Search found 10 matches

by regex
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.
by regex
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.
by regex
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!
by regex
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? :lol: Awesome, the icons look great!
by regex
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.
by regex
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...
by regex
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...
by regex
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...
by regex
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!
by regex
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?

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