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by aaargha
Sun Nov 19, 2017 1:44 pm
Forum: Mod Packs / Libs / Special Interest
Topic: [MOD 0.15] Train state colours
Replies: 0
Views: 2822

[MOD 0.15] Train state colours

Info Name: Train state colours Version: 0.1.3 Factorio-Version: 0.15.37, 0.16.0, 0.17.0, 0.18.0 Description: Changes the colours of trains depending on which state they're in. Multiplayer: untested (should be no problems) License: http://unlicense.org/ Release: 2017-11-19 Download-Url: https://mods...
by aaargha
Sat Nov 18, 2017 3:25 pm
Forum: Gameplay Help
Topic: Train pathing through station
Replies: 24
Views: 9412

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 cha...
by aaargha
Fri Nov 17, 2017 8:49 pm
Forum: Railway Setups
Topic: How-to: Two-way rails
Replies: 30
Views: 139816

Re: How-to: Two-way rails

First off, this is a nice resource and if I ever try one-way tracks again, I'll surely use it. However, I still think the best way to use 2-way tracks is for your very first rail line, before building your actual 1-way rail line. And then never, ever use them again. :) Hehe, that is pretty much how...
by aaargha
Fri Nov 17, 2017 6:17 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.15.37] Early station wait penalty
Replies: 4
Views: 5882

[kovarex] [0.15.37] Early station wait penalty

If seems like the majority of the penalty for trains waiting at a station with non-time based wait condidtions is applied already on arrive_station instead of on wait_station. In the attached example a train prefers the path through 63 train stops over the path with a train braking before a station ...
by aaargha
Fri Nov 17, 2017 4:25 pm
Forum: Gameplay Help
Topic: Train pathing through station
Replies: 24
Views: 9412

Re: Train pathing through station

I think I've figured out what is happening. The reason that the path through the station becomes cheaper is that the train on the main path is in the arrive_station state. From what I can tell from some testing the major part of the "train is waiting at station" penalty, which is huge for ...
by aaargha
Thu Nov 16, 2017 11:05 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 867561

Re: 4-way intersections: Throughput and deadlocks [image heavy]

Can you please test this one? Added as "Almost squareabout", the unresolvable deadlock is a 4-way right-to-straight path change on the outer lanes. I've done tests along those lines and posted the results a few pages back. On mobile so hard to go find them, but some extra space definitely...
by aaargha
Sun Nov 12, 2017 9:51 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 867561

Re: 4-way intersections: Throughput and deadlocks [image heavy]

It might, the only way to be sure is to measure it. I might set up some small test to try to do that after I've finished my current project:
I should not be allowed to design things
If I still have my sanity when I'm done I'll take a look at some simple buffer length tests.
by aaargha
Sun Nov 12, 2017 10:56 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 867561

Re: 4-way intersectios: Throughput and deadlocks [image heavy]

What do the lane changers you're using look like? I'm using the ones Tallinu designed a while back , I've added that to the OP. I will not allow this kind of optimization as I feel that A) fixing train size is too limiting, and B) I'd have to redo all tests for the comparisons to be fair. Fair enou...
by aaargha
Sat Nov 11, 2017 1:56 pm
Forum: Railway Setups
Topic: How-to: Two-way rails
Replies: 30
Views: 139816

How-to: Two-way rails

Preface This guide aims to explain how to set up simple and reliable two-way rail systems, how to signal/schedule them to avoid deadlocks and some techniques to address throughput issues. Hopefully this will cover the most common pitfalls but if I've missed something, or if something is unclear, pl...
by aaargha
Sat Nov 11, 2017 10:01 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 867561

Re: 4-way intersectios: Throughput and deadlocks [image heavy]

Sure, I'll work on the design a little more. I definitely like the idea of allowing multiple trains to make left turns in the intersection. Edit: Not as hard as I imagined it'd be! Here's the second iteration of the intersection, and it allows opposing trains to make left turns at the same time. *i...
by aaargha
Wed Nov 08, 2017 7:56 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 867561

Re: 4-way intersectios: Throughput and deadlocks [image heavy]

I really like the ideas you guys have on circuit controlling roundabout merges, though I do feel like these kinds of systems would be much easier to design if chain signals could be circuit controlled and trains could be relied upon to travel at least as far as they have reserved . @mrvn: I think yo...
by aaargha
Tue Nov 07, 2017 11:09 am
Forum: Not a bug
Topic: [15.37] Train changes path after chainsignal (again)
Replies: 25
Views: 7894

Re: [15.37] Train changes path after chainsignal (again)

As far as I can see this has two parts: A) Which area is recognised as critial? path_lock_suggestion.png And B) How do we handle soft reapathing in the critical area? I don't mind a train repathing, However it must not pick a path where it ends up stopped after a chain signal and before a regular si...
by aaargha
Sat Nov 04, 2017 10:52 pm
Forum: Not a bug
Topic: [15.37] Train changes path after chainsignal (again)
Replies: 25
Views: 7894

Re: [15.37] Train changes path after chainsignal (again)

Is this perhaps another symptom of this this bug? Basically the fix that was put in place for this in 0.15.27 is a bit flawed but, supposedly, kovarex is working to fix this for 0.16.
by aaargha
Thu Nov 02, 2017 3:50 pm
Forum: Resolved Problems and Bugs
Topic: [15.37] Train doesn't find path after swapping active/inactive station
Replies: 8
Views: 3402

Re: Complex Train 'No path' problem/bug?

OK, so I managed to reproduce this behaviour in a much smaller setup, it seems there is something strange going on with trains trying to path to a train stop they have just slightly passed when disabling stations. I'm not really sure it is the exact same situation you have but it seems close at leas...
by aaargha
Mon Oct 30, 2017 12:45 pm
Forum: Mods
Topic: [MOD 0.15+] Automatic train deployment
Replies: 38
Views: 25851

Re: [MOD 0.15] Automatic train deployment

It sounds like you may be missing the "A > 0" perhaps? Alternatively the schedule might be broken, but if it runs when you switch it to manual that should not be the case. It might be beneficial to make an option for how these things should work by default, starting in manual/setting the s...
by aaargha
Sat Oct 28, 2017 11:47 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 867561

Re: 4-way intersections: Throughput and deadlocks [image heavy]

Apologies for the delay in testing, I've been seriously neglecting this project and that just won't do. I can't just leave all this awesome and/or crazy stuff untested, think of the science! :) It seems like I've missed a lot of interesting discussion that I'll have to take a look at. That is for an...
by aaargha
Fri Oct 27, 2017 7:58 pm
Forum: Mods
Topic: [MOD 0.15+] Automatic train deployment
Replies: 38
Views: 25851

Re: [MOD 0.15] Automatic train deployment

Added a new version that should fix a possible crash if you rename the train stop a train is stopping at the same frame as it arrives. The new version should also be a bit more resilient if other mods also change things with trains. It also includes a minor code clean-up enabled by the 0.15.32 API c...
by aaargha
Wed Oct 18, 2017 6:03 pm
Forum: Pending
Topic: [14.22] Building rails can cuse trains to ignore signals
Replies: 8
Views: 3390

Re: [14.22] Building rails can cuse trains to ignore signals

Here is another example of what is probably this bug in 0.15.37. In the thread a lightly modded (nothing that should affect trains AFAIK) savefile is included unfortunately it is after a collision so I'm not really sure how helpful it is. While I still can't make a good reproduction I thought I'd a...
by aaargha
Thu Oct 05, 2017 9:14 am
Forum: Mods
Topic: [0.15] Waypoint stations
Replies: 2
Views: 2700

Re: [0.15] Waypoint stations

Heh. I was going to write this but then I saw a train blow through a stop it had been scheduled for and realized you can get waypoints in vanilla Factorio, put a signal just beyond braking distance and disable the stop on Red=1. This has _so_ many potential uses. That is a good alternative, and can...
by aaargha
Sat Sep 30, 2017 6:34 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 867561

Re: 4-way intersections: Throughput and deadlocks [image heavy]

Pasta :D I'm kinda surprised by the Braid's performance, in the controlled test it got backed up. And yes, the controlled test is not really representative of a "real-life" scenario. As for the buffer signalling, what governs where you put the extra signals? It's mostly that the block aft...

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