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    Tuesday, September 29, 2020

    Factorio Weekly Question Thread

    Factorio Weekly Question Thread


    Weekly Question Thread

    Posted: 28 Sep 2020 11:05 AM PDT

    Ask any questions you might have.

    Post your bug reports on the Official Forums


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    submitted by /u/AutoModerator
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    If somebody is still unsure how to do train-to-train transfer

    Posted: 29 Sep 2020 04:09 AM PDT

    Whelp, I found out why my steel seemed to be evaporating. I was exporting it to an outpost.

    Posted: 29 Sep 2020 04:57 AM PDT

    Kudos to the game developers

    Posted: 29 Sep 2020 03:47 AM PDT

    I have played games for awhile, old enough to have played pong, and remember countless hours gaming on a commador 64. This game might be the ultimate game for my taste (I like civ and simcity type games).

    I am currently limited to gaming on a 4 year old low spec MacBook Air, I am literally at half the "minimum" spec for the game and currently running a 400 spm trainworld factory and sill haven't dropped below 60 UPS (graphics settings have to be kept low FPS drops fast, but this isn't a graphics game and it does not reduce my enjoyment). Having been a coder for 30 years (retired now) I fully realize the optimization the had to go into this game to allow such great performance on such a low end machine.

    This is my 4th play through, first two times I restarted after rocket launch, third time I wanted to do more with trains, but the default settings made resource too close, so I restarted after about 300 launches with default trainworld settings and I am loving it. Few games continue to be fun after "winning", this game gets better after "winning".

    So again, well done to those developers lurking here, well done, raise the price, you deserve every penny I spent.

    submitted by /u/CatHerder75
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    So I heard you like compact circuit designs

    Posted: 28 Sep 2020 10:00 PM PDT

    200 SPM on the Island map posted a couple weeks ago. Long thin islands make for unconventional design.

    Posted: 28 Sep 2020 11:34 PM PDT

    I can fix this

    Posted: 28 Sep 2020 01:58 PM PDT

    Caramelldansen in Factorio

    Posted: 29 Sep 2020 02:39 AM PDT

    Small, cheap and early robot production with automatic loading onto the logistic network

    Posted: 29 Sep 2020 05:35 AM PDT

    Not sure, if i love or hate it....

    Posted: 28 Sep 2020 08:42 AM PDT

    My first base! No rockets launched yet

    Posted: 29 Sep 2020 07:53 AM PDT

    Trying to measure and plan for my second playthrough. Pretty pleased with this red circuit design, which scales up to half a belt of output very cleanly.

    Posted: 28 Sep 2020 10:10 PM PDT

    1st Time playing, Looking for any feedback on how to improve my factory.

    Posted: 29 Sep 2020 06:18 AM PDT

    what u guys think about my base of 4hrs krastorio & Space exploration mod?

    Posted: 29 Sep 2020 12:42 AM PDT

    Factorio - Guide For Dummies - How To Automate Coal, Iron Plate and Co...

    Posted: 29 Sep 2020 08:25 AM PDT

    Made Some Examples of Train Stops using Rail Penalties (How To Replace Your Enable/ Disable Train Stops With Something Else)

    Posted: 28 Sep 2020 06:04 PM PDT

    Made Some Examples of Train Stops using Rail Penalties (How To Replace Your Enable/ Disable Train Stops With Something Else)

    This post is to show people actual useful examples of how to use rail penalties to replace their current enable/ disable train stop system. Using penalties to control nearby train movements is a powerful way to manage your train network and ensure trains do not jam up your main rail line.

    To make your trains want to move to the far away open stop, you can introduce increased penalty to occupied stops. Sometimes when other train stops are open but they are far away a train will not go to it, and instead the train prefers to wait for a nearby occupied train stop. This is because the penalty to wait is lower than the penalty to drive far away to the next train stop. Our added extra penalty helps this frustrating situation.

    If you use enable/ disable train stops you often find yourself seeing a "No Path" train stuck on the main rail line blocking all traffic. This can be avoided with other complicated setups to make your train only "No Path" in stackers or specific spots. But to avoid this all together you can use penalties to influence where trains choose to go next.

    Using the train path finding penalty rule #3: "When the rail block is guarded by a rail signal set to red by the circuit network -> Add a penalty of 1000."

    (All 12 Rules Visualized Here)

    All the train penalty setups in these examples are the same:

    • A. One signal that reads the rail block ahead (Red, Yellow, Green) and sends the signal down the circuit wire.
    • B. All other signals behind the first signal are set to close if the signal reads Red up ahead.

    Below are some examples of how to use train penalties to make your trains move where they need to go without blocking the main line and without using enable / disable or any complicated base-wide circuitry for train stops:

    -------------

    This is a regular unload station with the penalty signals added in-between the available spaces.

    When a train pulls into this train stop to unload the penalty signals will turn red. This will add an additional 5,000 penalty to this occupied station. If nearby trains are waiting for this station name they will go to another train stop with the same name that has less penalty.

    The first Rail Signal (A) is towards the middle-right of the image above on the second wagon unload area. The other 5 Rail Signals (B) keep going to the left and are all wired together with the (A) signal up front. Notice there is a normal Rail Signal to the far right, just past the train stop; this is part of the normal station and must have at least 1 space between the added penalty signals. We added our penalty signals really far away from this regular front signal so it's good; if you tried to place the penalty signals where that right most fast-inserter is located, you would have problems.

    -------------

    This is a regular train stacker with the penalty signals added in.

    A regular train stacker might back up and cause a traffic jam into your main line. Adding these penalty signals tells other trains that the path is way too full and to go somewhere else when trains are there. This stacker will operate like a normal stacker until all 5 paths are occupied and there is no open path through. When all 5 slots in the stacker are occupied it tells any other trains trying to go through here to look up to an additional 8,000 tiles away for another path / train stop with that name.

    -------------

    Example of a working system that allows 1 train to fill and 1 train to wait.

    This system works by sending away all other trains and allowing them to make a U-turn if they are already on the way. Without the U-turn loop you get trains stuck waiting to path through the stop because they are trapped.

    Rail Signaling close up showing the correct spacing required between your normal signals and the added penalty signals. Leave at least a one space gap.

    Here is the correct setup in action showing a close up of the bottom and top sections. Without a gap the penalty is not correctly applied and can cause unwanted train behavior in this setup.

    -------------

    Direct Mine-to-Wagon setup using a stacker with 1 stacker space and 5,000 Signal Penalty.

    This system allows 3 trains to go and start mining from the mine, with an additional 1 train waiting in the stacker. So after the stacker is full with the 4th train that is waiting, the penalty signals trigger adding 5,000 penalty to all 3 of the Mine-to-Wagon train stops ahead of it. This is because the only path to the 3 stations is blocked by an additional 5,000 penalty. Any additional trains that won't fit in this stacker (only 1 space here) will want to take the U-turn and go somewhere else with the same train stop name.

    -------------

    These penalty systems work all the way through mega-base huge maps with lots of distance and spacing. I was not the first to figure out and use these signal penalty systems but I hope seeing some of these practical examples can help people to learn how to use penalties in their train systems, and to replace enable / disable style train systems where not necessary.

    submitted by /u/Bobpoblo
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    Yall ever just tear your factory apart?

    Posted: 28 Sep 2020 11:54 PM PDT

    Im trying to keep a nice and neat lil thing going and evey time I sort something out I have to spaghetti some bullshit together because I placed blue science way south of red chips and sulfur. Or im trying to do on site smelting and now I have no clue where to squeeze a brick smelting into..... oh I also forgot one train stop at my main station so no I dont even have a stone stop.

    Gah. Im not even to yellow science yet.

    submitted by /u/some_random_nonsense
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    Found a Bug!! Few thousand of them. Expanding my death world perimeter, and they wouldn’t attack when artillery fire took out their homes. They just kept retreating and piling up. Had to use a kill command to get my ups back

    Posted: 28 Sep 2020 05:51 PM PDT

    Why don't you rename train stations?

    Posted: 29 Sep 2020 03:53 AM PDT

    I see so many screenshots of factories using default train station names. This would drive me nuts. I have over 100 stations now, so having a naming scheme is massively important, but even with a handful of stations a name like "iron smelter" is so much more helpful then whatever random early adopter gamer tag it defaults to.

    submitted by /u/CatHerder75
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    the FPS of my pc are telling me this was a horrible mistake

    Posted: 28 Sep 2020 11:03 AM PDT

    The best way to traverse a lake! (spidey boi edition)

    Posted: 28 Sep 2020 12:43 PM PDT

    Im new can you help

    Posted: 29 Sep 2020 01:46 AM PDT

    Im really new to the game, and have no clue how to set up most things i am really struggling with oil and making my base efficient. Do you have any ideas/ builds to help. I have all research that needs red and green science packs. I dont have any screenshots of it sadly.

    submitted by /u/Gastatouille
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    Train counter at stations

    Posted: 29 Sep 2020 03:07 AM PDT

    I'm trying to evaluate if my same name stations are evenly spreading the trains. So I was trying to create a counter that increments everytime a train is stopped at a station. in order to know how many have passed here and there.

    But I havent managed to do this properly. Any clue ?

    submitted by /u/Draawa
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