Search found 46 matches
- Mon Apr 17, 2017 3:34 am
- Forum: Gameplay Help
- Topic: Is this intersection going to work?
- Replies: 30
- Views: 18994
Re: Is this intersection going to work?
... 2. Factorio hates roundabouts because of path recalculation bugs. Is that a fact? I tend to stick with roundabouts by virtue of a "why not?" mentallity, unless I specifically want to deny the trains the option, but I've never noticed/encountered any particular bugs. But this is a defi...
- Sun Mar 05, 2017 5:38 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Control Train Pathfinder (Passthru stations, Add Penalty, Control Refueling)
- Replies: 33
- Views: 19815
Re: Control Train Pathfinder (Passthru stations, Add Penalty)
I found a way to add a (big) penalty to a path : https://forums.factorio.com/viewtopic.php?f=194&t=40067 For me, it does not work depending on a the count of green signals on both paths (don't ask me why, I don't understand it. More green signals on both routes seem to make the path recalculati...
- Sun Feb 26, 2017 9:42 pm
- Forum: General discussion
- Topic: blueprints.factorio.com
- Replies: 10
- Views: 4979
Re: blueprints.factorio.com
For me as player mods, maps and blueprints don't have much differences, the're nothing else than an extension of the game and I would like to search and download them in a similar way than currently with the mods. There is one major difference: Mods are created out-of-game, by writing code, and are...
- Thu Sep 01, 2016 2:34 am
- Forum: Ideas and Suggestions
- Topic: Wire color based signal input selector (for virtual signals)
- Replies: 4
- Views: 1557
Re: Wire color based signal input selector (for virtual signals)
Some other thought on this after playing a bit with circuits trying to compact and speed up calculations: Finding out the value of a single signal, where the type of the signal is chosen by another signal would be much easier, if one could just multiply all signal values with their corresponding sel...
- Wed Aug 24, 2016 1:31 am
- Forum: Combinator Creations
- Topic: Combinator Contraptions
- Replies: 52
- Views: 58259
Re: Combinator Contraptions
(It is even visible on the movie - combinators blink only when input signal is updated) We might be talking about different designs. ;) The movie shows ">" and "<" combinators; the image in the linked post (https://forums.factorio.com/viewtopic.php?p=94729#p94729) shows "=&...
- Tue Aug 23, 2016 12:57 am
- Forum: Combinator Creations
- Topic: Combinator Contraptions
- Replies: 52
- Views: 58259
Re: Combinator Contraptions
(It is even visible on the movie - combinators blink only when input signal is updated) We might be talking about different designs. ;) The movie shows ">" and "<" combinators; the image in the linked post (https://forums.factorio.com/viewtopic.php?p=94729#p94729) shows "=&...
- Mon Aug 22, 2016 10:12 pm
- Forum: Combinator Creations
- Topic: Combinator Contraptions
- Replies: 52
- Views: 58259
Re: Combinator Contraptions
https://forums.factorio.com/viewtopic.php?p=94729#p94729 Today I rewatched my previous memory cell, and I found that it is also complex and not optimal. Update: if ["0" signal = 1] it remembers input value if ["0" signal > 1] it clears the stored value So, you can use it only wit...
- Mon Aug 22, 2016 9:57 pm
- Forum: Combinator Creations
- Topic: Circuit Combinator Memory Cell (0.13)
- Replies: 5
- Views: 13177
Re: Circuit Combinator Memory Cell (0.13)
Probably it is possible to make single value cell with 1 combinator, We could declare my ">" combinator or your "=" combinator as absurd input requirement instead as part of the memory cell, since it doesn't take part in the recursion itself, one could remove it after the memory...
- Mon Aug 22, 2016 9:47 pm
- Forum: Combinator Creations
- Topic: Circuit Combinator Memory Cell (0.13)
- Replies: 5
- Views: 13177
Re: Circuit Combinator Memory Cell (0.13)
Just want to add, that multi value cell you can also make with 2 combinators: https://forums.factorio.com/viewtopic.php?p=94729#p94729 Looks interesting. I wasn't able to actually trick yours into storing the wrong value, even when providing data at 1-tick intervals. I hope i didn't do a mistake wh...
- Mon Aug 22, 2016 7:56 pm
- Forum: Ideas and Suggestions
- Topic: Wire color based signal input selector (for virtual signals)
- Replies: 4
- Views: 1557
Wire color based signal input selector (for virtual signals)
And another small suggestion not yet in Circuit network features for 0.14 : Backstory: Situation: I have a (mod-provided) warehouse, behaving like a chest with many many items. I'd like to use grabbers to remove excess items, using more than x slots. Currently I calculate "EACH - 40k if > 0, el...
- Mon Aug 22, 2016 6:24 pm
- Forum: Mods
- Topic: [MOD 0.13] Smart Display - circuit informations display
- Replies: 63
- Views: 35444
Re: [MOD 0.13] Smart Display - circuit informations display
Very useful mod, but Γt (v1.0.7) did behave a bit unexpected when connecting both red an greeen wire, only showing the data from the red (or the newer?) wire; i'd expect it to add both values, as the other combinators do.
- Mon Aug 22, 2016 2:00 am
- Forum: Frequently Suggested / Link Collections
- Topic: Control Train Pathfinder (Passthru stations, Add Penalty, Control Refueling)
- Replies: 33
- Views: 19815
Re: Control Train Pathfinder (Passthru stations, Add Penalty)
It was hard to imagine in head, how this is locking. As I understand it, you use a station to turn a train into the right direction? I use a single two-way track with a loop at the end (so no stopping while turning around!) with exactly one two-way exit; no signals except two at the exit to the jun...
- Mon Aug 22, 2016 1:39 am
- Forum: Combinator Creations
- Topic: Circuit Combinator Memory Cell (0.13)
- Replies: 5
- Views: 13177
Circuit Combinator Memory Cell (0.13)
Since the wiki does not provide a lot of information on memory, here two working examples only requiring the input data for one tick: Single value cell: Saves a single value. The left combinators provide input values from a belt generating testing data: One data value D/Q of type Y , and an enabler ...
- Sun Aug 21, 2016 9:38 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Control Train Pathfinder (Passthru stations, Add Penalty, Control Refueling)
- Replies: 33
- Views: 19815
Re: Control Train Pathfinder (Passthru stations, Add Penalty)
Well, I think for such cases you should be able to build "slowdown signals". They could be the same signals in https://forums.factorio.com/viewtopic.php?f=80&t=21899 - the signals that add points to the pathfinder. I don't think using Slowdown as the only penalty measure is the comple...
- Sun Aug 21, 2016 8:14 pm
- Forum: Ideas and Suggestions
- Topic: Chain-Signal Circuit Connectivity
- Replies: 2
- Views: 1198
Re: Pre-Signal Circuit Connectivity
I change the topic cause the pre-signals in Factorio are chain-signals . ;) I think cause of that you didn't found the former discussion: https://forums.factorio.com/viewtopic.php?f=6&t=28018 Make Chain Signal connectable to circuit network Maybe change the "Pre-signals: search.php?keyword...
- Sun Aug 21, 2016 7:54 pm
- Forum: Ideas and Suggestions
- Topic: Chain-Signal Circuit Connectivity
- Replies: 2
- Views: 1198
Chain-Signal Circuit Connectivity
I didn't see it in Circuit network features for 0.14 or find it on the search, i hope i didn't miss it: I'm a bit of a safe rail crossing fanatic: I want to be able to run over a rail junction without getting run over. ^^ Normal signals already output their status; presignals currently don't seem to...
- Sun Aug 21, 2016 6:45 pm
- Forum: Ideas and Suggestions
- Topic: Train Exit Side
- Replies: 41
- Views: 12321
Re: Train Exit Side
Factorio probably should implement similar for the train collision box, as an extra incentive not to put track tight together like that- even though it lets you, there really isn't any good reason to I think. I don't need it that much since a few weeks, but in early factories I didn't leave much sp...
- Sun Aug 21, 2016 6:00 pm
- Forum: Ideas and Suggestions
- Topic: Train Exit Side
- Replies: 41
- Views: 12321
Re: Train Exit Side
Changes with respect to the orientation of the vehicle. Something related: Maybe the (previous -- if standing still --) driving direction is more useful. On the back end of a two-directional train I am always driving "backwards", but when inside a waggon, it's not that easy to see if the ...
- Sun Aug 21, 2016 5:22 pm
- Forum: Ideas and Suggestions
- Topic: Train Exit Side
- Replies: 41
- Views: 12321
Re: Train Exit Side
I hope that never happens in reality... I will certainly stop laying rails that near if factorio makes the train collision boxes wider than the rails themselves, or adds air suction caused train crashes. =Dssilk wrote:Or in other words: you can lay another rail between two rails.
- Sun Aug 21, 2016 2:10 pm
- Forum: Not a bug
- Topic: [0.13.17] Circuit-closed signal does not send "green" state
- Replies: 5
- Views: 2728
Re: [0.13.17] Circuit-closed signal does not send "green" state
This unexpected behavior can also be useful , but it might be better to include a configurable output in the dialog (if red, send iron, if yellow, send copper, if green, send steel and if safely closed, send steel ). That way it wouldn't break existing creations relying on this behaviour, and the pl...