Search found 3150 matches
- Fri Jun 28, 2019 5:16 pm
- Forum: Combinator Creations
- Topic: Vanilla Wifi
- Replies: 11
- Views: 5552
Re: Vanilla Wifi
The trains dont have to move at all for this to work, and the states are kinda similar with disconnected stations as well I find it curious that in your screenshots the receiver station is turned off, I have mine always turned on (save for when the clock pulses them off, but thats probably redundan...
- Fri Jun 28, 2019 3:32 pm
- Forum: Gameplay Help
- Topic: Trains using the same track (signals etc)
- Replies: 9
- Views: 3673
Re: Trains using the same track (signals etc)
What would you consider intuitive ? How do you expect trains or rails to behave ? What is/ are the things that happens that is annoying ? Is it the different parts individual behavior ? or more when they start to cross and share track and stations and multiples trains ? From what you said it seems t...
- Fri Jun 28, 2019 2:43 pm
- Forum: Combinator Creations
- Topic: Vanilla Wifi
- Replies: 11
- Views: 5552
Re: Vanilla Wifi
Why wouldnt it work with unconnected stations, though? after trying to replicate what i see, i would say the approach when station are connected via rail is more straightforward. It ressemble exactly the switchboard, The train is wether in position or not in this position, 0 or 1 and those are stab...
- Fri Jun 28, 2019 10:27 am
- Forum: Ideas and Suggestions
- Topic: Train depot
- Replies: 19
- Views: 5704
Re: Train depot
Hey i was a bit disappointed that the method proposed was not good enough, so I took your save, and try to implement the "loop around to make room" thing on your setup. 20190628121320_1.jpg I wanted to look at both of them at the same time, your version and mine, and then i realised there ...
- Thu Jun 27, 2019 3:35 pm
- Forum: Ideas and Suggestions
- Topic: Train depot
- Replies: 19
- Views: 5704
Re: Train depot
I have done some further experiment and managed to have a functionning version of what i described. this how it look on the map, North and East are the supposed uranium patch, i used infinity chest, and water instead of acid, you could just add or move the tank to simulate a tank that need acid. 201...
- Thu Jun 27, 2019 3:26 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion: Allow organizing train stops into a hierarchy with "folders"
- Replies: 7
- Views: 2201
Re: Suggestion: Allow organizing train stops into a hierarchy with "folders"
That is true ! I took the habit of covering my rails with radars when i started because of the numerous deadlock that ooccured i should stop now, it doesn't happens anymore and on huge railword map you may not bother ,and would benefit from the suggestion !
- Thu Jun 27, 2019 2:19 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion: Allow organizing train stops into a hierarchy with "folders"
- Replies: 7
- Views: 2201
Re: Suggestion: Allow organizing train stops into a hierarchy with "folders"
The suggestion proposed would also help in those case https://forums.factorio.com/viewtopic.php?f=18&t=72029 . I don't really have an issue with finding the geographical location, the UI works pretty well for that, just navigating that large list is annoying, though it obviously works. That said...
- Thu Jun 27, 2019 2:07 pm
- Forum: Ideas and Suggestions
- Topic: Train depot
- Replies: 19
- Views: 5704
Re: Train depot
I have quite some free time, so I tried to make the example i was describing above , It doesn't work, the train doesn't loop around the 2nd station 3 unless you manually ask it to repath, i will try some more contraption because i like this aspect of the game. I think https://mods.factorio.com/mods/...
- Thu Jun 27, 2019 9:59 am
- Forum: Ideas and Suggestions
- Topic: Train depot
- Replies: 19
- Views: 5704
Re: Train depot
I didn''t understood your setup then; Only train 1 get (H2SO4) in station 3 then goes to station 4 to wait a signal to unload (H2SO4)in station 1b or 2b. Then comes back to station 3 = > 4 => 1b or 2b => 3 => 4 ect Not sure what train 2 does in station 3 ? unload ? then goes to station 4 to wait ? =...
- Wed Jun 26, 2019 5:10 pm
- Forum: Ideas and Suggestions
- Topic: Train depot
- Replies: 19
- Views: 5704
Re: Train depot
What if you delete station 4 and let the trains await in station 3, as all the station on schedule will be disabled he will stop moving instead of going in a loop ?
Whenever a station 1 or 2 opens , the trains will go there and come back to station 3 and waits.
not sure i am understanding your setup
Whenever a station 1 or 2 opens , the trains will go there and come back to station 3 and waits.
not sure i am understanding your setup
- Tue Jun 25, 2019 6:45 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1645
- Views: 570557
Re: Simple Questions and Short Answers
the requester chest is automatically configured to request enough ingredients for 30 seconds of continuous crafting with the assembly speed and the receipe time.
- Tue Jun 25, 2019 2:21 pm
- Forum: Ideas and Suggestions
- Topic: Neural net entities
- Replies: 8
- Views: 3739
Re: Neural net entities
I suspect 1*2 would be the minimum size for a combinator with distinct input and output sides. Unfortunately, I don't understand the training side of neural networks well enough to implement it. No, it could be a special electric pole with several wires on it. I was thinking about that again, i thi...
- Tue Jun 25, 2019 1:08 pm
- Forum: Technical Help
- Topic: UPS related lag spikes.
- Replies: 14
- Views: 6933
Re: UPS related lag spikes.
I use http://www.almico.com/speedfan.php to monitor the temperature on my laptop ( from 2009 ). It has a option to make a chart for the temperature of the CPU and GPU for the last 15 minutes, you can also make it beep or increase fan speed when it reach a threshold, but i usually prefer playing with...
- Tue Jun 25, 2019 11:47 am
- Forum: Technical Help
- Topic: UPS related lag spikes.
- Replies: 14
- Views: 6933
Re: UPS related lag spikes.
I have not experienced spikes when I tried the save, my old laptop could run it at around 45 fps/ups and it was pretty stable with those settings:
I have no further clues
I have no further clues
- Tue Jun 25, 2019 11:30 am
- Forum: Reika's Mods
- Topic: Geothermal - A clean, but powerful power source all day long
- Replies: 57
- Views: 30713
Re: Geothermal - A clean, but powerful power source all day long
not sure if that would help but hey
EDIT : That is an old map i have stopped playing i am not asking for anything, was just curious to see how my old base looked and thought i would try to look the for the wells with the new 0.17
EDIT : That is an old map i have stopped playing i am not asking for anything, was just curious to see how my old base looked and thought i would try to look the for the wells with the new 0.17
- Tue Jun 25, 2019 11:22 am
- Forum: Duplicates
- Topic: [0.17.52] Rail signal on top of rails
- Replies: 4
- Views: 1304
Re: [0.17.52] Rail signal on top of rails
i guess i suck at reading forum category
- Tue Jun 25, 2019 10:20 am
- Forum: Duplicates
- Topic: [0.17.52] Rail signal on top of rails
- Replies: 4
- Views: 1304
Re: [0.17.52] Rail signal on top of rails
mmmm no that seems understandable except for that diagonal edge, this i would need a picture, now the pictures don't show up have you used "attach files" and then "place inline" ?
- Mon Jun 24, 2019 8:30 pm
- Forum: Railway Setups
- Topic: Share your train gifs / videos
- Replies: 2
- Views: 3168
Re: Share your train gifs / videos
I am trying hard to make one that looks as hypnotic, i have only manage to produce 110MB monsters or they are 0:05 long , or the size of a stamp, or look do not look as fluid can you help with the settings you used ? I have played with DPI, size , number of image and delay yet , am i missing a thing...
- Mon Jun 24, 2019 6:16 pm
- Forum: Technical Help
- Topic: UPS related lag spikes.
- Replies: 14
- Views: 6933
Re: UPS related lag spikes.
From the picture, the things that are causing this seems to be Transport Line , Fluid manager and Entity updates, which seems normal in the case of a huge base are those are the things that usually takes the more time to be processed when everything is fine, you want those to be the limiting factor,...
- Mon Jun 24, 2019 5:25 pm
- Forum: General discussion
- Topic: Train cornering speed limit - variable radius corners
- Replies: 41
- Views: 15425
Re: Train cornering speed limit - variable radius corners
I would be happy to see more developpement on the rail system, because I consider myself an experienced player now, train was one of the first thing I fiddle around when begining and also what hook me up the most was the mess i was creating with chain signal, and after 100 hours in a week or two, i ...