Search found 336 matches

by Distelzombie
Tue May 30, 2017 6:17 pm
Forum: Gameplay Help
Topic: Nuclear System Backup Power Circuitry
Replies: 11
Views: 2514

Re: Nuclear System Backup Power Circuitry

Yes. It is not usually necessary to do that with my build, but he has to do that because mods.
by Distelzombie
Tue May 30, 2017 4:32 pm
Forum: Technical Help
Topic: [A 0.15.16] Terrible Multiplayer FPS for no apparent reason?
Replies: 2
Views: 403

Re: [A 0.15.16] Terrible Multiplayer FPS for no apparent reason?

Why two threads?
Distelzombie wrote:I guess you've lowered the graphics detail already so I just suggest you to remove all biter and see where thats going. :)

Also maybe try to completely ditch all belts forever and use bots instead. Should give huge bonus in big bases.
Now you get duplicate answers. :twisted:
by Distelzombie
Tue May 30, 2017 4:29 pm
Forum: General discussion
Topic: [CANCELLED] creating a rail intersection test bed
Replies: 5
Views: 1053

Re: creating a rail intersection test bed (need your input)

Aaargha is actually making a good test bed as you can read in his comments. He'll make it available when he finished.
Since he has much more experience doing this and got a confidence boost now that his thread is stickied, I suggest you to wait a few days for him to finish.
by Distelzombie
Tue May 30, 2017 4:24 pm
Forum: Not a bug
Topic: [A 0.15.16] Terrible Multiplayer FPS for no apparent reason?
Replies: 20
Views: 3183

Re: [A 0.15.16] Terrible Multiplayer FPS for no apparent reason?

I guess you've lowered the graphics detail already so I just suggest you to remove all biter and see where thats going. :)

Also maybe try to completely ditch all belts forever and use bots instead. Should give huge bonus in big bases.
by Distelzombie
Tue May 30, 2017 4:21 pm
Forum: Gameplay Help
Topic: Nuclear System Backup Power Circuitry
Replies: 11
Views: 2514

Re: Nuclear System Backup Power Circuitry

Does this accomplish what you are after https://forums.factorio.com/viewtopic.php?f=208&t=47556 . I am not sure it talks too much about it but does include backup power. Ah yea I was going to suggest this. xD It produces enough power with its few solar cells and accumulators to power the plant ...
by Distelzombie
Tue May 30, 2017 4:11 pm
Forum: Pending
Topic: [0.15.x] Factorio doesnt close correctly
Replies: 15
Views: 2809

Re: [0.15.x] Factorio doesnt close correctly

posila wrote:Hi, does it still happen in 0.15.16? Can you please make a full memory dump of Factorio process when that happens, zip it and upload it here?
How do I do that? With a Hex editor reading the RAM directly? xD
by Distelzombie
Tue May 30, 2017 8:19 am
Forum: Not a bug
Topic: [0.15.x] Massive biter armies tanking UPS
Replies: 8
Views: 1857

Re: [0.15.x] Massive biter armies tanking UPS

Abusing water ends like this sadly - death by UPS. Make 4-5 tile wide landfill on it with small wall maze and fortify it - should help a lot when biters will be able to path. Jus tmake sure they can actually path in - no full blocking with wall/gate. We did. It didnt change much. No biter goes on a...
by Distelzombie
Tue May 30, 2017 8:15 am
Forum: General discussion
Topic: IS this a bug or a feature?
Replies: 5
Views: 1305

Re: IS this a bug or a feature?

It's the inner lane of a curve, the inner lane of curves is faster than the outer lanes (not actually faster, but it needs to traverse less distance with the same speed) and in all of those cases you mentioned you're feeding a curve into the straight line, and the aberrant lane comes from the inner...
by Distelzombie
Tue May 30, 2017 8:08 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 695
Views: 516694

Re: 4-way intersection testing: Throughput and deadlocks

It was always rail signals. Well, I made it for testing. You could change it and do more tests if you want. I dunno, it does not match any of the blueprints available in the OP at least. It looks a bit like the LHD variant with the signals just moved to the other side of the rails. I'll probably ta...
by Distelzombie
Tue May 30, 2017 7:52 am
Forum: Energy Production
Topic: The perfect OCD compliant nuclear power plant! --- Now v2.4!
Replies: 144
Views: 66482

Re: The perfect OCD compliant power plant! Now 0.15.11 safe

This reactor was covered in a Xterminator video. Unfortunately they didn't do it justice, failing to get it started, not mentioning the critical features and made disparaging comments about steam storage and smart builds. From the looks of them yours was the only reactor design series which smoothl...
by Distelzombie
Mon May 29, 2017 10:05 pm
Forum: Not a bug
Topic: [0.15.x] Massive biter armies tanking UPS
Replies: 8
Views: 1857

Re: [0.15.x] Massive biter armies tanking UPS

I thought they are just supposed to spawn more often now. That is increasing this problem. Right now I have low FPS/UPS on our server because of all the biters. Its incredible how many are just sitting there! The problem gets increased because we used a water mod to place water around our base... Ye...
by Distelzombie
Mon May 29, 2017 9:52 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1429
Views: 216621

Re: Simple Questions and Short Answers

Make the speakers react to a yellow signal. Its the signals thats send when a train cant stop before it anymore. And its send before the red signal.
Its very simple: Rail signal wired to speaker. Speaker set to: "If yellow = 1 then scream"
The rest has thereaverofdarkness explained.
by Distelzombie
Mon May 29, 2017 9:44 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 695
Views: 516694

Re: 4-way intersection testing: Throughput and deadlocks

I dont understand how the circuit could cause this. Does this happen without circuits? You tested it before: It is "WIDE B" for RHD. Maybe your setup has changed? Or... is it because there is no wait time between both green signals? I mean to stop trains that otherwise would have blasted ...
by Distelzombie
Mon May 29, 2017 7:03 pm
Forum: Gameplay Help
Topic: My trains keep trying to loop...
Replies: 17
Views: 3129

Re: My trains keep trying to loop...

A train is at risk of deadlocking in a roundabout that has chain signals regardless of block size / train size / etc. if it chooses to repath in the middle of the intersection, and, AFAIK, it is considered a bug to this day. See this thread and this post in particular for demonstration of a single-...
by Distelzombie
Mon May 29, 2017 6:57 pm
Forum: General discussion
Topic: IS this a bug or a feature?
Replies: 5
Views: 1305

Re: IS this a bug or a feature?

Looks like splitter that look south and to the right are working a bit different. Does this have effect on other things fed into the splitter? I mean from a belt or a creative loader with only one lane active.
by Distelzombie
Mon May 29, 2017 6:46 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 695
Views: 516694

Re: 4-way intersection testing: Throughput and deadlocks

I'm not really sure that design will actually prevent starvation, to do that I think you may need to only allow traffic from one entrance at a time, unless the system is more sophisticated. It's also not deadlock safe at the moment for heavy traffic, see below, as the entrance signals are rail sign...
by Distelzombie
Mon May 29, 2017 12:09 am
Forum: Combinator Creations
Topic: Digital Display, Yay!
Replies: 102
Views: 100063

Re: Digital Display, Yay!

Love your designs guys - really appriciate your work. I added a little combinator to your designs so i can read out any wanted material from the logistic network. How do you read WANTED materials? I can only read currently stored things. Hm... no idea. How do you connect to the roboport or do you c...
by Distelzombie
Mon May 29, 2017 12:04 am
Forum: Resource Spawner Overhaul
Topic: Island Maps
Replies: 7
Views: 2532

Re: Island Maps

Oh thats really cool!
I'love to try that.
by Distelzombie
Sun May 28, 2017 11:46 pm
Forum: Gameplay Help
Topic: Those damn train signals
Replies: 9
Views: 1996

Re: Those damn train signals

I usually use this rule: If a track crosses another track place a chain signal infront of the crossing on both lines and a rail signal after. If two tracks converge ... do the same. It works always. It is really not needed to place chain signals for mergers. If a train blocks the merge, it can only...
by Distelzombie
Sun May 28, 2017 4:08 pm
Forum: Gameplay Help
Topic: My trains keep trying to loop...
Replies: 17
Views: 3129

Re: My trains keep trying to loop...

But still: The train shouldnt want to make a whole round in it. Theres some other mistake or bug here

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