Search found 16 matches
- Wed Dec 23, 2020 3:44 am
- Forum: Duplicates
- Topic: [1.1.1] Can't place a ghost station on ghost rails
- Replies: 3
- Views: 2394
Re: [1.1.1] Can't place a ghost station on ghost rails
That does sound like the same issue. I searched for it but didn't see anything. More importantly, you could be right...I accidentally wrote the wrong version in the title...I am on 1.1.6
- Tue Dec 22, 2020 11:35 pm
- Forum: Duplicates
- Topic: [1.1.1] Can't place a ghost station on ghost rails
- Replies: 3
- Views: 2394
[1.1.1] Can't place a ghost station on ghost rails
When ghost placing a station (via Shift+Left Click) next to ghost rails, it gives the error stating stations must be placed next to rails. Ghost placement next to actual rails works fine as do blueprints. I can even copy and paste an existing station (and place it anywhere with or without rails.) Ju...
- Sun Dec 06, 2020 7:47 pm
- Forum: Minor issues
- Topic: [1.1.3] Tips notifications shown during intro
- Replies: 6
- Views: 2847
Re: [1.1.3] Tips notifications shown during intro
The first tip is literally a hint to type "/unlock-tips" into the console which just unlocks them all, and none of them will apear as "new" in the bottom left anymore. A fair point, but... The first tip needs to be how to use the command line then. I don't know how...never had a...
- Sun Dec 06, 2020 7:27 pm
- Forum: Minor issues
- Topic: [1.1.3] Tips notifications shown during intro
- Replies: 6
- Views: 2847
Re: [1.1.3] Tips notifications shown during intro
If this is talking about what I think it is, I have the same or similar questions/comments. I answered some of my questions (how to get rid if it) by just "pushing buttons" which is never a good way to find an answer. You seem to have changed from basic "Tutorials" to a more comp...
- Sun Aug 16, 2020 3:35 am
- Forum: Minor issues
- Topic: [1.0.0] Tutorial Bug
- Replies: 1
- Views: 1205
[1.0.0] Tutorial Bug
Probably older versions too, but this is the version I noticed it in... Scenario objectives are not sticky. It is possible to undo an objective and not be able to complete a level. For example. on level one, I mined all the resources and removed the mining drills before emptying the chest. This resu...
- Sun Jul 26, 2020 8:19 pm
- Forum: Ideas and Suggestions
- Topic: Logical operations on combinator networks
- Replies: 14
- Views: 5296
Re: Logical operations on combinator networks
But why stop there? I like the Lua Combinator mod. Multiple operations per combinator is required for LAND to be a useful operator, and that would already require some form of GUI update to the combinator interface. But we are starting to expand our request quite far from what we started with. I li...
- Sun Jul 26, 2020 2:46 pm
- Forum: Ideas and Suggestions
- Topic: Logical operations on combinator networks
- Replies: 14
- Views: 5296
Re: Logical operations on combinator networks
It isn't just those 2 systems, they just have the closest programming language. It is all of the systems I use that I can think of that use logic operations but point taken. Probably because in my world the logical operators are typically more important than the bitwise operators they get the AND l...
- Sun Jul 26, 2020 11:47 am
- Forum: Ideas and Suggestions
- Topic: Logical operations on combinator networks
- Replies: 14
- Views: 5296
Re: Logical operations on combinator networks
(Not only that, but AND at least is listed in the combinator as AND not BAND which from a convention standpoint would tell me it is a logical AND not a bitwise AND.) Just because it is called BAND in some system no one here has ever heard of, except you, doesn't make your system the convention. The...
- Sun Jul 26, 2020 11:07 am
- Forum: Ideas and Suggestions
- Topic: Let the car and tank move like the player (omnidirectional wheels)
- Replies: 54
- Views: 15675
Re: Let the car and tank move like the player does
I think that would make the hurdle to make friends with the RC-car controller feeling a lot easier, because it removes a lot of frustration potential. See I could never fully grasp RC cars either...kept crashing them for the same reasons I crash in the game. :D With modern tech/cameras I might be a...
- Sun Jul 26, 2020 10:55 am
- Forum: Ideas and Suggestions
- Topic: Logical operations on combinator networks
- Replies: 14
- Views: 5296
Re: Logical operations on combinator networks
Looking at it from that perspective, then no it isn't a bug but I would argue that a logical based system should and needs to be added then. There are certainly uses for bitwise, but so far in my gameplay at least (and I'd hazard a guess at many others) what I really wish was there are logical compa...
- Sun Jul 26, 2020 9:28 am
- Forum: Ideas and Suggestions
- Topic: Logical operations on combinator networks
- Replies: 14
- Views: 5296
Re: Logical operations on combinator networks
I have to disagree with you there and would still argue the second aspect is a bug. I do understand the signals, but I guess my logic background is apparently just different. I also don't think I'm alone though. Just about all the systems I work with use the same basic logic and truth tables. (I can...
- Sat Jul 25, 2020 11:05 pm
- Forum: Ideas and Suggestions
- Topic: Logical operations on combinator networks
- Replies: 14
- Views: 5296
Re: Logical operations on combinator networks
I have to agree that a more "logical" combinator (system) would be a great idea. There is a lot of flexibility in the current system between the 2 vanilla logic combinators and some of the available mods, but the practical and visual logic gets easily lost with all the extra steps involved...
- Sat Jul 25, 2020 6:14 am
- Forum: Ideas and Suggestions
- Topic: Let the car and tank move like the player (omnidirectional wheels)
- Replies: 54
- Views: 15675
Re: Let the car and tank move like the player does
I just wanted to +1 in favor of the current driving mechanism . To say that it is "not intuitive" is very strange to me. A vehicle turns based on where it is facing. A right turn is a right turn from the perspective of the vehicle. I think if it steered based on how you're looking at the ...
- Sun Jul 19, 2020 12:28 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 587374
Re: [MOD 0.14] AAI Programmable Vehicles
I love the concept, was really excited to try it (and still plan to albeit on a copy and not my main save) but then was let down due to, in my opinion, over-modding. Could you please either separate the AI functionality from the "other" changes or make them configurable in the mod settings...
- Sat Jul 18, 2020 12:13 am
- Forum: Mods
- Topic: [MOD 1.1] Inventory Sensor
- Replies: 177
- Views: 77510
Re: [MOD 0.17 - 0.18] Inventory Sensor
I'll look more into using LTN for it, but haven't gotten that to work for this either yet and is generally far more complicated than I wanted to get. Ignoring the fact that the station(s) in question aren't and don't need to otherwise be part of the LTN network, I just wanted something simple (hopin...
- Thu Jul 16, 2020 8:10 pm
- Forum: Mods
- Topic: [MOD 1.1] Inventory Sensor
- Replies: 177
- Views: 77510
Re: [MOD 0.17 - 0.18] Inventory Sensor
Interesting little mod. Still figuring out the best ways to use it in my base. I do have a feature request if it is possible...is there a way to differentiate between the 3 wagon types rather than just "wagon"? I got myself into a situation where I created a "military" train cons...