No. They have not released any experimentals for 1.1 yet.
If you need it now use the mod that was posted one post above your post
(And on page 3)
Even fewer people realize that you can put modules into rocket silos.imTheSupremeOne wrote: ↑Fri Oct 09, 2020 8:51 am Idea for a tip:
This is a problem that I had, and saw it in a few streamers that were new to the game — new players don't even consider that it's possible to put productivity modules into labs, or even science packs recipe; even if they are already using them for blue circuits.
I already use the train stop limit for a while thanks to the mod mentioned above. I can assure you the trains pathfinder already does something to avoid that problem:AlastarFrost wrote: ↑Fri Oct 23, 2020 7:27 pm With the new feature, you could avoid numbering the mines, but you can't avoid numbering the smelters.
The reason is that if you have the stacker capacity on that station, the trains could (and probably would) fill up one stacker and leave the other smelter unserved.
If you redesign your stackers so that your trains all have to wait in line (not parallel) then this adds a lot of penalty to your already full station.https://wiki.factorio.com/Railway/Train_path_finding wrote:When the path includes a train currently waiting at a rail signal -> Add a penalty of 100 + 0.1 for every tick the train has already waited.
When my stacker is nearly full or if all chests in my smelter station are nearly full I switch a signal red by circuit.When the rail block is guarded by a rail signal set to red by the circuit network -> Add a penalty of 1000.
I think that a tip/tuto about the pipes throughput limits. It’s very hard to predict how much L/s we loose per pipe.warlordship wrote: ↑Fri Oct 09, 2020 5:36 pm their screenshots show them combining the output of a line of boilers and sending that output to a line of engines. I'm not quite sure when it would be a good time to have players dip their toe into the depth that is pipe throughput limits
well, then it's not exactly dropping off fuel at every station.Zavian wrote: ↑Mon Oct 12, 2020 11:41 amIf it is possible to route the train to a fueling station, then how can it be impossible to send fuel to a station on the train's route?Shingen wrote: ↑Mon Oct 12, 2020 10:51 amyeah... that's one of the workarounds that i don't like. and one that is not even possible in some cases.AmericanPatriot wrote: ↑Sun Oct 11, 2020 10:14 pm Just have a fuel train that drops fuel off at every station
There are experimental 1.1 versions that only the devs have.
What about all cases other than ore>smelting, where distances are fixed.SLB wrote: ↑Sun Oct 25, 2020 8:04 pm I hope GOOGLE Translator can correctly let you understand what I mean...
I don’t think you really understand what the problem is with the train system
The new option trains limit at the station did not solve the problem
Assuming that the stations at both ends of the line can operate at full speed
What determines the number of trains on a route is the length of the route
The longer the length of the line, the longer the train will spend running on the line, and the more trains are needed to ensure that the stations at both ends can operate at full speed.
Unfortunately, as the scale of production capacity increases, the more ore you need, the farther and farther your mine will be.
In addition, the old mines continue to be abandoned after being dug, and your line will become longer and longer.
At the same time you will expand your furnace, repair furnaces in different places, which will also cause changes in the length of the line
What follows is that the number of trains you need is not fixed, but will increase to maintain the same ore supply speed in your factory.
So trains limit did not solve the problem
Because the upper limit of the number of trains is not a fixed value, but is related to the length of the line from this station to the furnace.
Unless our circuit has a way to get the length of the line
AmericanPatriot wrote: ↑Sun Oct 25, 2020 8:14 pm What about all cases other than ore>smelting, where distances are fixed.
I’m not sure you understand what problem they were trying to fix: this prevents trains from waiting on the main line and clogging the rails and lets you spread out your trains among stations.
You think of optimization, having the perfect number of train, not too many , not too few right ?SLB wrote: ↑Sun Oct 25, 2020 8:04 pm What follows is that the number of trains you need is not fixed, but will increase to maintain the same ore supply speed in your factory.
So trains limit did not solve the problem
Because the upper limit of the number of trains is not a fixed value, but is related to the length of the line from this station to the furnace.
Unless our circuit has a way to get the length of the line
It's VERY complicated i understand you don't explain in english x)SLB wrote: ↑Sun Oct 25, 2020 9:27 pm Sorry I can't explain this in English, it's a bit complicated
The unnamed station in front of each station is the so-called guide station. It will be named only when necessary.
What I mean is that the problem that the trains limit can solve can actually be solved in the current version, but the trains limit can't solve the problem of essentially increasing the number of trains as the length of the line becomes longer.
Unless there is some way to get the length of the circuit
Okay, I didn’t build the nuclear power plant. I didn’t design anything related to nuclear power. Someone built it when I was online.mmmPI wrote: ↑Sun Oct 25, 2020 11:16 pm
It's VERY complicated i understand you don't explain in english x)
UPS were already low in my old computer , it makes it unpleasant to explore the map.
I saw guide station named " _ ", for all the other station, my chinese lvl is 0, i only guess material thanks to the colors.
Maybe you solve the problem, i don't understand your map
Your central train depot is a sign you found success (i think) but at the cost of LOTS of circuits and combinators.
Your case is special because you don't have a 'main base' that need supply, but instead several module. Outpost name AND module name are generic. this is extra difficulty.
If you are ok with (very) complex design, there may be a way to get the lengh of the circuit. It requires a dummy train dedicated to make measure. You can "read train id" and count times between 2 detection of this useless train. Then divide by speed. Maybe have this train do periodic check to include traffic congestion and update the time. It is only approximation but maybe it could provide enough data to get results. (like knowing approximatively when distance double, triple ,quadruple and so on ).
Also I think you will find a way to use the new limit to simplify your design, or to use other logic to manage train maybe based on that limit.
(also totally unrelated, you have 2 nuclear reactors that miss an inserter for outputing used cell in the southern nuclear plant)
True, but you could also measure how much fuel the train has left when it arrive, by trying to add some more. And then calculate how much time the train was waiting and how much time it was rolling and add a condition for increasing limit; (very) complexSLB wrote: ↑Mon Oct 26, 2020 2:55 am
You mentioned above using a dummy train to actually measure the length of the line
This will lead to inaccurate conclusions under heavy traffic, because waiting at intersections will greatly extend the arrival time
If the trains limit of nearby stations is increased due to the extension of the arrival time, the traffic conditions in the vicinity will be worsened and the arrival time will be further extended.
This is a vicious circle
the effect is limited with your configuration, for many players it will allow them to do new things (making it easy/accessible for more person). This is why i said you could probably change your train logic management to take advantage of the new tool with few tweaks.SLB wrote: ↑Mon Oct 26, 2020 2:55 am Considering the expansion of the factory and the fact that the circuit cannot accurately obtain the line length data
The actual effect of trains limit is very limited
When this setting is set, as the length of the line increases, the number of restricted trains will not be enough to enable the stations at both ends of the line to load and unload at full speed. This may result in insufficient supply of raw materials or products that cannot be shipped in time in the factory area behind the station
Finally, you still need to change it manually to increase this value
When the scale of the factory becomes larger and the line becomes longer, it is difficult to determine the value at a glance.
What you can and cannot use productivity on always been arbitrary. It makes perfect sense that you cannot use them to empty barrels or in enrichment, but arguably if science packs are intermediate products, science produced in a lab is not. It would be straightforwarder if you could use modules everywhere except forementioned examples, and have those examples be specified in a tool tip. Or say nothing and have modules be insertable and do nothing letting player discover on their own, that ye, they do have thought about infinite fluid duplicator, kinda obvioalarig wrote: ↑Thu Oct 22, 2020 6:59 pmIndeed, I never though about that, thanks a lot for the tip!imTheSupremeOne wrote: ↑Fri Oct 09, 2020 8:51 am Idea for a tip:
This is a problem that I had, and saw it in a few streamers that were new to the game — new players don't even consider that it's possible to put productivity modules into labs, or even science packs recipe; even if they are already using them for blue circuits.
Even if the graph is technically not wrong, it's not useful to have one single item be represented as 23.8 or whatever, instead of just 1, which is what I expected, since I am in the graph for the 5 second timescale and I've produced a single item in that time.eradicator wrote: ↑Fri Oct 16, 2020 3:02 am
But the graph shows a rolling average and not "precise numbers" in the first place. The game doesn't measure how long it takes to produce an item. If you produce one item then there's a 1-tick spike of producing 1 item in a 5 second interval. So the average of that is gonna be weird. "23.8" is probably just the mathematically lowest number that such a 1 second spike produces, that doesn't mean the numbers are imprecise or uncorrect. It can definetly show lower values in the other time scales. If you made a factory that produces exactly 1 item per second forever than i'm guessing it would show correctly on the higher timescales.
Also the 12/m in your screenshot is what i'd call precise: If you produce 1 / 5s then you produce 12 / 60s. Aaand if you think the graph really is wrong then like i said - search the bug forum and if there's nothing similar file a precise bug report.