Search found 8 matches
- Fri Sep 29, 2023 1:37 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 337
- Views: 77509
Re: Friday Facts #378 - Trains on another level
Now, if the Space Age mod doesn't depend on the Quality mod...you could have said that 3 weeks ago and ended all the complaining instantly. Also, when: https://c8.alamy.com/comp/RA6PD9/perspective-view-under-elevated-railway-tracks-in-havana-cuba-RA6PD9.jpg ;) A trestle instead of a center support ...
- Fri Sep 29, 2023 1:32 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 337
- Views: 77509
Re: Friday Facts #378 - Trains on another level
Can we walk on the bridges? You can't. biters also can't walk it. If you're going to allow building long stretches of elevated track over water, we're going to end up with trains running out of fuel where they can't be rescued unless there's a parallel track very close by, or having to run a person...
- Fri Sep 29, 2023 1:10 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 337
- Views: 77509
Re: Friday Facts #378 - Trains on another level
Will biters climb the ramps or attack the supports? Can they go over cliffs? Going up instead of down is the right choice. I wouldn't mind seeing belts working this way too, undergroundies are kind of weird when you think about it, snaking up and down out of the ground every so many spaces. Having t...
- Sat Sep 09, 2023 7:22 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 127440
Re: Friday Facts #375 - Quality
I'm in favor of anything that gives the game some vertical expansion - I love the hell out of Kovarexing, and the refining and re-refining to get higher quality items seems like it will involve the same kind of interesting production setups. I can see, for example, this providing some utility to &qu...
- Thu Dec 24, 2020 2:57 pm
- Forum: General discussion
- Topic: Landfill, Stone, gear production issues
- Replies: 6
- Views: 2485
Landfill, Stone, gear production issues
I've been enjoying the heck out of 1.1 so far, the train changes alone have made upscaling much more practical, since you can create many-to-many systems (including staging yards) for heavily used resources. However, there are a handful of production issues that continue to annoy me. First and simpl...
- Sun Dec 06, 2020 2:14 pm
- Forum: Releases
- Topic: Version 1.1.4
- Replies: 24
- Views: 16674
Re: Version 1.1.4
i tried it, expecting to see it latch on physically. i was disappointed. :P I've thought about doing that for Vehicle Wagon, actually. For example, use the Spider Remote to click on a Vehicle Wagon flatbed car, and it walks over and curls up onto it. I have no idea how to animate the legs, but we c...
- Mon Oct 12, 2020 2:01 am
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 82554
Re: Friday Facts #361 - Train stop limit, Tips and tricks
Holy crap. I've been playing around for a while with a "rail blocks" concept, where everything is built on a grid, with trains filling the edges and intersections of that grid (2 lanes each direction). If you want a station, you just branch off the outer lane at a specific point by plunkin...
- Fri Aug 14, 2020 1:59 pm
- Forum: Releases
- Topic: Version 1.0.0
- Replies: 130
- Views: 99225
Re: Version 1.0.0
Congrats on 1.0! I've been playing since 0.13, and in terms of fun and stability it's only gotten better since then. So I made a Spidertron in my latest playthrough (started about a month ago to experiment with a kind of weird city block concept where there's a walkway AND a 4 lane railroad in the g...