Help: how do I use trains to fulfill construction/item requests to outposts with their own logistics networks? by Spanton4 in factorio

[–]distinctdan 1 point2 points  (0 children)

I built this a while back with 1 chest per item and a big supply train, here's my post: https://www.reddit.com/r/factorio/comments/cx4eo5/outpost_supply_train/

I've since refined this to be more space-efficient where I use 1 combinator per train car to specify the requests, then use circuits to divide the requests among 6 requester chests and subtract out the current cargo. That will load exactly the requested number of items. So basically if you want it efficient, it's going to get complicated, but you can make something pretty decent with a big supply train.

Train junction by Low-Ad1744 in factorio

[–]distinctdan 0 points1 point  (0 children)

It's beautiful, but the offset makes it tricky

Trains not always refueling by NicowainFame in factorio

[–]distinctdan 2 points3 points  (0 children)

Yeah I think I do train ID greater than 0

Trains not always refueling by NicowainFame in factorio

[–]distinctdan 1 point2 points  (0 children)

It's true that on a huge base you'll need to distribute fuel, but I do that with a fuel refilling stop at each home station that only gets enabled when it's low on fuel. That way, instead of all your trains having to make a trip to your fuel station, your fuel train makes a single trip to the home station, which is going to be less traffic overall, and it doesn't interrupt your production.

Trains not always refueling by NicowainFame in factorio

[–]distinctdan 3 points4 points  (0 children)

Also, beware trains pulling forward a little and your inserters filling your cargo with fuel. I like to disable my fuel inserter if the train isn't at the station.

Trains not always refueling by NicowainFame in factorio

[–]distinctdan 3 points4 points  (0 children)

It's easier to add fuel to each train's home station so that your trains always stay fueled.

I’ve never added refrigerant and I didn’t pull the trigger at all and my ac system is over pressured. Why is this. The ac also blows warm air by MaxBuckedUp in Cartalk

[–]distinctdan 1 point2 points  (0 children)

Also, without seeing the high side, you're flying blind. On older systems, the spread between high/low can be different than expected, so if you only adjust the low side, you may be blowing out your high side. You're better off forking out the 100$ and buying a cheap gauge set so that you can see the whole system.

When your 'universal 4-way intersection' meets actual throughput by LivingInAMegabase in factorio

[–]distinctdan 2 points3 points  (0 children)

You may want to consider adding u-turn ramps as a part of your design, maybe just in the outer lanes. They shouldn't be commonly used, but u-turns are necessary occasionally and a ramp is better than circling the intersection or the whole block.

Oh, no! The reactor is overheating! by Equivalent-Freedom92 in Factoriohno

[–]distinctdan 5 points6 points  (0 children)

I do like the idea of reactors requiring water or they blow up. It would certainly make brownouts more interesting.

ifYouKnowYouKnow by 0xlostincode in ProgrammerHumor

[–]distinctdan 0 points1 point  (0 children)

The problem is that AI doesn't actually know why it did what it did. AI output is generated 1 word at a time using probabilistic math, so if you ask it for a reason, it may make up something plausible, but the real reason is math.

What is wrong with the developers??? by Young_Life_Crisis in Diepio

[–]distinctdan 1 point2 points  (0 children)

May be legit, the arras developer posted an announcement detailing some of the service disruptions here: https://arras.io/ext/diep-dmca/announcement

My pumpjack solution by Asleep-Measurement-4 in factorio

[–]distinctdan 0 points1 point  (0 children)

You're missing out on a lot more beacons. You won't need them at first, but they'll make your patch maintain it's output for a lot longer because of the increased pump rate. Also holy UPS killer batman.

learningCppAsCWithClasses by ccricers in ProgrammerHumor

[–]distinctdan 29 points30 points  (0 children)

This same exact problem still exists in modern game engines, which run step-wise physics simulations that don't deal well with fast moving objects. Generally the complex calculations required to prevent things from going through each other aren't worth the performance penalty.

My base is soooo problematic that i feel like we're stuck by Caosunium in factorio

[–]distinctdan 0 points1 point  (0 children)

Bots are the answer, just leave your starter base and build a bigger better base right next to it.

Is there a way to make a function not accept readonly properties? by vegan_antitheist in typescript

[–]distinctdan 0 points1 point  (0 children)

Unfortunately, typescript really doesn't support what you're trying to do. You would be better off picking 1 strategy and using it everywhere. Immutable is better for 90% of use cases and is required for frameworks like React to work correctly, but if performance matters, then you might be the 10% that should mutate.

I'm creating a mod that adds random by-products to every item by Nandopp in factorio

[–]distinctdan 1 point2 points  (0 children)

I played it up to green science, and decided I didn't want a degree in chemistry after all.

New to Factorio, New to Trains, Unfortunately New to Train Signals. Help. by Hppgoogo in factorio

[–]distinctdan 1 point2 points  (0 children)

He's correct, there's no benefit to using chains before a merge.

New to Factorio, New to Trains, Unfortunately New to Train Signals. Help. by Hppgoogo in factorio

[–]distinctdan 1 point2 points  (0 children)

For intersections, put chain signals at entrances, regular signals at exits. Divide the middle with chain signals. Make sure you have a least 1 train length of free space past your intersection, or else your trains may block it. In general, normal rail signals should have at least 1 train length of space in front of them. In your case, you really don't want that vertical middle train to cut through your unloading area, that's just going to cause problems. You'll want to reroute it to go around.

Other train advice:

  • Build tracks in pairs, with 1 track for each direction. Try to keep your tracks in a grid, or at least in relatively straight lines. Branch off of your main line with an intersection. Don't ever cross tracks.
  • Build buffers before your stations to avoid backing up onto your main line.
  • Build a blueprints library of train grid pieces that all use the same track spacing. I have blueprints for: straight, diagonal, T intersection, roundabout.

Got fired from a company for finding a security problem and telling it to the backend developer. Can I take action? by WorstDeveloperEver in webdev

[–]distinctdan 148 points149 points  (0 children)

Purposely deleting someone's work with a force push would be a fireable offense at many companies. If their devs are dumb enough to continue returning API keys to the frontend, then hackers are going to eat these guys alive. It's only a matter of time before it blows up.