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by aaargha
Sat Sep 30, 2017 6:34 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 876033

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...
by aaargha
Sat Sep 30, 2017 3:31 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 876033

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

Allright, I've completed the automated setup, and run some tests on the Windcross version. Six tests to be precise, all the same (set 1), each averaged over the course of 5 minutes. My numbers: 57.6, 57.6, 60, 61.6, 58.8 and 56.6 There is a difference of 5 trains a minute between the highest and lo...
by aaargha
Mon Sep 25, 2017 7:04 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 876033

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

is it ok that i have changed the 4 lane multicross intersection into a 2 lane (by removing the outer rail) or should have kept it 4 lane (as in prep for 4 lane system)? just wondering I don't really think there is a solid answer to that one, it will change from case to case and player to player. It...
by aaargha
Mon Sep 25, 2017 7:23 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 876033

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

That's what I get for being lazy and only looking at the picture, eh? :) I think you have the right idea with wanting to free up the crossings as soon as possible. What I mean with redundant signals is like so: redundant.png The marked signal will not make any difference in "normal" use-ca...
by aaargha
Sun Sep 24, 2017 7:26 pm
Forum: Mods
Topic: [0.15] Waypoint stations
Replies: 2
Views: 2720

[0.15] Waypoint stations

Info Name: Waypoint stations Version: 0.1.0 Factorio-Version: 0.15.34 Description: Adds a train stop that acts as a waypoint, trains will try to travel near it but won't stop there. Multiplayer: untested License: http://unlicense.org/ Release: 2017-09-24 Download-Url: https://mods.factorio.com/mods...
by aaargha
Sun Sep 24, 2017 7:12 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 876033

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

@Zijkhal: Cheers! I wouldn't worry about any necromancy shaming here, what better place to practice the dark arts than a thread for 4-way intersections? :D On a more serious note, I'll still be looking at any submissions/questions/whatever made here for a good while so keep 'em coming. On to your de...
by aaargha
Fri Sep 15, 2017 7:01 pm
Forum: Not a bug
Topic: [0.15.34] Excessive penalty for some wait conditions
Replies: 2
Views: 1342

Re: [0.15.34] Excessive penalty for some wait conditions

That sounds perfectly reasonable. I have to ask though, am I reading this wrong or shouldn't that penalty just be about 1k tiles? if (neighbourTrain->getTicksInStation() == uint32_t(-1)) { costFromStart += 1000; break; } I may well be missing something but I can't really see anything that should res...
by aaargha
Fri Sep 15, 2017 6:44 pm
Forum: Not a bug
Topic: [0.15.34] Excessive penalty for some wait conditions
Replies: 2
Views: 1342

[0.15.34] Excessive penalty for some wait conditions

It seems like trains that are using anything but a simple time based wait condition (empty/full cargo, circuits, fluid, item count, compound time based conditions) generate an absolutely huge penalty for the pathfinder. In the attached example a station with a penalty that should be about 200k (200 ...
by aaargha
Fri Sep 15, 2017 5:54 pm
Forum: General discussion
Topic: Train pathfinder in-depth
Replies: 5
Views: 5055

Re: Train pathfinder in-depth

Good find to know! I guess the A* theory might be coming from the A* comment in the header file >.> I think the biggest general takeaway is that each rail segment is a node (probably shoulda known that already), and if you want to keep ups high, don't spam segments. I wonder if there are any easy w...
by aaargha
Thu Sep 14, 2017 6:38 pm
Forum: General discussion
Topic: Train pathfinder in-depth
Replies: 5
Views: 5055

Train pathfinder in-depth

Warning! This post contains graph theory , algorithms , and mentions of/references to code. Viewer discretion is advised. ... Ahem ... This post is based on analysis of the source code of what I am assuming is the 0.15.34 version of the train pathfinder. This code was shared by Rseding91 in respons...
by aaargha
Wed Sep 13, 2017 7:06 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [for 0.16] [0.15.31] Chain signal path locking/changing/deadlocks
Replies: 15
Views: 9792

Re: [kovarex] [for 0.16] [0.15.31] Chain signal path locking/changing/deadlocks

It seems that I was a bit too quick when making the v2 demo, the additional sensors break behaviour 5. I've attached a new version that should be able to show all the behaviours mentioned on the OP. I'll also attach a vanilla demo for the roundabout deadlock, just turn off the constant combinator on...
by aaargha
Tue Sep 12, 2017 1:24 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [for 0.16] [0.15.31] Chain signal path locking/changing/deadlocks
Replies: 15
Views: 9792

Re: [kovarex] [for 0.16] [0.15.31] Chain signal path locking/changing/deadlocks

Lets start by the first "wrong" behaviour. 4. Chain signal at C What happens: the train does not change path and stops at rail signals by C The problem is, that both ways have red signals. If I remove the signaling from the top signal, it just works as expected. The top signal starts to b...
by aaargha
Tue Sep 12, 2017 7:17 am
Forum: Resolved Problems and Bugs
Topic: [0.15.34] arrive_station triggers early
Replies: 2
Views: 1098

[0.15.34] arrive_station triggers early

It seems to me like trains start braking for stations much earlier than they would need to. There are times where high speed trains start slowing down for stations when the braking distance is not even half way to the station. It also leads to some interesting situations where the train starts braki...
by aaargha
Mon Sep 11, 2017 1:01 pm
Forum: Railway Setups
Topic: Ro-Ro station that does not allow through traffic
Replies: 6
Views: 4918

Re: Ro-Ro station that does not allow through traffic

very cleaver. i'll have to try this out. question... does the rail have to cross? would you be able to put the signals 'in line'? I don't think placing the rail signals "in line" will work, at least I can't think of a way to make it work at the moment. The reason for putting it off to the...
by aaargha
Mon Sep 11, 2017 7:33 am
Forum: Resolved Problems and Bugs
Topic: [15.34] Placing circuit heavy BP kills FPS
Replies: 1
Views: 2699

[15.34] Placing circuit heavy BP kills FPS

A while ago I was trying to compare the UPS cost of circuit connected inserters vs non circuit connected inserters. While doing that I discovered that trying to place a blueprint with a boatload of circuit connections really killed my FPS. Trying to place the below blueprint dropped it down to 3.8 o...
by aaargha
Sun Sep 10, 2017 5:44 pm
Forum: Railway Setups
Topic: Ro-Ro station that does not allow through traffic
Replies: 6
Views: 4918

Ro-Ro station that does not allow through traffic

I've designed a pretty simple setup that can make sure that trains that are not stopping at a station won't be able to travel through it. Please note that trains can still attempt to path through the station (at a heavy penalty), they just won't be able to actually travel along that path. In short, ...
by aaargha
Thu Aug 31, 2017 7:29 pm
Forum: Technical Help
Topic: 0.15 lua command
Replies: 5
Views: 2400

Re: 0.15 lua command

prg wrote:Version 0.13.0
  • game.local_player has been renamed to game.player and now works through remote calls.
That would explain it.
by aaargha
Thu Aug 31, 2017 3:16 pm
Forum: Technical Help
Topic: 0.15 lua command
Replies: 5
Views: 2400

Re: 0.15 lua command

I can't find the docs you're referring to but I think it should only be "player" not "local_player", like so:

Code: Select all

/c game.player.insert{name="speed-module-3", count=50}
by aaargha
Tue Aug 22, 2017 6:57 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 876033

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

Yeah, you can't just look at a network one part at a time and decide the overall behaviour from that alone. I was only talking about the repath issue. The buffered roundabout mk2 is so large that trains never corss their own path. There are multiple full signals in a 270° turn. I'll just go ahead a...
by aaargha
Mon Aug 21, 2017 8:30 am
Forum: Resolved Problems and Bugs
Topic: [0.15.33] copy_settings resets filter inserter filters
Replies: 6
Views: 1532

Re: [0.15.33] copy_settings resets filter inserter filters

Thank you, that feels much more reasonable :)

Keep up the great work guys and have a great day!

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