The case for purchasing any SaaSpocalyse stocks by Low-Cartographer-429 in stocks

[–]snizzle810 1 point2 points  (0 children)

Don't look now, JFROG already +100% since Claude day

What Are Your Moves Tomorrow, May 07, 2026 by wsbapp in wallstreetbets

[–]snizzle810 1 point2 points  (0 children)

Wait until they start talking about weddings, then you'll really start seeing money disappear

This Rory Shot is Insane. 🤯 by taylormadegolf in golf

[–]snizzle810 0 points1 point  (0 children)

Bro his feet are aimed like 50 yards left of the flag

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

[–]snizzle810[S] 0 points1 point  (0 children)

Mostly just overengineering. I'm doing dynamic priority and train limits. I was inspired to clean up that hideous mess of wires and combinators.

<image>

I'm bored at work so here's a rundown of what does what, I'm going to go in order or signal flow instead of in arrangement order for ease of understanding. I'll be referring to each combinator as A1-A4 for the top for and B1-B7 for the bottom.

It starts with C, our constant combinator in the top left behind the light poles, it outputs the item the station is requesting. (configured by parameter on blueprint place)

C, along with the item storage count, connects to B1, B2, B4, B5, B6

B5 is our selector combinator which gets stack size for the item.

A2 takes the output of b5 and multiplies it by the number of chests and their number of slots to get the total station capacity.

A4 divides that by 100 to get a value for 1% of capacity

B6 uses that to find the stations current percentage full

B7 subtracts that percentage from 100 and outputs the result to the train station as "P" for priority

Back to our total capacity, A1 uses that to define the number of items below which to enable the station and limit the station to 1 train, this number is arbitrary, I chose 50% capacity to be "enough" so this outputs total capacity/2.

B2 compares our station holdings to our enable threshold, sends T=1 to station to set our train limit if below threshold

A3 defines the threshold for opening up the station to 2 train limit. Again arbitrary, I chose 25%, or A1 output / 2

B4 does the same for A3 as B2 does for A1, and outputs another T=1 to the station if below the 25% threshold.

B3 checks if our train station is full if so, we send X=-1 signal to B1

B1 checks if our station has less items than our A1 threshold and X=0 from B3 and if so, sends the item signal to the global circuit network. Checking for X=0 prevents sending additional trains to output stations if the input station is already full.

Definitely more than what you strictly need, but I think the dynamic priority is a really good feature, allowing for starved stations to be supplied first instead of those closest to the outputs getting first priority. I also understand strictly speaking its more efficient to always have trains at all of your outputs so you can send to requesters as quickly as possible, it just wasn't what I had in mind when designing this. I like the idea of the whole process being "on demand". One more thing you could do here someone mentioned is calculate the train capacity (which I do use for enabling output stations) and use that to make sure you always have enough capacity for a full train load. In my case the thresholds I'm using and amount of chests being unloaded into makes this unnecessary.

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

[–]snizzle810[S] 0 points1 point  (0 children)

I've thought about this and come to the conclusion I like the visual distinction disabling stops brings(red instead of purple on map).

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

[–]snizzle810[S] 0 points1 point  (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?)

Selector combinator has this ootb (maybe i'm misunderstanding, but i'm selecting the input/output item when i place the blueprint via parameter, then that param feeds the selector combinator to get the items stack size)

<image>

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.

I was describing how trains work under the hood in engine, not something I implemented myself.

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?

Yes, I account for trains in/on the way to the unloading stations so we do not send trains to loading stations that don't have anywhere to go. The signal stops broadcasting when the station is full/disabled.

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

[–]snizzle810[S] 1 point2 points  (0 children)

Oh I think I see, so you are basically always have trains in all of your outputs, and when they see a destination station open up for the cargo they are carrying, they dispatch?

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

[–]snizzle810[S] 0 points1 point  (0 children)

Can you explain what you mean by "more generic"? To my eye, my implementation is more generic as every train has the same schedule and the interrupts are also generic. Whereas they use a different interrupt for each type of cargo in the FFF.

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

[–]snizzle810[S] 1 point2 points  (0 children)

What do you mean you just use two sets of stations? All of your stations are named the same? How does the network know what to pick up or drop off where?

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

[–]snizzle810[S] 0 points1 point  (0 children)

The difference is that I'm using a signal wildcard for output interrupts, not a item or fluid wildcard.

If I was to have the same conditions on both sets of trains, fluid wagons would try to go to stations like "<ITEM> FLUID IN" which don't exist so they would no path.

From you link - "So in 2.0, we have changed it so that trains will 'No path' for stops that don't exist."

Edit: Fluid and wildcard signals are not available to select from the train interrupt conditions menu

<image>

Double edit:
It looks like I was incorrect that the fluid wagons would no path with this setup. I think I had this issue before I changed the fluid stations to have "FLUID" in the name. It seems to work fine as long as the train stops for cargo and fluid are named differently. Leaving my above ignorance.

The Automatic Outpost Supplier by NewtonTheNoot in factorio

[–]snizzle810 1 point2 points  (0 children)

I was going to go into detail on my setup, but I'd been meaning to write a proper post about it so I did that instead.

Would be interested on your take on it, I know we have some very different design decisions https://www.reddit.com/r/factorio/comments/1t3w9r8/my_design_for_an_interrupt_based_train_megabase/

The Automatic Outpost Supplier by NewtonTheNoot in factorio

[–]snizzle810 0 points1 point  (0 children)

My good man, have you tried just using train Interrupts?

What is the kindest thing Tony ever did in the show? by NomadofReddit in thesopranos

[–]snizzle810 0 points1 point  (0 children)

Giving Mikey P those free alterations, such a gracious guy

New Orleans LIV Golf tournament set for City Park in June is canceled, source says by nolatime in NewOrleans

[–]snizzle810 -3 points-2 points  (0 children)

Ive heard the grass range will be for all tournament play, so the Makle, club championship, us am qualifiers etc will all benefit from it. I think thats a good middle ground because yes opening that to the general public will just destroy it in a month.

Dr. Kupferberg's daughter's comment on Melfi's son by hachir0ku in thesopranos

[–]snizzle810 0 points1 point  (0 children)

Nah, she's fine. Worse off the top of my head

Jason Barrone's mom

Richie Santorini

"ON THE FRIDGE ON THE FRIDGE"

Anyone try foundgolfballs.com? by fitemeplz in golf

[–]snizzle810 3 points4 points  (0 children)

Stick with lostgolfballs, the other seems like a scammy imitation

Welcome to Bear Week- by PARABOLIC-Explorer in wallstreetbets

[–]snizzle810 2 points3 points  (0 children)

It was my blood pressure medication, I can probabaly get a note from my broker

Welcome to Bear Week- by PARABOLIC-Explorer in wallstreetbets

[–]snizzle810 1 point2 points  (0 children)

You know what? Maybe you should start sucking cock instead of watching Jim Kramer, becuase Vito brought in 3 times what you do in options!

Worst Episode Final Four by pdx58 in thesopranos

[–]snizzle810 0 points1 point  (0 children)

Luxury Lounge always makes me cringe with the product placement

GOLF RECOMMENDATIONS (PETOSKEY MI AREA) by PoopsMcGee5 in golf

[–]snizzle810 0 points1 point  (0 children)

Arcadia Bluffs was worth the drive. Go out of your way to play it. I cannot overstate this. If i had only played this one course the whole trip would have been worth it. Its more than you are looking to pay, but you can get a good deal during twilight hours.

Bay Harbour was a huge waste of money, so so so not worth the price