Search found 33 matches
- Sun Jan 26, 2020 9:44 pm
- Forum: Implemented in 2.0
- Topic: New types of rails (curves, s-curves ...)
- Replies: 30
- Views: 27215
Re: New types of rails (curves, s-curves ...)
boskid, presumably you could just treat the two ends as a curve piece of the appropriate direction for the purposes of pathing? It would exclude any identical track of the same type from mating at that location, but that would be an acceptable compromise. Restating this idea: as long as the new ...
- Sun Jan 26, 2020 4:38 pm
- Forum: Implemented in 2.0
- Topic: New types of rails (curves, s-curves ...)
- Replies: 30
- Views: 27215
Re: New types of rails (curves, s-curves ...)
I'm necroing this thread since there is still demand from those of us who love railworlds for more variety of special track pieces and the devs are looking at rail system changes for 0.18 anyway. Specifically, a tighter single-piece S-curve for making doubled track swtichovers.
- Fri Apr 12, 2019 9:47 pm
- Forum: Logistic Train Network
- Topic: Trains think receiver station is supplier
- Replies: 8
- Views: 4386
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 ...
- Fri Apr 12, 2019 9:41 pm
- Forum: Logistic Train Network
- Topic: Feature Request : Configureable LTN Stop Signal Priority
- Replies: 16
- Views: 4163
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 ...
- Fri Apr 12, 2019 12:35 pm
- Forum: Logistic Train Network
- Topic: Feature Request : Configureable LTN Stop Signal Priority
- Replies: 16
- Views: 4163
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 ...
Edit 3: Yep that did it. So instead of my orignal request, which seems to ...
- Fri Apr 12, 2019 4:48 am
- Forum: Logistic Train Network
- Topic: Feature Request : Configureable LTN Stop Signal Priority
- Replies: 16
- Views: 4163
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 ...
- Thu Apr 11, 2019 10:17 am
- Forum: Logistic Train Network
- Topic: Feature Request : Configureable LTN Stop Signal Priority
- Replies: 16
- Views: 4163
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 ...
- Sat Mar 09, 2019 8:34 pm
- Forum: Resource Spawner Overhaul
- Topic: RSO for 0.17
- Replies: 74
- Views: 44059
Re: RSO for 0.17
Map preview with RSO is broken, ore patches do not display in the preview.
- Sat Mar 09, 2019 6:58 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1595185
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 ...
- Fri Mar 08, 2019 11:24 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1595185
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?
- Wed Mar 06, 2019 3:33 am
- Forum: Ideas and Suggestions
- Topic: [0.17] Terrain Scaling and Resources.
- Replies: 0
- Views: 705
[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.
- Wed Mar 06, 2019 12:05 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1595185
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.
- Tue Mar 05, 2019 10:50 pm
- Forum: Mods
- Topic: [MOD 0.16] Vehicle Wagon 1.2.5
- Replies: 100
- Views: 58560
Re: [MOD 0.16] Vehicle Wagon 1.2.5
Forgive me, I thought it was a strict dep. I stand corrected.
- Tue Mar 05, 2019 9:20 pm
- Forum: Mods
- Topic: [MOD 0.16] Vehicle Wagon 1.2.5
- Replies: 100
- Views: 58560
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.
- Tue Mar 05, 2019 4:21 am
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 150409
Re: [MOD 0.14] Alien Biomes
O.O I do the exact same thing!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.
- Mon Mar 04, 2019 11:02 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1776929
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!
- Sun Mar 03, 2019 4:48 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 632545
Re: [MOD 0.14] AAI Programmable Vehicles
I have no idea what ZAdventure is...
- Sun Mar 03, 2019 4:25 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 632545
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.
- Sun Mar 03, 2019 4:23 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1776929
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.
- Sun Mar 03, 2019 4:12 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 348573
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.