Search found 10 matches
- Fri Jul 21, 2017 5:20 pm
- Forum: News
- Topic: Friday Facts #200 - Plans for 0.16
- Replies: 129
- Views: 72031
Re: Friday Facts #200 - Plans for 0.16
Very much looking forward to the map changes and adding "elevation", even just as a graphical effect, would be pretty darn cool.
- Mon Dec 12, 2016 5:26 pm
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 82273
Re: Friday Facts #168 - Nightvision Nightmare
Not a fan of any of the nightvision solutions shown in the notes. The second image is much, much better than the current but the third is ... terrible, for lack of a better word. I'll probably continue on with over-lighting and not bother with the nightvision at all, or mod it.
- Fri Jan 29, 2016 7:30 pm
- Forum: News
- Topic: Friday Facts #123 - Better circuit network (Part 2)
- Replies: 102
- Views: 78964
Re: Friday Facts #123 - Better circuit network (Part 2)
I'm seeing the possibility to control train routes by factory demand here, sounds fantastic!
- Sat Oct 31, 2015 2:36 am
- Forum: News
- Topic: Friday Facts #110 - Tech art finished
- Replies: 52
- Views: 42596
Re: Friday Facts #110 - Tech art finished
Is that a Mr. Fusion in there? Awesome, the icons look great!
- Tue Oct 27, 2015 4:09 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.14] Technology Research button not working
- Replies: 18
- Views: 15058
Re: [0.12.14] Technology Research button not working
Confirming, Linux Mint 17.1 Xfce 64-bit using 64-bit Factorio. No mods installed, cannot begin research after updating to 0.12.14. Also tried fresh downloads of 32-bit and 64-bit clients, cannot close the tips window on new game.
- Wed Sep 16, 2015 4:42 pm
- Forum: Gameplay Help
- Topic: Solid Fuel v. Coal
- Replies: 8
- Views: 35468
Re: Solid Fuel v. Coal
I generally transition my boilers over to solid fuel as soon as I can since I also use solid fuel to run trains and my car. I use a quadruple chest belt buffer to keep the oil flowing. As far as smelting, I don't bother because electric furnaces make that obsolete and I'd end up refactoring twice. A...
- Tue Sep 15, 2015 11:43 pm
- Forum: Gameplay Help
- Topic: Single track, two-way, two trains. Is it possible?
- Replies: 5
- Views: 17848
Re: Single track, two-way, two trains. Is it possible?
One thing one should keep in mind is to make roundabouts at the stations and/or put engines on both sides of the train so it can go back and forth. Kinda obvious, but leaving no stone unturned and all that... Way ahead of you, thanks. Also, are you on the KSP forums? Because we have a user by the s...
- Tue Sep 15, 2015 9:27 pm
- Forum: Gameplay Help
- Topic: v.12 pipe question
- Replies: 4
- Views: 9183
Re: v.12 pipe question
My power report says: Consuming: 10 MW Producing: 10 MW (But the green bar is about 30% full) That means you're producing about 30% of full capacity, so your engines should have a total capability of around 30MW. Since you're only consuming 10MW with your factory you have ample reserve and don't ne...
- Tue Sep 15, 2015 7:38 pm
- Forum: Gameplay Help
- Topic: Single track, two-way, two trains. Is it possible?
- Replies: 5
- Views: 17848
Re: Single track, two-way, two trains. Is it possible?
So basically like the bottom diagram here? I would have thought it required more signals...
E: Oh wait, I think I see. Only one direction of travel should use the sidings, that makes sense. Thanks for the tip!
E: Oh wait, I think I see. Only one direction of travel should use the sidings, that makes sense. Thanks for the tip!
- Tue Sep 15, 2015 5:55 pm
- Forum: Gameplay Help
- Topic: Single track, two-way, two trains. Is it possible?
- Replies: 5
- Views: 17848
Single track, two-way, two trains. Is it possible?
With sidings, obviously. I've been struggling with the signal layout at the sidings and stations; getting a lot of blinking.
Or is it just a better idea to run two tracks side by side?
Or is it just a better idea to run two tracks side by side?