Search found 31 matches

by brokenshakles
Fri Apr 12, 2019 9:47 pm
Forum: Logistic Train Network
Topic: Trains think receiver station is supplier
Replies: 8
Views: 703

Re: Trains think receiver station is supplier

You can also use an arithmetic combinator set to Each + 0 / Each as a signal diode/ one-way to keep irrelevant signals out, in fact, this is recommended, as sending unnecessary signals into a LTN station can eventually cause game performance problems with enough stations. Remeber, with LTN, use a gr...
by brokenshakles
Fri Apr 12, 2019 9:41 pm
Forum: Logistic Train Network
Topic: Feature Request : Configureable LTN Stop Signal Priority
Replies: 16
Views: 534

Re: Feature Request : Configureable LTN Stop Signal Priority

When the timeout triggers the delivers is removed from the list. So the train would no longer be LTN controlled. And then as eduran said the blue goes away. In all my games the first thing I do is raise the default provider/requester limits and the timeouts. When I play with LTN I try to get it ear...
by brokenshakles
Fri Apr 12, 2019 12:35 pm
Forum: Logistic Train Network
Topic: Feature Request : Configureable LTN Stop Signal Priority
Replies: 16
Views: 534

Re: Feature Request : Configureable LTN Stop Signal Priority

Are you using a stop that is both a requester and provider? Edit: It looks like station timeout knocks blue signal out as well. Edit 2: That may be my entire problem, so in increased timeout to an hour and see if that fixes. Edit 3: Yep that did it. So instead of my orignal request, which seems to b...
by brokenshakles
Fri Apr 12, 2019 4:48 am
Forum: Logistic Train Network
Topic: Feature Request : Configureable LTN Stop Signal Priority
Replies: 16
Views: 534

Re: Feature Request : Configureable LTN Stop Signal Priority

There is no override. Yellow: Train is on the way Blue: Train is parked at stop If I have a blue signal and a new train queue's up for that stop, the signal output changes from blue to yellow when there is a train parked at the stop. The exit from the requester/provider in question is always clear,...
by brokenshakles
Thu Apr 11, 2019 10:17 am
Forum: Logistic Train Network
Topic: Feature Request : Configureable LTN Stop Signal Priority
Replies: 16
Views: 534

Feature Request : Configureable LTN Stop Signal Priority

Heyo! I love LTN, but certain behaviors of the LTN stop annoy me, most notably the facts that A: Yellow Signal overrides Blue signal when a train is at a provider/requester, and B: blue signal is terminated before a train leaves a provider/requester if the trains LTN schedule order has been complete...
by brokenshakles
Sat Mar 09, 2019 8:34 pm
Forum: Resource Spawner Overhaul
Topic: RSO for 0.17
Replies: 74
Views: 12785

Re: RSO for 0.17

Map preview with RSO is broken, ore patches do not display in the preview.
by brokenshakles
Sat Mar 09, 2019 6:58 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2590
Views: 331481

Re: Bugs & FAQ

Arch666Angel, thank you for you reply. When you get to it, please make sure that lowering the frequency spreads out the patches more, as expected. It would also be nice if the scaling slider did the same (Scale the patches apart, but without making them larger.) I'm interested in a hardcore rail wor...
by brokenshakles
Fri Mar 08, 2019 11:24 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2590
Views: 331481

Re: Bugs & FAQ

Arch666Angel , do you intend on looking at the ore spawning issues, or do you consider that outside the scope of your mod?
by brokenshakles
Wed Mar 06, 2019 3:33 am
Forum: Ideas and Suggestions
Topic: [0.17] Terrain Scaling and Resources.
Replies: 0
Views: 110

[0.17] Terrain Scaling and Resources.

Can we please get a "Terrain scaling effects ore placement" switch? When I scale up the terrain, everything gets larger, but the ore patches stay in the same place. Note that I don't want the resource size to change, just the location.
by brokenshakles
Wed Mar 06, 2019 12:05 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2590
Views: 331481

Re: Bugs & FAQ

I'm getting the ore spawning issue as well, the frequency slider makes the patches larger, but doesn't actually effect the frequency, nor does the scaling slider push ore patches father apart (that may be a base game issue though). Size slider doesn't effect size.
by brokenshakles
Tue Mar 05, 2019 10:50 pm
Forum: Mods
Topic: [MOD 0.16] Vehicle Wagon 1.2.5
Replies: 100
Views: 23823

Re: [MOD 0.16] Vehicle Wagon 1.2.5

Forgive me, I thought it was a strict dep. I stand corrected.
by brokenshakles
Tue Mar 05, 2019 9:20 pm
Forum: Mods
Topic: [MOD 0.16] Vehicle Wagon 1.2.5
Replies: 100
Views: 23823

Re: [MOD 0.16] Vehicle Wagon 1.2.5

Earendel has not yet completed the AAI 0.17 update, considering this is dependent on that, you will have to wait for the prerequisite.
by brokenshakles
Tue Mar 05, 2019 4:21 am
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 241
Views: 42946

Re: [MOD 0.14] Alien Biomes

Light wrote:
Mon Mar 04, 2019 5:26 am
I refuse to start a new game until this mod is ready, I love it that much. The alien atmosphere this mod brings elevates the experience more than I imagined it could have. It's like C&C Tiberian Sun, which is also why I play the soundtrack alongside it.
O.O I do the exact same thing!
by brokenshakles
Mon Mar 04, 2019 11:02 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3107
Views: 531928

Re: Development and Discussion

Yep, everything but the bio processing stuff is updated! Thanks so much to Arch666Angel for such a swift update! I hope to see Bio processing added to that list soon!
by brokenshakles
Sun Mar 03, 2019 4:48 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 834
Views: 209856

Re: [MOD 0.14] AAI Programmable Vehicles

I have no idea what ZAdventure is...
by brokenshakles
Sun Mar 03, 2019 4:25 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 834
Views: 209856

Re: [MOD 0.14] AAI Programmable Vehicles

Woooo! Also, I made a small mod-on-a-mod for "The Ruins" that adds some AAI stuff to spawn if anyone is interested.
by brokenshakles
Sun Mar 03, 2019 4:23 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3107
Views: 531928

Re: Development and Discussion

mrvn, I did consider that, but I expect it will make upstream distribution more complicated.... Ugh, it's always a compromise.
by brokenshakles
Sun Mar 03, 2019 4:12 am
Forum: Mods
Topic: [MOD 0.17.04] Robot Army. v0.4.1
Replies: 699
Views: 127955

Re: [MOD 0.17.04] Robot Army. v0.4.0

Ah, well the selection tool was the bit I really cared about anyway (alongside alternate cost for producing them, but that is a truly minor point) so it should be just as good.
by brokenshakles
Sat Mar 02, 2019 7:20 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3107
Views: 531928

Re: Development and Discussion

This is factorio, once you scale up enough, there is no "consumed rather slowly". And my stations already require 2 dozen logic combinators each, carriers just makes that number multiply, especially since I would need a central switching station to track the number of used/filled carriers across the...
by brokenshakles
Sat Mar 02, 2019 6:04 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3107
Views: 531928

Re: Development and Discussion

I really like the bio processing stuff, especially the algae farms, but I do agree the orchard tech is a bit underpowered in terms of efficiency. I like the idea of increasing the space cost and decreasing the electric cost. The idea of tree farms as a solar panel substitute is apropos. One thing th...

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