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by Aeternus
Thu Apr 06, 2017 12:49 pm
Forum: Ideas and Suggestions
Topic: Beginner Visual Cue: "Why is mining so slow?"
Replies: 7
Views: 2831

Re: Beginner Visual Cue: "Why is mining so slow?"

Would advise removing the craftable axe entirely and just boost mining speed via research (10 red for the first personal mining boost, 50 red 50 green for the second). It's unneccesary micromanagement. The slot can then be used for something else - maybe a second personal production line, so that yo...
by Aeternus
Thu Apr 06, 2017 11:58 am
Forum: Ideas and Suggestions
Topic: Signpost - map label?
Replies: 3
Views: 1205

Re: Signpost - map label?

Neat! :)
by Aeternus
Thu Apr 06, 2017 11:56 am
Forum: News
Topic: Friday Facts #184 - Five years of Factorio
Replies: 87
Views: 42535

Re: Friday Facts #184 - Five years of Factorio

1. You connect the circuit network to the stations 2. The conditions are sent through the logistics network My initial idea was that train stations receive data from circuit networks, then relay them to trains stopping at them, so if my coal hauler stops at Coal Bunker Chute, and gets signal that t...
by Aeternus
Thu Apr 06, 2017 11:50 am
Forum: News
Topic: Friday Facts #184 - Five years of Factorio
Replies: 87
Views: 42535

Re: Friday Facts #184 - Five years of Factorio

Rail pathing question. In the notes it says that trains do not need to know if a rail is being destroyed unless it has a signal on it - even if that rail is part of the currently elected path. That seems a bit strange to me. Example: A train is departing an ore mine while I'm editing the railways. M...
by Aeternus
Thu Apr 06, 2017 10:22 am
Forum: Gameplay Help
Topic: Is this intersection going to work?
Replies: 30
Views: 18889

Re: Is this intersection going to work?

I have yet to see a rail network having roundabout or spiral junctions. Railway loops are not uncommon. Here's an example of a rail station with endloop at a cargo dock: http://www.portvanusa.com/assets/POV-20140410_POV-T5Loop_012-web.jpg And here's an example of my own primitive design: https://up...
by Aeternus
Thu Apr 06, 2017 10:12 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Control over Plastic/Solid Fuel process
Replies: 2
Views: 3188

Re: Control over Plastic/Solid Fuel process

Alternate option for shutting cracking off: Instead of cutting power to the chemplants, use an electric pump as a control valve. Works just as well and you don't have to fiddle around with specific wiring to the power poles. I used to do it the same way as you but found it to be too much of a hassle...
by Aeternus
Thu Apr 06, 2017 9:55 am
Forum: Ideas and Suggestions
Topic: Signpost - map label?
Replies: 3
Views: 1205

Signpost - map label?

Can we get a "Signpost" structure that allows us to set up a map label? This can be handy for finding your way around a huge factory, and for neat labeling of various districts of your factory complex. A fairly simple request I think, since the coding should largely already be present - a ...
by Aeternus
Tue Apr 04, 2017 4:43 am
Forum: Gameplay Help
Topic: Is this intersection going to work?
Replies: 30
Views: 18889

Re: Is this intersection going to work?

intersections MUST have separate blocks for opposing tracks in my opinion. trains stopping for trains that aren't crossing it's tracks is poor design. here is the 4 way intersection i came up with. (left side drive. i live in the US) max's.4way.png up to 3 trains can pass each other without stoppin...
by Aeternus
Mon Apr 03, 2017 2:38 pm
Forum: Railway Setups
Topic: Dual track station switching system
Replies: 3
Views: 5133

Re: Dual track station switching system

More experimentation. I've come to the conclusion that this system will only work well (IE work without jams) if you don't let more trains onto the network, then there are receiving stations open to handle them. This could be done with wide area signalling, carrying a single circuit network across t...
by Aeternus
Mon Apr 03, 2017 11:37 am
Forum: Gameplay Help
Topic: Is this intersection going to work?
Replies: 30
Views: 18889

Re: Is this intersection going to work?

For higher traffic volumes a roundabout is more efficient, but for low traffic volume, this design works well. I don't understand why would you ever use that design over a roundabout for any traffic volume. As far as I can tell it just uses more track for no advantage, does it not? This design is s...
by Aeternus
Sun Apr 02, 2017 10:51 am
Forum: Railway Setups
Topic: Dual track station switching system
Replies: 3
Views: 5133

Re: Dual track station switching system

Thus far I've not had a need for more then 2 tracks for loading/unloading any one good type. Trains seem fast and have such a huge cargo capacity, that I've not had traffic issues... yet. But to your question - finding the least cargo from a number of arriving signals is easy: Multiply each cargo va...
by Aeternus
Thu Mar 30, 2017 4:50 pm
Forum: Gameplay Help
Topic: Is this intersection going to work?
Replies: 30
Views: 18889

Re: Is this intersection going to work?

This intersection defies the most important rule. You have to get NORMAL signals on the exit from your intersection and a chain signal on the entrance. This will open up chain signal if the exit block (after normal signal) is free letting your train not only enter the intersection but also exit it ...
by Aeternus
Thu Mar 30, 2017 6:44 am
Forum: Gameplay Help
Topic: Is this intersection going to work?
Replies: 30
Views: 18889

Re: Is this intersection going to work?

4 way intersections have their time and place - if you're branching out towards mining outposts with low traffic volume, they can work. The disadvantage of them is bottlenecking traffic volume, but the advantage over multiple meshed 3 way connections is deadlock prevention - the entire intersection ...
by Aeternus
Wed Mar 29, 2017 4:23 am
Forum: Railway Setups
Topic: Train Detection in 0.14: First, some science
Replies: 16
Views: 15403

Re: Train Detection in 0.14: First, some science

Isn't the solution to this rather simple? - If a train is making a scheduled stop at a dead-end station, the red signal signifies that the particular station bay is occupied. If somehow a train ends up on a dead end station it's not supposed to stop at, well... then you've got bigger fish to fry the...
by Aeternus
Wed Mar 29, 2017 3:48 am
Forum: Railway Setups
Topic: Dual track station switching system
Replies: 3
Views: 5133

Dual track station switching system

New player here but absolutely loving this game. Builders heaven... this reminds me a little of the old Transport Tycoon games I wasted half my youth on :D I've been a little frustrated at times at how trains always favor the same bay to arrive at, if a station has two or more arrival bays. I starte...

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