Search found 130 matches
- Sat Jul 22, 2017 9:16 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 939935
Re: 4-way intersectios: Throughput and deadlocks [image heavy]
Alright, here it is. Four lane T junction sized for six car trains, getting around 112-116 TPM. Since there are only three entrances and exits this is approximately equivalent to a four-way junction that scores around 150 TPM. I was surprised to find that it was noticeably slower than the fastest ve...
- Fri Jul 21, 2017 9:51 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 939935
Re: 4-way intersectios: Throughput and deadlocks [image heavy]
It's a good thing nobody actually requires the throughput of even my 8-lane version. (Err... I certainly hope that's true, anyway!) It was intended primarily as an experient, testing how far the limits of the rail system could be pushed... :) I can imagine the 4-lane I posted being useful, though fi...
- Wed Jul 19, 2017 8:18 pm
- Forum: Railway Setups
- Topic: Savefile for train testing
- Replies: 22
- Views: 19250
Re: Savefile for train testing
Yeah, that's done using the creative mode magic wand, configured (using the menu in the upper left) to create "lab tile" (there are several shades of grey) and then dragging out an area just like using blueprints and deconstruction. I ended up moving out some of the power poles that were c...
- Mon Jul 17, 2017 8:50 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 939935
Re: 4-way intersectios: Throughput and deadlocks [image heavy]
90 per minute per lane? That would be 90*4*4=1440 TPM. Perhaps you Mean 90 per minute from each of the four arms? I meant neither of those, although the difference from the first is still a factor of four. :) When talking about how many lanes a junction has, you don't generally count up all the ent...
- Mon Jul 17, 2017 10:32 am
- Forum: Railway Setups
- Topic: Savefile for train testing
- Replies: 22
- Views: 19250
Re: Savefile for train testing
The twelve template trains at each end -- or at least, the eight which don't have equal chances of going to each station -- have a "cargo > X" wait condition setting for each station other than the one they're being spawned from (which always has another, different condition). The X assign...
- Mon Jul 17, 2017 7:45 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 939935
Re: 4-way intersectios: Throughput and deadlocks [image heavy]
Hello, I tried 2-lane compact at aarghaa's train test save but on running it for 15 mins, I got nowhere like 40-41 trains/min as advertised. I consistently only get 31-32 trains/min even sub 30 sometimes, has anyone else find the same result? That's odd, I tried it for a few minutes and actually sa...
- Mon Jul 17, 2017 7:06 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 939935
Re: 4-way intersectios: Throughput and deadlocks [image heavy]
TBTerra, you got me wondering... and I just had to try it. ;) The result is the ridiculous behemoth of which I have attached a picture below. Running a throughput test on this thing drops my UPS to 45, or "only" 55 if I zoom way in so I can hardly see anything at all, just from how many tr...
- Sat Jul 15, 2017 12:52 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 939935
Re: 4-way intersectios: Throughput and deadlocks [image heavy]
I took your idea and turned it up to 11 (well 8 actually). :lol: Sounds great, looking forward to the screenshot! its huge and while completely unoptimized is getting 257ish on P1 (it can be pushed higher as i could get 235 with only 6 lanes). also by scaling down the idea you can make a quite slim...
- Tue Jul 11, 2017 10:58 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 939935
Re: 4-way intersectios: Throughput and deadlocks [image heavy]
Thanks! :D I just got done resizing this thing for 14 car trains like 3-8-3 or 4-10 layouts. Initial test with the latter counted 86 TPM on P1, which scores 860 wagons per minute. Since 170 TPM was with 4 wagons for 680 WPM, that's 26% more cargo moved, but my word this thing is gargantuan at that s...
- Tue Jul 11, 2017 3:15 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 939935
Re: 4-way intersectios: Throughput and deadlocks [image heavy]
Thanks, I'll look into that. And it looks like I've figured out how to get decent performance out of a four-lane interchange. Well... I say "decent" but I've been comparing my other attempts to my two-lane designs, and as a result finding them rather underwhelming for the significant extra...
- Sun Jul 09, 2017 6:18 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 939935
Re: 4-way intersectios: Throughput and deadlocks [image heavy]
I got your testbed map running on a copy of a version of factorio that doesn't break Creative Mode, finally figured out how to get Automatic Train Deployment to once again recognize the template trains after modifying their length, and have been playing around with it... A LOT... expanding and modif...
- Sat Jul 08, 2017 1:34 pm
- Forum: Railway Setups
- Topic: Savefile for train testing
- Replies: 22
- Views: 19250
Re: Savefile for train testing
Thanks for the info, Patashu! I don't usually pay as much attention to the 'modding' sections of the patch notes since I've never worked on one for this game. Fortunately I do have a working test setup running now on this alternate .23 install. Aaargha: I had wanted to test some expanded interchange...
- Sat Jul 08, 2017 2:42 am
- Forum: Railway Setups
- Topic: Savefile for train testing
- Replies: 22
- Views: 19250
Re: Savefile for train testing
I've hit a bit of a snag trying to get this to work (But see edit at bottom). I'm on the latest Factorio version at this time, 0.15.28, and I've tried both the latest Creative Mode, 0.3.7, and the exact version used in the save, 0.3.5 -- but either way I get an error when attempting to load the save...
- Sat Jul 08, 2017 1:22 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 939935
Re: 4-way intersection testing: Throughput and deadlocks
So I randomly stumbled across this thread somehow, and was rather tickled when I realized one of my designs was at the top of the two-lane A list and another was in second place. :D Nice. I just used your map to test an intersection. I tested the 4-lane variant of the Cross intersection, as posted t...
- Fri May 26, 2017 6:16 am
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 166639
Re: Friday Facts #191 - Gui improvements
I'd just like to add my voice favor of most of the changes described on the FF, with the exceptions of the points described by Xterminator and ColonelWill in a recent youtube video . I agree with their suggestions 100%. I'd also vote in favor of a "craft to front of queue" option. It isn't...
- Wed Oct 26, 2016 4:45 am
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 126951
Re: Friday Facts #160 - Playtesting
Merging items with different health. - We didn't do the item merging, as we didn't want the player lose his precious items as two 49% items would merge into one, which would prevent the player from repairing both for just a few repair. In reality, I feel that the annoyance of having 8 different sta...
- Tue Jul 12, 2016 5:03 pm
- Forum: Ideas and Suggestions
- Topic: Different power icon for buildings disabled by a switch
- Replies: 31
- Views: 8164
Re: [0.13] Power switch
The important part is that it doesn't blink. True for all things not connected but especially true if I've just built it and it has never been connected. That is annoying. Absolutely. Building things with no power connected (like test layouts or blueprint prototypes) has always been really botherso...
- Sat Jul 02, 2016 2:19 am
- Forum: General discussion
- Topic: [SOLVED] Running backup of .12 causes .13 to start instead
- Replies: 5
- Views: 1472
Re: Running backup copy of .12 causes .13 to start instead
... which is to say, I've had one of those for a while. I purchased it before it was available on steam. Apparently I was misinformed, or perhaps confusing the situation with KSP on Steam. Thanks for helping me solve this though!Joined: Sun Jun 14, 2015 12:14 am
- Sat Jul 02, 2016 2:10 am
- Forum: General discussion
- Topic: [SOLVED] Running backup of .12 causes .13 to start instead
- Replies: 5
- Views: 1472
Re: Running backup copy of .12 causes .13 to start instead
Considering that I'm talking about steam, it should be obvious that I didn't use the exe installer. I was under the impression that I could not download a zip or exe installer from this site if I was using steam to install it. Are you saying this is incorrect? ... Apparently so, I was able to access...
- Sat Jul 02, 2016 2:04 am
- Forum: General discussion
- Topic: [SOLVED] Running backup of .12 causes .13 to start instead
- Replies: 5
- Views: 1472
[SOLVED] Running backup of .12 causes .13 to start instead
I wanted to be able to try out 0.13 without having to uninstall it and revert to 0.12 every time I wanted to work on my existing game that I was running with a few mods, so I copied Factorio out of its location in steam apps before setting steam to update to the latest experimental version. The expe...