Search found 130 matches
- Wed Dec 05, 2018 9:54 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 940010
Re: 4-way intersections: Throughput and deadlocks [image heavy]
Ok, here is a saved 2-lane map. Throughput tester 2-lane.zip That's certainly easier to clear out for a new test than the eight-laner on the original, but why did you find it necessary to clear the other lanes all the way back to the spawners? :lol: No harm in it if all you ever test is 2-lane stuf...
- Tue Dec 04, 2018 2:21 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 940010
Re: 4-way intersections: Throughput and deadlocks [image heavy]
The save basically is set up for that already, at least when I downloaded it pretty recently. You literally just connect your junction to however many lanes it needs (2 lane junction? Only connect 2 lanes), change the green signal to start the trains spawning, and after about 30 seconds of them maki...
- Mon Dec 03, 2018 8:41 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 940010
Re: 4-way intersections: Throughput and deadlocks [image heavy]
If you mean you want to see a train make a U-turn (the only path which actually appears to require using the roundabout on your design), none of the trains are by default set up to attempt such a path. You can add it yourself to the template trains at the spawners in each direction, but best to do s...
- Tue Nov 27, 2018 7:00 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 940010
Re: 4-way intersections: Throughput and deadlocks [image heavy]
During a random google search today I just spotted a comment someone made on reddit many months ago regarding my MultiCross junction designs, and I thought they had a really good point! (I am unreasonably peeved that you have to take the second turn at an intersection in order to go straight through...
- Thu Nov 08, 2018 1:25 am
- Forum: News
- Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
- Replies: 120
- Views: 51868
Re: Friday Facts #267 - Experiments, Explosives & Extended tags
After making this system it has made me think if I could apply some variant of it to robots building things, so a robot could theoretically grab 3 inserters and build all 3 quickly in series. It's an interesting thought for another time... This would be absolutely fantastic to see implemented! Make...
- Wed Jul 25, 2018 7:17 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 940010
Re: 4-way intersections: Throughput and deadlocks [image heavy]
Yeah, it's pretty much always a trade-off between train throughput and junction footprint (size). Increasing the first inevitably tends to require increasing the second, and shrinking it tends to slow it down. Optimizing designs to achieve reasonable throughput combined with minimal sprawl for pract...
- Tue Jul 17, 2018 5:37 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 940010
Re: 4-way intersections: Throughput and deadlocks [image heavy]
Actually, that layout looks the same as one of the layouts I built. Though I haven't examined his blueprint or compared it to mine in detail, and I wouldn't expect it to be a perfect match regardless. I know I hadn't posted all of the variations I'd come up with for the four-lane MC, since I'd been ...
- Tue Dec 19, 2017 4:21 am
- Forum: News
- Topic: Friday Facts #221 - 0.16 is out
- Replies: 155
- Views: 64455
Re: Friday Facts #221 - 0.16 is out
Giving requester chests priority over buffer chests until their requests are fulfilled is the behavior that I thought you were describing when I first read about them. It seems like pretty much an obvious, no-brainer decision to fix it so they do, in fact, work that way. Whether or not you add any e...
- Mon Nov 27, 2017 12:04 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 940010
Re: 4-way intersections: Throughput and deadlocks [image heavy]
I really like Tallinu's multicross design, but I run a 4-track 3-8-3 (14 car) rail network, and his blueprints for this train length are only available in 2-track form... I built a 4-lane RHD multicross scaled up to 14 car buffers, available here: https://factorioprints.com/view/-KzrTRj_P9IqOK9K8ry...
- Thu Nov 16, 2017 5:41 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 940010
Re: 4-way intersections: Throughput and deadlocks [image heavy]
Yep, that's the one. Because the effect is greatest for the first few pieces of added track, even a small amount of extra space can make a big difference, but there is that minimum crossing time to consider. Now all of those tests were done using the testbed map which has full braking force research...
- Mon Nov 13, 2017 9:44 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 940010
Re: 4-way intersectios: Throughput and deadlocks [image heavy]
And oh boy, did those fixes pay off, both the MKII and the MKIII are among the top designs so far, great job! :) Yes! My life is complete :D The only thing I did was to lengthen a few of the output buffers that were a few pixels too short: too-short.png Crap. Noobie mistake. but I'm wondering, does...
- Sat Nov 11, 2017 11:06 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 940010
Re: 4-way intersections: Throughput and deadlocks [image heavy]
Anyway, I was thinking, does the 1 train long rail block has to be right after the exit merge of the intersection? Merges do not require a full-length exit block. As you've found, they perform better if the first few blocks are quite short, on the order of 3-7 track tiles. Block length can scale up...
- Sat Oct 28, 2017 6:28 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 940010
Re: 4-way intersections: Throughput and deadlocks [image heavy]
That's just part of how the testbed map works, all the tracks you connect your junction to have the signals on both sides so that you can test either RHD or LHD junctions without having to re-signal all of the tracks leading to the spawner/deleter stations at each end. I guess I made the screenshot ...
- Sat Oct 28, 2017 5:31 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 940010
Re: 4-way intersections: Throughput and deadlocks [image heavy]
That's a pretty good idea. Probably won't be top speed but like you said, it'd be hard to get trains entering at that speed anyway. All this discussion got me thinking, and I ended up playing with "Not-A-Roundabout" designs for a few hours. The final result was something that might actuall...
- Tue Oct 24, 2017 7:56 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 940010
Re: 4-way intersections: Throughput and deadlocks [image heavy]
Well, a train moving at even a moderate speed will reserve its path some distance ahead, which will include the exit track it intends to take once it is close enough to that track to do so. You can read the first signal of all the exit tracks for some advance warning of when an approaching train is ...
- Fri Oct 20, 2017 4:53 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 940010
Re: 4-way intersections: Throughput and deadlocks [image heavy]
The buffers won't work for a roundabout indeed. The idea was for a simple crossing. For a roundabout you need all trains on the ring to move at the same (and hopefully full) speed. If you have identical trains that should be possible. Then it is "just" a matter of getting trains up to spe...
- Mon Oct 16, 2017 5:21 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 940010
Re: 4-way intersections: Throughput and deadlocks [image heavy]
I don't get your comment about multiple branches. In my suggestion each input would split right at the start into as many branches as there are outputs. Then you have buffer area for each. So the trains path gets decided before it enters the input buffer. This is exactly what's done in most of the ...
- Sun Oct 01, 2017 3:39 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 940010
Re: 4-way intersections: Throughput and deadlocks [image heavy]
... A day wasted well spent. I hear you there! Some interesting looking designs, too. Some of those remind me of a cross between Aaargha's "inscribed square" and the MultiCross layout. is it ok that i have changed the 4 lane multicross intersection into a 2 lane (by removing the outer rai...
- Sun Aug 13, 2017 10:15 am
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 76492
Re: Factorio Friday Friday Facts #203 - Logistic buffer chest
Buffer chests will be an awesome addition... But I'd still love it if any of the things I mentioned in a previous post here could be considered. :) Of the few who replied, opinions seemed to be divided on whether or not performance would be noticeably affected, but I think that's up to the devs to d...
- Sun Aug 13, 2017 7:59 am
- Forum: Railway Setups
- Topic: Chunk-aligned modular railway system with LTN Stations
- Replies: 132
- Views: 198424
Re: Chunk-aligned modular railway system with LTN Stations
I keep finding my junction designs in odd places. Makes me grin every time. I was pretty surprised when the "Cross" ended up being the best two-lane junction Aaargha had tested... until I started using his testbed map to design things that left it in the dust. ;) I like it! By the way, you...