Search found 5707 matches
- Tue May 16, 2017 12:26 pm
- Forum: Ideas and Suggestions
- Topic: More / User defined signals
- Replies: 5
- Views: 1835
More / User defined signals
TL;DR Currently every item has a signal with some special signals for number, letter and color thrown in to avoid collisions. I want MORE. What ? I want a practically unlimited number of signals. For that I suggest that users can define new signals in the way that blueprint are named. A custom sign...
- Tue May 16, 2017 9:12 am
- Forum: Development Proposals
- Topic: Circuit network features for 0.15
- Replies: 136
- Views: 91680
Re: Circuit network features for 0.15
Another idea: microchip: basically a mini-factory / modular armor type interface where you can add more combinators and that have a red+green input and a red+green output. Optionally make them have 'connectors' at the side where if you place two microchips side by side the red+green side output of ...
- Tue May 16, 2017 9:00 am
- Forum: Ideas and Suggestions
- Topic: New take on train station skipping condition
- Replies: 0
- Views: 566
New take on train station skipping condition
TL;DR There have been previous suggestions for making trains smarter by programmably skip train stops. This is a new take on the idea coming at it from another side. What ? Train stops should have another mode of operation: "Set train destination using <signal>" with a user selectable sig...
- Tue May 16, 2017 8:39 am
- Forum: Technical Help
- Topic: Trains stop at blue chain sig, stacker not working
- Replies: 26
- Views: 21144
Re: Trains stop at blue chain sig, stacker not working
All the stations are the same distance from the yard. But the cost should still be cheaper if a station is free. Since then it would have only green signals from start to end. And with all stations blocked the repath should pick the station where it can get closest. So First all stations should get ...
- Tue May 16, 2017 8:33 am
- Forum: Resolved Problems and Bugs
- Topic: [15.6][Harkonnen]Reactor doesnt output fuel cell immediately
- Replies: 11
- Views: 5775
Re: [15.6]reactor doesnt output fuel cell until new is loaded
It's been this way since the reactors were implemented. A reactor will eject a spent fuel cell once it starts consuming one, not after it is done consuming one. Confusing, and yes, it means the "ejected fuel cell" event is less useful for throttling reactors. I'm using the 200 second time...
- Tue May 16, 2017 8:24 am
- Forum: Gameplay Help
- Topic: How to make each train go to a different (same name)station?
- Replies: 22
- Views: 6605
Re: How to make each train go to a different (same name)station?
Having only one train driving at a time, even if it is per item type, is a no go. The question wasn't about how to make each train pick a different station at the start but how to make them keep trying till they get it right. And for that: No need to switch signals. A chain signal does this natural...
- Mon May 15, 2017 3:22 pm
- Forum: Gameplay Help
- Topic: Send train straight back to the unloading station?
- Replies: 13
- Views: 5030
Re: Send train straight back to the unloading station?
You should have them always visit just one outpost and then unload. In your case a dedicated train for each outpost seems like the right solution but doesn't scale well. So there a few things you can do to improve: 1) Wait for trains to be fully loaded/unloaded to reduce the number of trips. 2) For ...
- Mon May 15, 2017 2:58 pm
- Forum: General discussion
- Topic: If you could walk on pipes in Factorio, would you build less underground pipes?
- Replies: 42
- Views: 14950
Re: If you could walk on pipes in Factorio, would you build less underground pipes?
Even if you could jump/climb over pipes that still leaves the problem of pipes connecting all around and cars and tanks. Pipes often go for long ways through total wilderness and when you drive around in your car it is awfully inconvenient to drive around 1000 m of pipe just to get to the other side...
- Mon May 15, 2017 12:29 pm
- Forum: Ideas and Suggestions
- Topic: Rail Stop Off-By-One in reverse.
- Replies: 5
- Views: 2943
Re: Rail Stop Off-By-One in reverse.
"Fixing" that would require either switching rails to 1x1 grid (no idea how difficult that would be, but that's no tiny task), or making train loco/wagon connections two tiles long, which would look ugly. If rails where on a 1x1 grid then you would need shorter rails or you would have rai...
- Mon May 15, 2017 12:22 pm
- Forum: Technical Help
- Topic: Trains stop at blue chain sig, stacker not working
- Replies: 26
- Views: 21144
Re: Trains stop at blue chain sig, stacker not working
There is now an ability to fix a depot capacity issue like this... still a bit of a kludge but it should work: Once a train is detected at the station (read cargo contents) deactivate the station. Reactivate it once the train leaves the station. The condition "Anything >0" on the station ...
- Mon May 15, 2017 11:59 am
- Forum: Gameplay Help
- Topic: How to make each train go to a different (same name)station?
- Replies: 22
- Views: 6605
Re: How to make each train go to a different (same name)station?
A chain signal going red by a train blocking the adjacent block will not cause a train to repath. A circuit switched signal, even if it's a loop back "read signal, set read signal" will do that. See https://forums.factorio.com/viewtopic.php?f=49&t=46623 for similar issues. No, but dis...
- Mon May 15, 2017 9:47 am
- Forum: Gameplay Help
- Topic: Train Waiting Yard
- Replies: 12
- Views: 8389
Re: Train Waiting Yard
Now you see how it works, you can set circuit conditions coupled with the stations that it will only leave the stacker if station supply < X amount and wire that to your stacker stops Why ever would you do that? Simply set "inventory empty" as train stop condition and limit your buffer ch...
- Mon May 15, 2017 9:22 am
- Forum: Gameplay Help
- Topic: How to make each train go to a different (same name)station?
- Replies: 22
- Views: 6605
Re: How to make each train go to a different (same name)station?
don't let all your train go to that station ... That is not under my control. The path finding can't be driven by circuits. Partially correct. Pathfinding can be -reset- by circuits. Simplest fix would be to use circuit networking to let only one train leave the yard, and hold other trains. Then cl...
- Sat May 13, 2017 11:02 pm
- Forum: Gameplay Help
- Topic: How to make each train go to a different (same name)station?
- Replies: 22
- Views: 6605
Re: How to make each train go to a different (same name)station?
That is not under my control. The path finding can't be driven by circuits.mophydeen wrote:don't let all your train go to that station ...
- Sat May 13, 2017 6:49 pm
- Forum: Gameplay Help
- Topic: activating a train stop (refueling) only when fuel is low
- Replies: 7
- Views: 16492
Re: activating a train stop (refueling) only when fuel is low
I think the point was that you can have one fuel train set up to go between the fuel source and fuel destination. Every outpost then gets a fuel destination with a buffer chest and you only enable the station when the buffer chest is low. What this means is that the fuel train will sit at the source...
- Sat May 13, 2017 6:41 pm
- Forum: Gameplay Help
- Topic: How to make each train go to a different (same name)station?
- Replies: 22
- Views: 6605
Re: How to make each train go to a different (same name)station?
You are all missing the initial question. I already have the mines and the stations and the trains. The trains are waiting in a large train yard. When a mine has enough coal to fill a train and sends a signal. Suddenly all trains leave the yard and race to the mine. Now here comes the problem: The f...
- Sat May 13, 2017 6:17 pm
- Forum: Ideas and Suggestions
- Topic: liquid filtering for pumps, tanks and wagons
- Replies: 32
- Views: 15263
Re: liquid filtering for pumps, tanks and wagons
I strongly agree with ssilk. There is a Big Problem when using LTN. I tried to burn the rests of the Fluid when the Tanker is in a Depot with a Mod (Flare Stack). But this is not solving the Problem, cause Flare Stack needs an amount of 10 to burn it. When the Rest in a Tanker is only 3 x 0.2 for e...
- Sat May 13, 2017 1:33 pm
- Forum: Ideas and Suggestions
- Topic: Container free space signal
- Replies: 34
- Views: 7777
Container free space signal
TL;DR Container should have an output signal for the number of free slots in the container. What ? I'm suggesting the following changes for Mode of operation for chests: Read contents Read contents (stacks) Report space for items Report space for items (stack) --- Report empty slots as <name of sig...
- Thu May 11, 2017 2:24 pm
- Forum: Energy Production
- Topic: Optimized Steam Engine Setup
- Replies: 316
- Views: 239560
Re: Optimized Steam Engine Setup
That should be easy to test: 1) nuclear reactor with one heat exchanger and 2 turbines. 2) Same as 1 but water preheated with one or more boilers. Which one gives more power? The game is pretty good about conservation of energy so it should be completely identical whether you use a preheat setup, o...
- Thu May 11, 2017 2:20 pm
- Forum: Gameplay Help
- Topic: How to make each train go to a different (same name)station?
- Replies: 22
- Views: 6605
Re: How to make each train go to a different (same name)station?
My station looks like this: _B____Coal____D_ ____A_/_C____________E_\_F____ A-F are possible signal places. Currently I have A as chain signal and B, D, F as normal signal. Is that what you mean? In this setup B automatically turns red and A blue when a train enters. No circuits required.