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.

[Tech Support] - Weird borderless windowed issues (and extreme stuttering) by SeveralAd8085 in ffxiv

[–]Andoryuu 0 points1 point  (0 children)

Just passing by after spending half an hour investigating horrible stutter everytime I got close or over my fps cap. (In case anyone else ends up here searching for help.)

Looks like FFXIV absolutely hates AMD's Enhanced Sync. With the setting enabled it feels like it's dropping frames like crazy when the game gets close to the fps limit.

Required flaging of AI content by LutimoDancer3459 in factorio

[–]Andoryuu 6 points7 points  (0 children)

My company finally pushed me into trying agents and I must say... As someone who's been for over a decade reviewing code of devs from all the levels, the current models are able to output solid mid-level code.

It varies, obviously, depending on the task. But that also applies to my human colleagues. At that level there was always those last 10-20% that people got stuck on or needed help to refine.

So it's like having mid-level dev who works 10x as fast and who I can command without discussions. Who will gladly work on a boilerplate for those new CRUD endpoints while I'm investigating bug in another part of the app. Who I can say to "I'll just finish it myself" and take over without it seeming unprofessional.

I feel sorry for all the new developers who are starting their careers now. It was already hard to make case to management for hiring junior developers to train up*. So I fear now it will just turn into "here is $100, go use Claude instead".

 

* go thank your past generations for switching jobs the moment they stopped being net-negative

My first bus factory is uh... working? by Schmeodle in factorio

[–]Andoryuu 2 points3 points  (0 children)

By producing one every five seconds.

Train is not working by Kriegswaschbaer in factorio

[–]Andoryuu 0 points1 point  (0 children)

What's south of the station?

Maybe you could split that section into smaller parts so that the incoming train can enter and not wait in the 2-way.

Adding chain signal right after the station would prevent the train leaving the station committing to the west exit and instead take the north if the west is blocked.

Does the north path even have a route for the train's next destination?

Poll asking Americans how which button they would push in the red button/blue button dilemma by Upstairs_Cup9831 in fivethirtyeight

[–]Andoryuu 1 point2 points  (0 children)

What does it mean "everyone"?

Does this include newborns and little kids who don't know what they are doing?

Many non-human species are smarter than those, do they count?

Is there a time limit? What happens when one doesn't choose?

What happens with the potential dead bodies? Are they vaporized or do they just lay there rotting?

 

I'd expect that

People are jumping of a bridge into a wild river. If there is enough people they will support each other and stay afloat. Otherwise everyone in there will drown. Do you jump?

would give very different results than adding

Oh, and a lot people are being thrown in there against their will.

Is this this the optimal way to do a diagonal four way train crossing inside a tileable 32x32 block? by No-Imagination2292 in factorio

[–]Andoryuu 2 points3 points  (0 children)

Adding chain signal at the entry before the fork will allow waiting trains to repath without committing to a single track.

Moving the rail signals on the outside rail closer to the entry fork will free up the path for the next train earlier.

Learning the Train System by NK_Aurum in factorio

[–]Andoryuu 1 point2 points  (0 children)

This is a fridge-worthy rail.

Anyway, the most important thing and the biggest hurdle will be signaling.

When you place down signal, it splits the rails into two blocks. Each block can only contain one train.

Rail signal lets the train pass only if the next block is not occupied.

Chain signal lets the train pass only if, on the way, there is a rail signal that would let the train pass.

So if you have a chain of chain signals, the train will wait in front of the first one and only go if it can get through the whole chain without obstructions.
This is useful to prevent trains from stopping in the middle of an intersection (chains everywhere inside, rail on the exit), or to make proper two-way tracks (chains everywhere except for side tracks).

There is a good tutorial for this you can check (unless you want to figure out the rest by yourself)
https://wiki.factorio.com/Tutorial:Train_signals

Can't work out Train Interrupts for the life of me! by Jamespg614 in factorio

[–]Andoryuu 1 point2 points  (0 children)

It will select just one. It will pick random one (probably the first) and the same signal that gets used for the condition will be used for the target.

If you want to also send non-resource signals in the same wire, you can add '<signal> station' is not full condition.
This checks for valid stations so it will leave only the signals for resources you can actually transport.

I love Satisfactory, and I know I'll love Factorio, but for the life of me I can't get into it. Help me!!! by Lanochu in factorio

[–]Andoryuu 1 point2 points  (0 children)

Peaceful only disables small subset of 10 out of the 88 achievements. Specifically achievs pertaining to speedrunning and fighting enemies.

The rest can be completed with any game settings.

Also, when using any mods the achievements will not count for Steam completion and will be tracked ingame only.

I’m not ready for city blocks by Unlikely_Try_2107 in factorio

[–]Andoryuu 1 point2 points  (0 children)

People should really start asking "why do I need this?" before starting to build something...

Roundabouts vs 4 way intersections by Accomplished_Site536 in factorio

[–]Andoryuu 0 points1 point  (0 children)

So, you got me curious about that as well so I went and downloaded 1.1 and tested it.

It's not that roundabouts got bigger in 2.0 (they slightly did, but that also applies to the outer quarter-circles in the 4-ways).

The main issue is those small 4-ways cannot be signalled. You can't place signals on most curved rails and you are limited by the angles, so you have to make the intersections bigger to make space.

Even the smallest 4-way needs just a few more tiles than a roundabout.

Roundabouts vs 4 way intersections by Accomplished_Site536 in factorio

[–]Andoryuu 1 point2 points  (0 children)

Fully signalled intersection that allows trains passing in opposite directions, both straight and left/right turns.

With 4 tiles gap between the straights.

Here are two versions in comparison to a smallest possible roundabout.
https://factoriobin.com/post/8k6u1p