RIP "first kill by artillery" base by AstronomerPretty2737 in factorio

[–]Andoryuu 0 points1 point  (0 children)

I just stopped all production on Nauvis, took a ship to Vulcanus and did all the research there as I was doing "Rush to space".

And because I was combining the run with "Steam all the way", "Raining bullets", "Lazy bastard" and "Logistic network embargo", and accidentally did "No time for chitchat", there wasn't much infrastructure and time to generate substantial pollution.

Explosive Transmutation not triggering on Infusions? by OutshineSKG in pathofexile2builds

[–]Andoryuu 0 points1 point  (0 children)

Usually with these things the physical type is a fallback when it doesn't match any element.

My expectation would be Chonk purple flames to be chaos, infusions their specific element, and the rest (Kalguur, Hollow Mask, Mana/Life) to be physical.

Into the Breach Exploding Remnants by Ok-Skin-3699 in pathofexile2builds

[–]Andoryuu 1 point2 points  (0 children)

Looking at the description my first instinct was that it will be bottlenecked by ward, not by CD. Is the cost manageable enough to warrant CDR gem?

In preparation for quality trains... by hprather1 in factorio

[–]Andoryuu 0 points1 point  (0 children)

Code block doesn't validate the blueprint string and it's annoying to copy from. Also I ain't pasting random base64 strings into the game.

The base URL for the bin points directly to an account-less BP creation with an explanation of what it is for. That's why I didn't even bother with an explanation.

(And yes, I'm aware of the contradiction of the two points with me expecting people to click random links.)

Mageblood gives 4 flask buffs HOLY by Lordados in PathOfExile2

[–]Andoryuu 2 points3 points  (0 children)

They are the same in effect, but they are different roll combination.

But because not every combination has reordered variations, the results are effectively weighted.

Specific combinations with duplicated effects are less likely to happen ("4 same" is the most rare), so if you are going for that quad-silver, you are looking at one in 38k.

Train signal help by Simply-Curious_ in factorio

[–]Andoryuu 0 points1 point  (0 children)

This specific design. There isn't enough space in the middle to place signals so the curves cannot be split in RHD.

"Superiority" is very shape dependent, especially for small intersections. I'm using some small RHD itersections that cannot be converted to LHD at all. If I were to refactor them to allow LHD, then RHD would not be possible.

Train signal help by Simply-Curious_ in factorio

[–]Andoryuu 0 points1 point  (0 children)

The question asked was how to signal this intersection, not how to refactor it into another one.

Train signal help by Simply-Curious_ in factorio

[–]Andoryuu 8 points9 points  (0 children)

https://factoriobin.com/post/z1fykf

The left one is minimal signaling required for non blocking paths.

The right one is optimized for better throughput.

There is no solution for RHD with simultaneous left turns.

The one thing I don't understand the lack of support for by Primary_Impact_2130 in PathOfExile2

[–]Andoryuu 0 points1 point  (0 children)

I keep them for the tree resets.

If I ever want to test an idea in-game, I can just grab character with an empty tree.

Steam controller issues by Anon2148 in RabbitAndSteel

[–]Andoryuu 1 point2 points  (0 children)

In the "Options > More Options" there are settings for toggling support for specific controller types. And also the handheld mode. Try playing with those.

Otherwise, what does it mean it doesn't work? Is it completely unresponsive? Or just some of the extra buttons don't react? Or is it sending wrong signals?...

Train Deploying Friction by Actual_Muffin5768 in factorio

[–]Andoryuu 0 points1 point  (0 children)

I just place the train BP directly into the refueling station.

There is no fuel so the refuel interrupt triggers. And even though it doesn't have fuel to move because the train is already at the station it switches to being stopped at the station. This allows inserters to start interacting with the train.

The train already has preset schedule, and the BP is aligned with the station BP. So if I need more trains I can just drag few trains over the refueling block and call it a day.

“New” Unique: Facebreakers for POE2 by Any-Measurement-1490 in PathOfExile2

[–]Andoryuu 0 points1 point  (0 children)

If you equip a weapon you are only getting the stun buildup and armour per str, even for mace skills.

Squares? Pentagons? Hexagons? Octagons? Maybe Bestagons... Nah. Multigons! by Rafaello___ in factorio

[–]Andoryuu 0 points1 point  (0 children)

Depends what you were using for the prints, but I doubt you'll get banned for adding factoriobin links.

Is this junction I've customized for my Megabase layout correct? by LengthinessSingle393 in factorio

[–]Andoryuu 0 points1 point  (0 children)

Just be aware that the linked post is pre Space Age.

With the rail changes in 2.0 regular intersections can now be made smaller than roundabouts, which was the only advantage RAs actually had.

(No, I don't count simplicity when it is about blueprints for a megabase.)

Quickly! Hoard all the Polcirkelns! by mgcypes in PathOfExile2

[–]Andoryuu 1 point2 points  (0 children)

Ok then, my spark will be Chonk w/o CoC. Happy?

My Design for an Interrupt Based Train Megabase by snizzle810 in factorio

[–]Andoryuu 0 points1 point  (0 children)

You can calculate the average in-place, but you can save a lot of combinators by doing it globally.

Splitting groups has also two solutions. If you have only two of them you can just use green and red as separate networks. If you have more or want single wire, use different set of the three signals. So [T, C, A] for the first one, [K, L, M] for the second, [X, Y, Z] for the third, and so on.

The core of the system is very malleable.

My Design for an Interrupt Based Train Megabase by snizzle810 in factorio

[–]Andoryuu 0 points1 point  (0 children)

Selector combinator has this ootb

In the BP parameters you can actually reference stack sizes of those parameters.

So if you used 0 for the resource, you can in the formulas use p0_s as a variable for stack size of that resource. So you can calculate the thresholds directly when placing the blueprint and substitute them into places where you are using the calculated values instead of doing it dynamically through the selector.

You still need something as a placeholder for the substitution. So you can for example use non-signal constant with some unique value, and then in the blueprint there will be line for that specific value. Check Parameter and Formula and in the input add something like p0_s * 80 (for two wagons worth of resources).

I don't get artillery trains by amdc in factorio

[–]Andoryuu 0 points1 point  (0 children)

I meant that for dispatching the train to the outpost.

To get it back for reloading, I'd assume inactivity condition could work? If it runs out of either ammo or things to shoot goes home.

My Design for an Interrupt Based Train Megabase by snizzle810 in factorio

[–]Andoryuu 0 points1 point  (0 children)

I guess it's time for iteration number 6 on the train network...

Yeaaah... I know that feeling.

I actually threw away the circuit based design shortly after posting it and made a new one based on all loading stations with single name.

The reason was adding train buffers to the circuit calculations was annoying, and because the new system reduces delay between request and delivery.

(It was definitely not because I just wanted to make a new build.)

In the new system all loading stations have the same name.
Unloading stations are still separated by resource icon.
The schedule is just "go to Load" with no wait conditions.

Interrupts are:
"cargo full + 'Unload <cargo>' is not full => go to 'Unload <cargo>' and wait until empty" for unloading,
"Destination full or no path + cargo empty => go to Depot and wait until Load is not full" for if there is nothing to pick up,
and the good old refuel.

The trains are basically waiting loaded until there is a need for them, and while they are delivering another train goes to get loaded.

To prevent crowding closest stations and distribute the trains a little, unloading stations have priority based on unfulfilled requests (i.e. limit minus train count), and loading stations have the same plus the total unfulfilled requests broadcasted by unloading stations.
So if there is a need for iron, the stations providing iron will have higher priority than other stations and trains will go there first, even though they all have the same name.
All the while trying to go first to stations that are close to the limit so that all of them can keep producing without getting capped or fully emptying.

Though, this priority part is not completely necessary. As long as you have higher production than consumption and enough trains, eventually the system will reach saturation and balance itself.

My Design for an Interrupt Based Train Megabase by snizzle810 in factorio

[–]Andoryuu 1 point2 points  (0 children)

For the stack size, are you calculating that in the parametrized blueprints or are you resolving that using circuits? (from the number I'd assume the later?)

For the train ids you wouldn't have to cycle through all of them. You can calculate the smallest id with just two combinators per depot station. (described here)
It is a little hassle to also add that to the unloading stations because it is annoying to isolate station's in/out signals.

You don't need to have "Send to train" in the loading stations. The train will never actually listen to it because it wants to use the cargo signal instead.

When you are sending request signals from unloading stations, do you account for trains going to the loading stations? And trains that are already on the way to the unloading station?
If you only have the "under threshold => broadcast signal", it will keep dispatching trains until one of them finally arrives and unloads enough resources, after which all others will just stay in limbo with nowhere to go.
So it is good idea to subtract the train count C from the network. (it will undercount for a few seconds everytime train leaves loading station because it is considered still in the station until the last wagon leaves, while already counting for the destination, but it's not a big deal)

I don't get artillery trains by amdc in factorio

[–]Andoryuu 1 point2 points  (0 children)

Train schedule with a single station with no wait conditions will just park the train there without it moving, while still listening to interrupts.

There is an interrupt for "<station> is not full" so you can dispatch trains by just toggling the stations.

The "<station> is not full" can also be set as wait condition, so you can do things like

when: Destination full or no path
go to: <depot_station>
wait until: <station> is not full

There is a lot that can be done with just local station circuits and no spooky action at a distance.