Help
Topic: How can I make my train lines more efficient?
Replies: 19
Views: 4413

Re: How can I make my train lines more efficient?

It is fairly uncommon to have 4 parallel tracks that are all 2 ways track. Most of the time out of the 4, like a road, people tend to build 2 track one way, and 2 track the other way. It is more difficult what you did I would say because of the risk that trains deadlocks, when facing each other on t...
by mmmPI
Thu Jul 04, 2019 1:58 pm
Forum: Bob's mods
Topic: Is a pure modular logistics system viable?
Replies: 25
Views: 7452

Re: Is a pure modular logistics system viable?

They do recharge, my idea is to have just the correct number or a little less than what is needed for the task in an isolated network. This way you can easily cover the path with recharge pads that they will use for very short time, as soon as they level drop a threshold, a flying belt in a way. You...
by mmmPI
Thu Jul 04, 2019 1:25 am
Forum: Bob's mods
Topic: Is a pure modular logistics system viable?
Replies: 25
Views: 7452

Re: Is a pure modular logistics system viable?

After further experiment I discovered that robotchest are greatly overated, you don't need to place them at all :D just some charge pads and having the robots flying 100% of time is fine. When they don't know where to go they just stand there instead of in a chest and that's just fine. Good thing i ...
by mmmPI
Wed Jul 03, 2019 8:49 pm
Forum: Bob's mods
Topic: Is a pure modular logistics system viable?
Replies: 25
Views: 7452

Re: Is a pure modular logistics system viable?

Well you could play without bots in vanilla at all and still send the rocket , or build a megabase. So you could do the same with the modular roboports. Not using any and still enjoy your base; if you WANT IT to work, you can MAKE IT WORK. I wouldn't want to ask for something before i have tried eve...
by mmmPI
Wed Jul 03, 2019 1:48 pm
Forum: Bob's mods
Topic: Is a pure modular logistics system viable?
Replies: 25
Views: 7452

Re: Is a pure modular logistics system viable?

It is a poor advice to actually disabled vanilla roboport completly then, you could test both setups and make some obstacle courses for the robots to see what distance they can do without the need to charge with classic roboports and compare that with robotchest to define the size of the areas you c...
by mmmPI
Wed Jul 03, 2019 1:38 pm
Forum: General discussion
Topic: How does uranium processing not cause desync?
Replies: 31
Views: 6351

Re: How does uranium processing not cause desync?

I was confused, Rowhammer is not about cosmic rays, "soft memory error" is about cosmic rays. In wikipedia the two are compared as similar physical phenomenon, Rowhammer would function on an deep burried machine, what you need is the ability to ask for reading the memory a lot, it induce o...
by mmmPI
Wed Jul 03, 2019 11:54 am
Forum: Bob's mods
Topic: Is a pure modular logistics system viable?
Replies: 25
Views: 7452

Re: Is a pure modular logistics system viable?

Well It may have changed since last time I used them, from what i am reading, i need to try those again before i give more advices :roll: ! Robots looking for the closest point to recharge when they run low, is fine, they will not clog the robotchest. Robots STILL using the robotchest because they a...
by mmmPI
Wed Jul 03, 2019 10:48 am
Forum: General discussion
Topic: How does uranium processing not cause desync?
Replies: 31
Views: 6351

Re: How does uranium processing not cause desync?

Yes, a computer can generate truly random numbers without adding any special hardware or using any input channel - if it is "vulnerable" to the Rowhammer attack I read the wiki page and some of the reference, this one is tricky. The randomness of the numbers is not in question here. I wou...
by mmmPI
Tue Jul 02, 2019 10:52 pm
Forum: General discussion
Topic: How does uranium processing not cause desync?
Replies: 31
Views: 6351

Re: How does uranium processing not cause desync?

I disregard the non-philosophical implications of the discussion :) In my head the question is : can a computer flip a coin ? and I thought it was no, like for the camera feed, someone else has flipped the coin, the computer just read the answer; another computer with the same feed would do the same...
by mmmPI
Tue Jul 02, 2019 10:13 pm
Forum: Bob's mods
Topic: Is a pure modular logistics system viable?
Replies: 25
Views: 7452

Re: Is a pure modular logistics system viable?

You can try it for yourself first in a small new map using /cheat all, 1 robot chest, full of robots, and 0 or 50 chargepoint to see the difference.To my memory robots will consider recharge pads the closest near the robotchest they want to go if said robotchest is already charging the maximum numbe...

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