Search found 73 matches
- Fri Jan 12, 2018 10:36 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 372468
Re: Friday Facts #225 - Bots versus belts (part 2)
But most of all I would love to see a new transport mode which sits in between bots and belts: Codenamed: Robots on rails Basically, I envisage a monorail type system, with elevated tracks, where carts with boxes of items follow a set path direction. This could consist of several components - Track...
- Fri Jan 12, 2018 10:18 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 372468
Re: Friday Facts #225 - Bots versus belts (part 2)
Im sorry when i miss something similar, but my idea is based on something, for what i do not know an other word for then "hitbox". As for an example: Trains have a hitbox, so they cant pass each other when they are on the same rail. Nothing new so far, but what if robots would get a hitbo...
- Fri Jan 12, 2018 9:36 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 372468
Re: Friday Facts #225 - Bots versus belts (part 2)
I built a bot base once (some patches ago when they still used less power) and I didn't like it, I thought it was boring. I just like to spend hours optimizing belt setups so they are able to exactly saturate a belt, being tileable for wasting as few beacons as possible and being compact for good UP...
- Thu Jan 11, 2018 7:55 pm
- Forum: Releases
- Topic: Version 0.16.16
- Replies: 100
- Views: 50133
Re: Version 0.16.16
Well, at least under the right circumstances they are sorting better than ever but I have to admit that it is a lot less useful. Or even an annoyance if you are inputting repeating patterns and want to end up with the same ratio on both sides.
- Thu Jan 04, 2018 11:52 pm
- Forum: Combinator Creations
- Topic: Fractional Splitter
- Replies: 0
- Views: 1743
Fractional Splitter
Hi, I want to split a belt that ist 75/98 full of copper plates to have the perfect input for a factory producing one belt of green circuits. Oddly I didn't want to use mechanical splitting so I went for circuit based splitting instead. Here is a screenshot showing the setup working for a ratio of 1...
- Thu Jan 04, 2018 6:49 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 412
- Views: 245089
Re: Performance optimization - post your saves
During 0.15 I had a game with an UPS of 20 on my rather beefy computer, very belt heavy in anticipation of 0.16. Lots of biters. With the first experimental release I got back to 40 UPS, as expected. Added lots of artillery around the perimeter and fell back down to 25 UPS. Removed artillery, got b...
- Mon Dec 18, 2017 2:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [16.4] Full belt uncompressing at specific position
- Replies: 9
- Views: 3720
Re: [16.4] Full belt uncompressing at specific position
I suspect the belts are pretty long. Maybe this is related to viewtopic.php?f=23&t=53963 but now with 0.16 it is worse.
- Sat Dec 16, 2017 8:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [for 0.16] [0.15.31] Chain signal path locking/changing/deadlocks
- Replies: 15
- Views: 9826
Re: [kovarex] [for 0.16] [0.15.31] Chain signal path locking/changing/deadlocks
- Long trains: - In setups with unavoidable self intersections caused by the rail layout the train crashes Isn't building such rail layouts and then using long trains a case of shooting yourself in the foot? Yes, it is. But in a bigger layout you (or at least I) sometimes forget what I (or maybe so...
- Sat Dec 16, 2017 10:33 am
- Forum: Technical Help
- Topic: Nvidia Optimus issue
- Replies: 0
- Views: 410
Nvidia Optimus issue
Hi, I'm playing Factorio on my laptop with Intel and Nvidia graphics. I have enabled Factorio to be run on my Nvidia graphics. Usually I have my laptop closed and use an external screen and everything works fine. However when I'm using the internal screen Factorio gets detected by the Nvidia driver ...
- Sat Dec 16, 2017 12:28 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [for 0.16] [0.15.31] Chain signal path locking/changing/deadlocks
- Replies: 15
- Views: 9826
Re: [kovarex] [for 0.16] [0.15.31] Chain signal path locking/changing/deadlocks
The bugfix introduced in 0.16.0 Train can't block its own path anymore. (19619) helps in some cases but makes others worse. I think it is the wrong fix for this issue. The 0.16.0 fix: - Short trains -Are working - Long trains: - In setups with unavoidable self intersections caused by the rail layout...
- Mon Dec 11, 2017 9:30 pm
- Forum: Gameplay Help
- Topic: trains stuck on blue chain signal
- Replies: 14
- Views: 8426
Re: trains stuck on blue chain signal
Do you maybe have one more chain signal before the blue signal? Because once a train is in a block of chain signals it is no longer allowed to change its path. So try adding a normal signal just before the blue chain signal. Maybe you can post your savegame. Edit: ideally about a minute before a tra...
- Sat Nov 25, 2017 11:28 am
- Forum: Gameplay Help
- Topic: Train pathing through station
- Replies: 24
- Views: 9619
Re: Train pathing through station
I'm using /c game.player.print(game.player.selected.train.state) to see which entry from the list here it is (0 based) while hovering over a train. 6 is arrive_station and 7 is wait_station. The Lua API holds a lot of goodies once you know where to look :) I'm thinking of making a mod that would ch...
- Sat Nov 25, 2017 11:18 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [for 0.16] [0.15.31] Chain signal path locking/changing/deadlocks
- Replies: 15
- Views: 9826
Re: [kovarex] [for 0.16] [0.15.31] Chain signal path locking/changing/deadlocks
In the roundabout case the train stays on its path as desired if signal A is moved 2 tiles to the right and a chain signal is added in its old position. This shows an inconsistency in how reserved paths are handeled: - For a reservation to be possible the path into the block that begins with signal ...
- Sat Nov 18, 2017 1:28 pm
- Forum: Gameplay Help
- Topic: Train pathing through station
- Replies: 24
- Views: 9619
Re: Train pathing through station
Thanks for your explaination! You are right, the coal train just starts braking when it's on this intersection.
But how can you see the exact state of a train? I looked at the color of its "show-train-stop-point" indicator, but the names you use suggest you know another way.
But how can you see the exact state of a train? I looked at the color of its "show-train-stop-point" indicator, but the names you use suggest you know another way.
- Sat Nov 18, 2017 1:13 pm
- Forum: Gameplay Help
- Topic: Train signal help
- Replies: 7
- Views: 2749
Re: Train signal help
I think having chain signals without additional normal signals at the entrance of the station is weird, because then the chain signals have no normal signals to refer to. On the screenshot of the map I can see some additional signals hidden behind the trains, maybe you can post a screenshot where th...
- Sat Nov 18, 2017 1:08 pm
- Forum: Gameplay Help
- Topic: UPS / FPS helper - Power switches
- Replies: 11
- Views: 4423
Re: UPS / FPS helper - Power switches
My experience with parts of the factory that are in a standstill for reasons that are complytely not my fault (bold lie) the UPS go up a lot. I have never tried if powering them down safes additional ups or not. At least the slight additional reduction in power consumption could maybe reduce burner-...
- Wed Nov 15, 2017 10:53 am
- Forum: Gameplay Help
- Topic: Train pathing through station
- Replies: 24
- Views: 9619
Re: Train pathing through station
Mimos, aside from the chain signal, did you try the entire solution Zavian linked to? Yes, I did. At least if I didn't overlooked something. I made some screenshots, right before the train plans the worong path and right after it. Sadly it's pretty zoomed out and thus a little hard to see. You cann...
- Tue Nov 14, 2017 10:04 pm
- Forum: Gameplay Help
- Topic: Train pathing through station
- Replies: 24
- Views: 9619
Re: Train pathing through station
I know it's also the equivalent of asking if the computer is plugged in, but you are playing with the latest version right? Non-experimental builds shouldn't have the station pathfinding increase. I'm using 0.15.37 which is the newest stable version as of now. Starting with 0.15 the station penalty...
- Tue Nov 14, 2017 5:19 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 412
- Views: 245089
Re: Performance optimization - post your saves
But isn't it 180% faster then? Or 280% as fast?Rseding91 wrote:10 MS / 3.5 MS = you can do 3.5 MS 2.8 times (280% of the work that's done now could be done before it reaches the time spent before) or you calculate it as 3.5 MS / 10 MS = it takes only 35% as much time as it did before.
- Mon Nov 13, 2017 2:55 pm
- Forum: Gameplay Help
- Topic: Train pathing through station
- Replies: 24
- Views: 9619
Re: Train pathing through station
You say that your problem is that trains "path through" the sation instead of going around it. But i'm guessing your problem is actually trains blocking the whole track when a train attempts to path through the station in a situation where the station is already occupied. Yes, you are rig...