Search found 128 matches
- Sat Jun 26, 2021 6:12 pm
- Forum: Not a bug
- Topic: [1.1.35] Train at chain signals tries to path through stopped train
- Replies: 8
- Views: 3930
Re: [1.1.35] Train at chain signals tries to path through stopped train
This is a constraint which prevents trains from changing a path while in the intersection when their old path had a valid signal reservations to quit intersection and the new path would go through intersection in a way it would not be able to reserve all the signals required to leave an ...
- Sat Jun 26, 2021 3:15 pm
- Forum: Not a bug
- Topic: [1.1.35] Train at chain signals tries to path through stopped train
- Replies: 8
- Views: 3930
Re: [1.1.35] Train at chain signals tries to path through stopped train
Ah, that makes sense, thanks.
Edit:
Although in this case, there is a valid path that avoids the other trains, just not avoiding its own reserved block in the turnaround.
I would like to suggest as improvement having the time based penalty applied to trains waiting at stops in addition to trains ...
Edit:
Although in this case, there is a valid path that avoids the other trains, just not avoiding its own reserved block in the turnaround.
I would like to suggest as improvement having the time based penalty applied to trains waiting at stops in addition to trains ...
- Sat Jun 26, 2021 2:51 pm
- Forum: Not a bug
- Topic: [1.1.35] Train at chain signals tries to path through stopped train
- Replies: 8
- Views: 3930
Re: [1.1.35] Train at chain signals tries to path through stopped train
Two stops not in schdule have a higher penalty than one with a stoped train. NaB.
Dude. What happened to "When a train performs path finding while in a chain signal sequence, the pathfinding will have a constraint to not go through reserved block before exiting the chain sequence."?
That's the ...
- Sat Jun 26, 2021 4:36 am
- Forum: Not a bug
- Topic: [1.1.35] Train at chain signals tries to path through stopped train
- Replies: 8
- Views: 3930
Re: [1.1.35] Train at chain signals tries to path through stopped train
Yes. The pathing train has no stops in the area and is heading out to the wider world (originally after delivering my character a load of underground pipes via a temporary stop)
The stopped train has been parked for a few minutes and will not likely leave for many minutes more. Meanwhile there is a ...
The stopped train has been parked for a few minutes and will not likely leave for many minutes more. Meanwhile there is a ...
- Sat Jun 26, 2021 1:12 am
- Forum: Not a bug
- Topic: [1.1.35] Train at chain signals tries to path through stopped train
- Replies: 8
- Views: 3930
[1.1.35] Train at chain signals tries to path through stopped train
From the Wiki:
0.17.38:
When a train performs path finding while in a chain signal sequence, the pathfinding will have a constraint to not go through reserved block before exiting the chain sequence. This solves a problem of train intersections being possible to be deadlocked even with proper ...
0.17.38:
When a train performs path finding while in a chain signal sequence, the pathfinding will have a constraint to not go through reserved block before exiting the chain sequence. This solves a problem of train intersections being possible to be deadlocked even with proper ...
- Sat May 01, 2021 9:24 pm
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 396
- Views: 373148
Re: [0.17+] Space Exploration WIP
I found that resource patches aren't really a big concern.
I did set up core drills to get an infinite supply early on though :D
Perhaps the biggest way to speed things up from the way my play though has gone so far would be to be more wasteful of human life, and explore more aggressively. :D
More ...
I did set up core drills to get an infinite supply early on though :D
Perhaps the biggest way to speed things up from the way my play though has gone so far would be to be more wasteful of human life, and explore more aggressively. :D
More ...
- Sat May 01, 2021 8:23 pm
- Forum: Balancing
- Topic: [1.1.5] slow stickers - player and spidertron
- Replies: 20
- Views: 13085
Re: [1.1.5] slow stickers - player and spidertron
When they first appeared, stepping over walls, puddles and acid pools was my primary use case for spidertrons. It did require a pretty high APM to run a disco laser dance party with a squad of spiders and not lose any, but they had a decent expected lifetime regardless.
That's no longer possible ...
That's no longer possible ...
- Fri Apr 16, 2021 4:33 pm
- Forum: Balancing
- Topic: Steam Engine should not "scale down" automatically.
- Replies: 27
- Views: 24115
Re: Steam Engine should not "scale down" automatically.
It seems to me that scaling down steam engine output would be easy to do with a smart flywheel system of some sort, at least in the context of the Factorio setting's automation difficulty scale.
In practice, the steam engines shouldn't be *slowing down* as the graphical animation indicates, but ...
In practice, the steam engines shouldn't be *slowing down* as the graphical animation indicates, but ...
- Sat Jan 23, 2021 7:12 pm
- Forum: General discussion
- Topic: Use of active provider chests
- Replies: 27
- Views: 16388
Re: Use of active provider chests
Nuclear waste? Is that space ex mod?
he means used fuel cells, at least I believe so
Yes, this. Stock depleted fuel cells.
There are four safety interlock requirements that need to be met for my Mk2 reactor to start another fuel cycle
- One fresh fuel cell at every reactor input bin.
- Zero ...
- Sat Jan 23, 2021 6:56 pm
- Forum: General discussion
- Topic: Come up with new infinite research
- Replies: 34
- Views: 19550
Re: Come up with new infinite research
Health.
Player HP in particular, but robot, turret, vehicle, wall HP would be nice as well.
Your suit of armor has all those fancy damage resistance and mitigation stats, but shields seem to dominate everything.
(alternatively reduce the remaining armor leakage by ~5% per level for an infinite path ...
Player HP in particular, but robot, turret, vehicle, wall HP would be nice as well.
Your suit of armor has all those fancy damage resistance and mitigation stats, but shields seem to dominate everything.
(alternatively reduce the remaining armor leakage by ~5% per level for an infinite path ...
- Sat Jan 23, 2021 6:25 pm
- Forum: General discussion
- Topic: Anyone use barrels?
- Replies: 80
- Views: 64622
Re: Anyone use barrels?
Re: Radar
I like to put Radar+small power pole+solar panel as a standalone unit.
As long as the power is non-zero you can get vision around the radar, and it slowly explores during the day. Night is a problem but the pitch black is pretty short, and the pollution is zero.
I used barrels for all my ...
I like to put Radar+small power pole+solar panel as a standalone unit.
As long as the power is non-zero you can get vision around the radar, and it slowly explores during the day. Night is a problem but the pitch black is pretty short, and the pollution is zero.
I used barrels for all my ...
- Sat Jan 23, 2021 6:03 pm
- Forum: General discussion
- Topic: I can't beat it...
- Replies: 99
- Views: 45139
Re: I can't beat it...
I suppose the biters may have just always preferred to colonize my big territory behind the defense wall rather than the thin worm-packed buffer zone I'd left.
Perhaps you could lay out a grid of wall segments (or floor tile?) that don't block movement or attract fire, but also don't leave room for ...
Perhaps you could lay out a grid of wall segments (or floor tile?) that don't block movement or attract fire, but also don't leave room for ...
- Fri Jan 22, 2021 10:14 pm
- Forum: General discussion
- Topic: Use of active provider chests
- Replies: 27
- Views: 16388
Re: Use of active provider chests
Clearing nuclear waste is a good stock use.
I also use some in my cargo spaceships for SpaceEx, in situations where buffer chests don't work because the items need to be dumped on the same surface as they're produced. For example, I have combinator logic to shift empty (ex-acid) barrels from a ...
I also use some in my cargo spaceships for SpaceEx, in situations where buffer chests don't work because the items need to be dumped on the same surface as they're produced. For example, I have combinator logic to shift empty (ex-acid) barrels from a ...
- Fri Jan 22, 2021 9:33 pm
- Forum: General discussion
- Topic: The thing that bothers me since game start
- Replies: 28
- Views: 15136
Re: The thing that bothers me since game start
I'm sure there was a mod back in the day that caused items to spill onto the ground if they reached the end of a belt.
I can't find it now, but I can't imagine it was all that popular. Interesting idea, but quite unfun for most people I expect.
All the frustration of accidentally deequipping your ...
I can't find it now, but I can't imagine it was all that popular. Interesting idea, but quite unfun for most people I expect.
All the frustration of accidentally deequipping your ...
- Fri Jan 22, 2021 9:08 pm
- Forum: General discussion
- Topic: I can't beat it...
- Replies: 99
- Views: 45139
Re: I can't beat it...
I'm not playing on DW, but I have a strategy of using rockets or artillery to pick the spawners out from between the worms.
The worms don't absorb pollution and send attacks, but they also prevent recolonization there.
The ideal situation then becomes that colonization waves step into the guns and ...
The worms don't absorb pollution and send attacks, but they also prevent recolonization there.
The ideal situation then becomes that colonization waves step into the guns and ...
- Fri Jan 22, 2021 8:04 pm
- Forum: General discussion
- Topic: Alt-F4 #22 - Blueprint Rant
- Replies: 10
- Views: 6835
Re: Alt-F4 #22 - Blueprint Rant
TLDR:
Not sabotaging your own fun is an important point to keep in mind.
However, the difference between throwing down assemblers vs sub-factory blueprints doesn't matter so much as the creativity and fun you have doing it. It is only a different scale. Just make sure that you're not automating ...
Not sabotaging your own fun is an important point to keep in mind.
However, the difference between throwing down assemblers vs sub-factory blueprints doesn't matter so much as the creativity and fun you have doing it. It is only a different scale. Just make sure that you're not automating ...
- Tue Jan 19, 2021 2:20 am
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 396
- Views: 373148
Re: [0.17+] Space Exploration WIP
I've noticed that if you wire into a speed signal into your ship console that is less than 5, your ship just coasts along at ~5.
Zero isn't a signal, but the console output uses -1 for stop and -2 for anchored.
Feature request:
It would be nice to have an input signal of -1 mean stop the ship like ...
Zero isn't a signal, but the console output uses -1 for stop and -2 for anchored.
Feature request:
It would be nice to have an input signal of -1 mean stop the ship like ...
- Mon Jan 11, 2021 4:38 am
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 396
- Views: 373148
Re: [0.17+] Space Exploration WIP
The delivery cannon doesn't seem to deliver. I'm running Factorio 1.0.0, Space Exploration 0.3.109. The cannon visibly fires, its count of products delivered increments, but nothing shows up on the space station in Nauvis orbit (according to the uplink view). The cannon's target is Nauvis orbit ...
- Tue Jan 05, 2021 9:10 pm
- Forum: Ideas and Suggestions
- Topic: Auto rotate signals even when placed as ghosts
- Replies: 20
- Views: 7242
Re: Auto rotate signals even when placed as ghosts
Pipes don't rotate, they simply have alternate graphics so they look nicer when adjacent to other pipes.
Much like wall segments, actually.
The only reasons I can think of to place a rail signal down without a railway next to it (so far) are:
- to use like a power pole for stringing logic wire ...
Much like wall segments, actually.
The only reasons I can think of to place a rail signal down without a railway next to it (so far) are:
- to use like a power pole for stringing logic wire ...
- Tue Jan 05, 2021 8:49 pm
- Forum: Ideas and Suggestions
- Topic: train stop module for armor
- Replies: 7
- Views: 2925
Re: train stop module for armor
Personally, I use more shield generators to stop trains in many cases.
However, there are also plenty of designs in the show your creations area for railway safety crossings, which use gates to both sense the player's presence and turn signals red, as well as locking the gates closed if a train is ...
However, there are also plenty of designs in the show your creations area for railway safety crossings, which use gates to both sense the player's presence and turn signals red, as well as locking the gates closed if a train is ...