The transport lines go to sleep when they are full, so the answer is yes, they use less UPS when backed up.
The transport lines go to sleep when they are full, so the answer is yes, they use less UPS when backed up.
Will this affect performance significantly?
No, it won't make a difference
Do you have any plans to fix the train collision bug that came up here recently?
Edit: https://www.reddit.com/r/factorio/comments/c0b9vs/new_3_way_intersection_design/ this one
It is resolved for the next release: https://forums.factorio.com/71990
You might have noticed that a lot of rail related stuff was broken during these past releases, and now it is working more or less fine again. The story behind it is not so trivial.
As a train moves forward, it tries to reserve signals in front of it. If it can reserve a signal, the whole block guarded by the signal gets reserved for the train. If the train can't reserve the signal, as the block is reserved or occupied by different train(s), it stops in front of the signal and waits. Once the train passes a signal and enters a new block, it removes the reservation on the signal and block it had reserved. Once it exits the block, the block can be reserved and entered by other trains.
This looks nice and simple, nothing fundamentally wrong could happen with this logic right? Especially since we have it there for almost five years and it all just works right?...
Read moreSo, I observed a non-Factorio-playing friend having a go at the introduction campaign. How should I send my observations? By email? Through Discord? Is there a specific thread on the forums that I should reply to?
There is an email in the screenshot output folder, send any feedback there
This mod makes them multiplicitive instead of additive: https://mods.factorio.com/mod/Expanded_Color_Lamps
Wow, these look amazing
TLDR; We have released a new version of the Introduction campaign to the Experimental branch. If you are following the campaign development please play it again and send us your feedback.
My previous post on tutorial design is most likely required reading for this post. Please see FFF-284.
In general, the Introduction scenario has been very well received. Feedback has been flooding in, and it has been very useful. Receiving screenshots from all of you has been great. We are mostly happy with the state of the gameplay, and it seems to be having the right effect on new players.
When 0.17 moves to stable, there will need to be a new version of the Demo. The Introduction scenario was always planned to be the Demo, but there are still some sticking points we want to address.
A few days ago I was investigating a rather minor bug report related to "Rotational Asymmetry in Belt/Inserter interactions" (aka Inserter was not behaving identically when rotated). This was a classic case of floating point equality comparison.
The Inserter would move it's arm and then it would pick up the item if the current arm orientation is equal to the desired arm orientation. Because of some chain of calculations related to rotation, some precision was lost and the equality check would fail for 1 tick, delaying the item pickup for 1 tick in some Inserter rotations. So I fixed that by...
Read moreHeh, this change broke the inserters https://clips.twitch.tv/LittleFaithfulSpaghettiHoneyBadger
You might want to not update to this release if you can.