Search found 2733 matches
- Sun Oct 15, 2023 1:56 pm
- Forum: Gameplay Help
- Topic: What is the exact shape of a curved rail?
- Replies: 39
- Views: 4431
Re: What is the exact shape of a curved rail?
If one take as base shape a circle of diameter 20 tile cut along diagonal axis to insert a 4 diagonal rails you get : (20*pi)+4sqrt(2) = 68.4887073213, too big but look like what we have in game in terms of pieces to make a circle. I suppose there is some plays on the thickness or centering (see las...
- Sun Oct 15, 2023 7:02 am
- Forum: Gameplay Help
- Topic: What is the exact shape of a curved rail?
- Replies: 39
- Views: 4431
Re: What is the exact shape of a curved rail?
Nevermind found it !
https://www.reddit.com/r/factorio/comme ... cars_dont/
8.55 - sqrt(2)/2 = 7.84289321881
https://www.reddit.com/r/factorio/comme ... cars_dont/
8.55 - sqrt(2)/2 = 7.84289321881
- Sat Oct 14, 2023 2:34 pm
- Forum: Gameplay Help
- Topic: What is the exact shape of a curved rail?
- Replies: 39
- Views: 4431
Re: What is the exact shape of a curved rail?
We know the current curved rail moves 7 tiles in the major direction and 3 tiles in the minor direction, curving from 0° to 45 Maybe a super ellipse ? https://procato.com/superellipse/ ( try with same height and width and default n or at least >2 ), i have no idea how one would measure the precise ...
- Sat Oct 14, 2023 12:54 pm
- Forum: Gameplay Help
- Topic: I'm looking for information on the train braking mechanic.
- Replies: 30
- Views: 3744
Re: I'm looking for information on the train braking mechanic.
So... trains start braking 1 meter before a rail signal, effectively adding ~1 meter to the braking distance and changing stop time accordingly. The good news is: This doesn't happen when a train is stopping at a train stop. On the one hand i'm tempted to ask how did you come to this conclusion wit...
- Fri Oct 13, 2023 10:53 pm
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 181
- Views: 30150
Re: Friday Facts #380 - Remote view
I think It got promoted to space platform manager:)
- Fri Oct 13, 2023 4:09 pm
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 181
- Views: 30150
Re: Friday Facts #380 - Remote view
And this is the T in the blueprint That is still a mystery to me. The design for the load/unload area for train with loco facing each way i think i recognized it from the FFF with bridges and ramps so i assumed every other rectangle similar are for trains. I just realized that on your screenshot th...
- Fri Oct 13, 2023 2:21 pm
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 181
- Views: 30150
Re: Friday Facts #380 - Remote view
Great !! 0 problem only questions and observations in random order Once we allowed the remote entity configuration, a new annoying problem popped up. Locally, you might be used to just building an assembling machine and configuring it right away. But with remote building, you had to place the ghost,...
- Fri Oct 13, 2023 10:35 am
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 364
- Views: 56452
Re: Friday Facts #376 - Research and Technology
Almost, but if you're using quality on a given layer, you can't use speed - since that reduces quality. Hence prod will probably work out both cheaper (fewer modules as the assemblers with the modules will run faster), smaller, and higher throughput. It's also usable with the rest of your base, so ...
- Thu Oct 12, 2023 5:47 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 364
- Views: 56452
Re: Friday Facts #376 - Research and Technology
I'm not sure i'm sharing that conclusion, if you use quality only at the last layer, you remove yourself the chances of getting the "rare" +2 +3 +4 quality upgrade. You only expect the +1. That sound like not the most optimal way, maybe it's just because i haven't seen the numbers. :?: :?...
- Thu Oct 12, 2023 5:20 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 364
- Views: 56452
Re: Friday Facts #376 - Research and Technology
Hmm, ok, I've just made a spreadsheet to come up with the numbers, and it seems right, and it's now giving 40x as expensive - 30x if you're clever and put L5 prod mods in a few assemblers... Please share ! :d If you use multiple layers of crafting with quality then it gets muuuuuch cheaper - every ...
- Thu Oct 12, 2023 4:56 pm
- Forum: Ideas and Requests For Mods
- Topic: [Idea] Train stop with integrated decider combinators
- Replies: 2
- Views: 329
Re: [Idea] Train stop with integrated decider combinators
I realize you may already know the mod https://mods.factorio.com/mod/multiple-stop-names But in case i thought it was achieving a result close to what you describe, since you have multiple stop name on a single one, you also have multiple condition for being on/off, and can somewhat replicate the &q...
- Thu Oct 12, 2023 10:33 am
- Forum: General discussion
- Topic: FFF is killing me
- Replies: 25
- Views: 4155
Re: FFF is killing me
Anybody has the same feelings? Help D*: I guess all those persons waiting in queue in front of stores to buy the latest thing. I've always seen that just on TV and never related but i think i understand a little bit better now :) Aren't FFF like free-lootboxes that someones open for you every week ...
- Thu Oct 12, 2023 10:29 am
- Forum: Off topic
- Topic: PID controller thread off topic fork
- Replies: 19
- Views: 2787
Re: PID controller
Inputs in 0-100 range (there's an input divider if you use e.g. steam tanks) running for an hour accumulate to a maximum of 21.6 million. That allows for I value up to 100, which is pretty big. Overflows might become a problem if full throttle isn't enough power and idle is too much, so it never se...
- Wed Oct 11, 2023 2:25 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 364
- Views: 56452
Re: Friday Facts #376 - Research and Technology
Ah, right, I did forget that modules themselves could benefit from quality (assuming quality modules are not exempt from this), and if it was mentioned somewhere that rare modules specifically was being used for the calculations, I missed it. I do wonder why use rare modules for the calculations, t...
- Wed Oct 11, 2023 1:56 pm
- Forum: Combinator Creations
- Topic: PID controller
- Replies: 4
- Views: 1693
Re: PID controller
Clock compensators are attached to I and D logic lines because otherwise longer clock cycles produce smaller integrals and larger derivatives, which affects PID behavior. They basically just exist so that you don't need to tweak PID values if you decided to tweak clock rate. Accumulator's clock com...
- Wed Oct 11, 2023 11:16 am
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 364
- Views: 56452
Re: Friday Facts #376 - Research and Technology
Also, if you're all gonna discuss probabilities, should probably use the actual numbers given by the devs instead of making up random numbers. The % here are those with tier 3 quality module, not Legendary tier 3. With those : Normal: Base quality for everything, no bonus Uncommon: +30% bonus Rare:...
- Wed Oct 11, 2023 10:41 am
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 217
- Views: 49843
Re: Friday Facts #377 - New new rails
Will u be able to connect the new rail system to the old one? Or should I start replacing the old one with the new one as soon as I update? As you can probably guess, the new rail curves will be incompatible with the old ones. Savegames from 1.1 can be opened and trains will still run on previously...
- Wed Oct 11, 2023 10:36 am
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 364
- Views: 56452
Re: Friday Facts #376 - Research and Technology
No mmmPI that's not how probabilty works stop confusing people on the forum.
OK sorry Koub i fixed my math mistake.
OK sorry Koub i fixed my math mistake.
- Tue Oct 10, 2023 9:25 pm
- Forum: General discussion
- Topic: What FPS/UPS do you usually play at?
- Replies: 10
- Views: 1834
Re: What FPS/UPS do you usually play at?
I once got as low as 12 before i could finish what was planned, that was pretty bad without the GTTS mod. It felt like i was increasing production, but gamespeed kept decreasing making it no faster IRL. 20 for me is fine for longer time but still 30 feels much better that's what i set it to when i p...
- Tue Oct 10, 2023 8:10 pm
- Forum: Ideas and Suggestions
- Topic: Realistic Destruction of Nuclear Reactors
- Replies: 4
- Views: 488
Re: Realistic Destruction of Nuclear Reactors
Made me realize that eating fish doesn't actually heal you from stepping in acid spilled on the floor. I think players are given rather irrealistic expectations too when it comes to mining uranium with sulfuric acid that magicallly disappear without the need to create huge reservoir dam for mining w...