U turns are not included in the test, but you can test them if you switch to manual and run set 4
Testbench for 3/4way intersections
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Re: Testbench for 3/4way intersections
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Re: Testbench for 3/4way intersections
v6. Major change. New GUI to control the bench. New mod
The reset button deletes trains and during testing the bench deletes trains between sets making the testbench much quicker.
Sliders to adjust settings.
A new feature to automatically run multiple tests and results are displayed in the console.
Mod is WIP
The reset button deletes trains and during testing the bench deletes trains between sets making the testbench much quicker.
Sliders to adjust settings.
A new feature to automatically run multiple tests and results are displayed in the console.
Mod is WIP
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Re: Testbench for 3/4way intersections
Ideally, now this is the last savefile on this forum. I might update it with the latest version of the mod, but no major changes are coming to the savefiles. There is a scenario in the mod, but atm it's not working quite correctly. You have to use the command /editor to get editor mode.
https://mods.factorio.com/mod/Testbenchcontrols
https://mods.factorio.com/mod/Testbenchcontrols
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Re: Testbench for 3/4way intersections
Completed the new testbench.
Now it can do 3 ways and its all in a scenario. No need to download save files anymore. Also it can't interfere with other mods as everything is inside the scenario. You don't need to use any other mods, but if you want you can.
https://mods.factorio.com/mod/Testbenchcontrols
Now it can do 3 ways and its all in a scenario. No need to download save files anymore. Also it can't interfere with other mods as everything is inside the scenario. You don't need to use any other mods, but if you want you can.
https://mods.factorio.com/mod/Testbenchcontrols
Re: Testbench for 3/4way intersections
How do you deal with intersections that have different spacings between the rails? When I use the Testbench I add curved sections of rails as necessary, with signals placed so that each colored block can fit two full wagon lengths, but think this might influence the measurements.
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Re: Testbench for 3/4way intersections
If it's far enough behind it doesn't influence it. On high throughput intersections, I have to be more precise.Yodo wrote: ↑Wed Jan 03, 2024 6:32 pm How do you deal with intersections that have different spacings between the rails? When I use the Testbench I add curved sections of rails as necessary, with signals placed so that each colored block can fit two full wagon lengths, but think this might influence the measurements.
like this:
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Re: Testbench for 3/4way intersections
i have an issue. i save and exited while the tester was still running, now the save errors on load (or a fraction of a second after it at least)
is there anything i can do? some recent designs are on that save and not backed up as bp strings
EDIT: managed to fix it with a "pause multiplayer if less than x players" mod (set to 2 players then just solo game), but it would probably be good to have the game not softlock if saved while a test is running
is there anything i can do? some recent designs are on that save and not backed up as bp strings
EDIT: managed to fix it with a "pause multiplayer if less than x players" mod (set to 2 players then just solo game), but it would probably be good to have the game not softlock if saved while a test is running
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Re: Testbench for 3/4way intersections
Yeah, when you load up a save it resets some values which probably caused it. I can change that:)
Also if you manage to hit the stop button as soon as it loads that should fix it.
Also if you manage to hit the stop button as soon as it loads that should fix it.
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Re: Testbench for 3/4way intersections
Fixed it, but it only works for new scenarios. So, if you work in a savefile you wont get the updates directly into your scenario. Then you probably have to replace the control.lua in the savefileTBTerra2 wrote: ↑Fri Apr 19, 2024 8:07 pm i have an issue. i save and exited while the tester was still running, now the save errors on load (or a fraction of a second after it at least)
is there anything i can do? some recent designs are on that save and not backed up as bp strings
EDIT: managed to fix it with a "pause multiplayer if less than x players" mod (set to 2 players then just solo game), but it would probably be good to have the game not softlock if saved while a test is running
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Re: Testbench for 3/4way intersections
So, now the testbench controls mod is fully updated to 2.0.
I started with hacky solution. But now I started over with the 1.1 version and updated it correctly.
Also, not changed yet. Set 2 and 3 does not make sense for elevated rail intersections so will eventually not be tested, so either set to the Everything test or just only look at the set 1 score, this regards all intersections on the 3/4 way forum aswell. Also the TPM is back to 29 back from 35 so number for the highest will be lower.
The reason is that higher than 29 TPM per lane did cause crazy repathing for 2-4 trains. Though have not confirmed that is an issue with 2.0
If you want to test more comperable to the current 3/4 way forum list just set it to 35 or more (the real max is about 32-33 so more than that does nothing).
I started with hacky solution. But now I started over with the 1.1 version and updated it correctly.
Also, not changed yet. Set 2 and 3 does not make sense for elevated rail intersections so will eventually not be tested, so either set to the Everything test or just only look at the set 1 score, this regards all intersections on the 3/4 way forum aswell. Also the TPM is back to 29 back from 35 so number for the highest will be lower.
The reason is that higher than 29 TPM per lane did cause crazy repathing for 2-4 trains. Though have not confirmed that is an issue with 2.0
If you want to test more comperable to the current 3/4 way forum list just set it to 35 or more (the real max is about 32-33 so more than that does nothing).
Re: Testbench for 3/4way intersections
Load new scenario
Place blueprint
Change settings to this : Click confirm
Click Start/Stop.
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Re: Testbench for 3/4way intersections
Fixed, bracket placed wrong. (Direction+8 %16) instead of (Direction+8) %16
Re: Testbench for 3/4way intersections
Trying to use the new mod and scenario based testbench for the first time, and I'm very confused. Upon starting the scenario I get a gigantic "Migrated Content" window with every Space Age recipe being removed. Closing that, I have the testbench controls, and closing that, I have a completely blank map. Absolutely nothing present except for a weird 2x2 square of white tiles in the center, everything else is dark grey nothingness. Going to the map and zooming out, I see "explored" areas in what looks like it should be the shape of the testbench map, but with nothing present in any of those areas either.
I have the testbench mod enabled and base 2.0, and that's it. The buttons on the testbench controls complain about there being no stations... I can't find any way to generate stations... Creating some stations manually doesn't seem to work... Putting a blueprint in the "steel chest" places it, but doesn't connect it to anything... Am I missing something?
Edit: Apparently I was. I experimented with a simple blueprint out of the other thread and it worked. So I went back to experimenting and finally figured out that I absolutely had to add a piece of straight rail on all entrances/exits to what I was trying to test. Apparently with multiple curves terminating in the same place without one rail that they all connect to, it isn't able to figure out where to connect the stations I guess.
I have the testbench mod enabled and base 2.0, and that's it. The buttons on the testbench controls complain about there being no stations... I can't find any way to generate stations... Creating some stations manually doesn't seem to work... Putting a blueprint in the "steel chest" places it, but doesn't connect it to anything... Am I missing something?
Edit: Apparently I was. I experimented with a simple blueprint out of the other thread and it worked. So I went back to experimenting and finally figured out that I absolutely had to add a piece of straight rail on all entrances/exits to what I was trying to test. Apparently with multiple curves terminating in the same place without one rail that they all connect to, it isn't able to figure out where to connect the stations I guess.
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Re: Testbench for 3/4way intersections
Could you provide a blueprint of what doesnt work? You shouldn't have to place down extra straight rails anymore. Since you got the migration, maybe it put you on an old version.Tallinu wrote: ↑Fri Nov 01, 2024 5:04 am Trying to use the new mod and scenario based testbench for the first time, and I'm very confused. Upon starting the scenario I get a gigantic "Migrated Content" window with every Space Age recipe being removed. Closing that, I have the testbench controls, and closing that, I have a completely blank map. Absolutely nothing present except for a weird 2x2 square of white tiles in the center, everything else is dark grey nothingness. Going to the map and zooming out, I see "explored" areas in what looks like it should be the shape of the testbench map, but with nothing present in any of those areas either.
I have the testbench mod enabled and base 2.0, and that's it. The buttons on the testbench controls complain about there being no stations... I can't find any way to generate stations... Creating some stations manually doesn't seem to work... Putting a blueprint in the "steel chest" places it, but doesn't connect it to anything... Am I missing something?
Edit: Apparently I was. I experimented with a simple blueprint out of the other thread and it worked. So I went back to experimenting and finally figured out that I absolutely had to add a piece of straight rail on all entrances/exits to what I was trying to test. Apparently with multiple curves terminating in the same place without one rail that they all connect to, it isn't able to figure out where to connect the stations I guess.
Edit: I tried it without SA and it gets the migration, but I cant seem to replicate the issues you had with extending rails.
They UI is very different since you last used it yeah
Edit: Yeah, I figured it out. Its because of the legacy rails. I can add support for that.
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Re: Testbench for 3/4way intersections
Added support for legacy rails=)Tallinu wrote: ↑Fri Nov 01, 2024 5:04 am Trying to use the new mod and scenario based testbench for the first time, and I'm very confused. Upon starting the scenario I get a gigantic "Migrated Content" window with every Space Age recipe being removed. Closing that, I have the testbench controls, and closing that, I have a completely blank map. Absolutely nothing present except for a weird 2x2 square of white tiles in the center, everything else is dark grey nothingness. Going to the map and zooming out, I see "explored" areas in what looks like it should be the shape of the testbench map, but with nothing present in any of those areas either.
I have the testbench mod enabled and base 2.0, and that's it. The buttons on the testbench controls complain about there being no stations... I can't find any way to generate stations... Creating some stations manually doesn't seem to work... Putting a blueprint in the "steel chest" places it, but doesn't connect it to anything... Am I missing something?
Edit: Apparently I was. I experimented with a simple blueprint out of the other thread and it worked. So I went back to experimenting and finally figured out that I absolutely had to add a piece of straight rail on all entrances/exits to what I was trying to test. Apparently with multiple curves terminating in the same place without one rail that they all connect to, it isn't able to figure out where to connect the stations I guess.
Re: Testbench for 3/4way intersections
Ahh, it wasn't the coterminating curves, it was the fact that they were still legacy... So adding a new straight rail at the end fixed it, but not for the reason I thought! Thanks!