Search found 9 matches
- Sun Nov 24, 2024 4:03 pm
- Forum: Ideas and Requests For Mods
- Topic: Mod Idea: territory bitters for Nauvis (Like in Vulcanus but just with bitters)
- Replies: 0
- Views: 74
Mod Idea: territory bitters for Nauvis (Like in Vulcanus but just with bitters)
I really like the idea of Vulcanus where you have to take control of territory by killing the demolisher. Is it possible to do the same for Nauvis and bitters? like they won't attack you but if you expand into their territory you will be overwhelmed quickly and to clear the territory you will have t...
- Thu Jan 14, 2021 1:27 pm
- Forum: Gameplay Help
- Topic: [1.1.8] Train suddenly instantly stop from full speed and unable to path for a moment.
- Replies: 9
- Views: 3128
Re: [1.1.8] Train suddenly instantly stop from full speed and unable to path for a moment.
Not sure how this is not considered a bug. I clearly wrote there is no train stop disabling involved and the blinking chain signal shouldn't affect the trains since it is considered invalid. If you have a blinking signal attached to a rail, it's a good sign that either your rails or your signals or...
- Thu Jan 14, 2021 1:19 pm
- Forum: Gameplay Help
- Topic: [1.1.8] Train suddenly instantly stop from full speed and unable to path for a moment.
- Replies: 9
- Views: 3128
Re: [1.1.8] Train suddenly instantly stop from full speed and unable to path for a moment.
I see multiple issues with your signalling. (notice in the first video the train gets unstuck when the train in the station directly above leaves, for example) I think in both video's the destination stations are becoming unreachable due to signalling issues. I don't think blinking signal should re...
- Thu Jan 14, 2021 1:16 pm
- Forum: Gameplay Help
- Topic: [1.1.8] Train suddenly instantly stop from full speed and unable to path for a moment.
- Replies: 9
- Views: 3128
Re: [1.1.8] Train suddenly instantly stop from full speed and unable to path for a moment.
Not sure how this is not considered a bug. I clearly wrote there is no train stop disabling involved and the blinking chain signal shouldn't affect the trains since it is considered invalid.
- Thu Jan 14, 2021 12:52 am
- Forum: Gameplay Help
- Topic: [1.1.8] Train suddenly instantly stop from full speed and unable to path for a moment.
- Replies: 9
- Views: 3128
[1.1.8] Train suddenly instantly stop from full speed and unable to path for a moment.
I want to make it clear that I do not have any logic that disables trains station but I do use the train limit that changes dynamically. There are 2 bugs I want to report here, very possible they are related to each other. Some of my trains would sometimes stop instantly and fail to path. sometimes ...
- Fri Nov 20, 2020 12:10 pm
- Forum: Ideas and Suggestions
- Topic: 1.1: Belt placement behaviour
- Replies: 13
- Views: 5159
Re: 1.1: Belt placement behaviour
I can see it being more annoying than helpful while extending the main bus.
Making it toggleable with key bind sounds good to me
Making it toggleable with key bind sounds good to me
- Fri Nov 20, 2020 12:07 pm
- Forum: Ideas and Suggestions
- Topic: Quick start save
- Replies: 3
- Views: 2009
Re: Quick start save from Windows
This is a great idea, but I wouldn't recommend doing this way and it is not really related to windows. So basically, the ability to create an exe file with launch options to quickly load into a save with the correct mods already loaded. There are a couple of issues with this. How are you going to re...
- Tue Nov 17, 2020 7:18 pm
- Forum: Outdated/Not implemented
- Topic: Auto rotate when placing over a ghost to match the ghost's rotation
- Replies: 10
- Views: 4170
Re: Auto rotate when placing over a ghost to match the ghost's rotation
No. It would be quite huge buff allowing easier blueprint placement without construction bots. Ghosts are for construction robots for placement and any help for player here would make them less useful. I see.. the idea was to help a bit with the early game. But I don't agree ghosts are just for rob...
- Tue Nov 17, 2020 7:09 pm
- Forum: Outdated/Not implemented
- Topic: Auto rotate when placing over a ghost to match the ghost's rotation
- Replies: 10
- Views: 4170
Auto rotate when placing over a ghost to match the ghost's rotation
TL;DR QoL: When placing over a ghost (inserter/belt as an example) auto-rotate the placed item to match the ghost rotation. What ? Simple QoL feature, if you place an entity over a ghost, for example, an inserter, it would change its rotation to match the ghost's rotation. Saving the player from th...