I can't see red or yellow (or most colours for that matter) so I know what you mean. Higher-contrast rail signals would be nice.aeros1 wrote:So it is so easy to miss that red dot on the map.
Search found 1498 matches
- Sun Sep 04, 2016 3:07 pm
- Forum: Ideas and Suggestions
- Topic: Rail signals should act the same to auto and manual trains
- Replies: 31
- Views: 10790
Re: Rail signals should act the same to auto and manual trains
- Sun Sep 04, 2016 2:56 pm
- Forum: Ideas and Suggestions
- Topic: Moving Fortress
- Replies: 17
- Views: 14439
Re: Moving Fortress
I'm sure this would be possible in a mod (would need to be enclosed of course) to some extent. Maybe the modular bit would be a bit much but then who knows.
I'd love to mod, unfortunately I don't have any time at home and while I could poke around at work my PC there won't run Factorio xP
I'd love to mod, unfortunately I don't have any time at home and while I could poke around at work my PC there won't run Factorio xP
- Sun Sep 04, 2016 2:52 pm
- Forum: Implemented Suggestions
- Topic: Rotating belt.
- Replies: 13
- Views: 5890
Re: Rotating belt.
There are a lot of other ways to solve this logistically. Split the items into two belts, have a buffer chest (bonus points, only pull items if required), stop the input feed once the belt loop is almost compressed (would need to swap the lanes of the belt to prevent one becoming backed up).
- Sun Sep 04, 2016 2:41 pm
- Forum: News
- Topic: Friday facts #153 - 0.13 Stable, 0.14 Experimental
- Replies: 98
- Views: 49623
Re: Friday facts #153 - 0.13 Stable, 0.14 Experimental
Oh, derp, I misread, only the locomotive currently can't use the roboport since it has no inventory of its own. I still think it could use some tweaking as it would be better if it had longer range, either by scaling up better or by equipping more roboports. Vehicles are less manoeuvrable so you wan...
- Sat Sep 03, 2016 10:30 pm
- Forum: News
- Topic: Friday facts #153 - 0.13 Stable, 0.14 Experimental
- Replies: 98
- Views: 49623
Re: Friday facts #153 - 0.13 Stable, 0.14 Experimental
Wow, you guys sure are dedicated. I was part of the Planetary Annihilation pre-release and they didn't really want to know. Had pretty much every user saying the interface is really laggy and generally sucky and AFAIK it never got fixed, unless it was just before release. For you guys as well as the...
- Fri Sep 02, 2016 11:42 pm
- Forum: Ideas and Suggestions
- Topic: Optimisation suggestion - Reduce UPS, uncouple FPS
- Replies: 40
- Views: 12906
Re: Optimisation suggestion - Reduce UPS, uncouple FPS
I didn't say you "could" only see 30fps, I said that unless the image changes drastically you'll struggle to notice it. That completely defeats the point of my suggestion, which is to reduce the CPU load of the update. Factorio isn't particularly graphics intensive, so I'm not sure even in...
- Fri Sep 02, 2016 11:31 pm
- Forum: Ideas and Suggestions
- Topic: Rail signals should act the same to auto and manual trains
- Replies: 31
- Views: 10790
Re: Rail signals should act the same to auto and manual trains
Ideally there would be something in place, however developer time is limited and consider once 0.15 is stable it is likely to become 1.0 at which point development ceases and the game is considered "finished". I don't know how simple it would be to implement but it's not going to be a five...
- Fri Sep 02, 2016 10:51 pm
- Forum: Gameplay Help
- Topic: How to make trains pick an open waiting bay
- Replies: 15
- Views: 7287
Re: How to make trains pick an open waiting bay
I'm not able to replicate either the crash (though I'm playing in sandbox, might be something to do with it) or the problem where the signal is too close. I've been running five trains around a loop with three bays for the last five minutes and it doesn't matter how close I put the signal to the bra...
- Fri Sep 02, 2016 2:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [13.20] [pending] Some achievements cannot be earned on Steam
- Replies: 5
- Views: 1924
Re: [13.20] [pending] Some achievements cannot be earned on Steam
Looks like I have sidestepped a problem by resolving to earn all achievements before modding =D
- Fri Sep 02, 2016 2:49 pm
- Forum: Development Proposals
- Topic: Railroad
- Replies: 148
- Views: 128815
Re: Railroad
Hmm, perhaps a more flexible alternative will be available when the circuit network is improved with 0.15 hopefully to a point trains can be summoned as required. Then instead of adding and removing wagons we could just park this two wagon train and summon a three wagon train. I imagine this would b...
- Fri Sep 02, 2016 2:38 pm
- Forum: General discussion
- Topic: Come and Guess #3: Stable Version of 0.14
- Replies: 14
- Views: 5387
Re: Come and Guess #3: Stable Version of 0.14
Lol I was just debating if I should go for 12, which 'felt' right, or 9 which seems more realistic. Check second page... Oh...
I'll go for 0.14.8 =D
I'll go for 0.14.8 =D
- Fri Sep 02, 2016 1:48 pm
- Forum: News
- Topic: Friday facts #153 - 0.13 Stable, 0.14 Experimental
- Replies: 98
- Views: 49623
Re: Friday facts #153 - 0.13 Stable, 0.14 Experimental
Something I'd like to query, you guys say things like "we'd like to hear your ideas" (speaking about new modules for vehicles) but how? Posting it here seems a bit pointless since ideas would be drowned admist the general comments, so do we create topics in Suggestions? Should we create on...
- Fri Sep 02, 2016 1:37 pm
- Forum: Gameplay Help
- Topic: How to make trains pick an open waiting bay
- Replies: 15
- Views: 7287
Re: How to make trains pick an open waiting bay
Ahah I saw that earlier but didn't realise it was this you were trying to do xD
- Fri Sep 02, 2016 1:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][14.2] Crash with Rail signal on diagonal rail.
- Replies: 11
- Views: 5028
Re: [Twinsen][14.2] Crash on: "(750): ElectricPole::countOrientationTo"
Posting the log in the topic itself (rather than as an attachment) makes it searchable and easier to find if similar problems are reported.
- Fri Sep 02, 2016 12:27 pm
- Forum: Development Proposals
- Topic: Railroad
- Replies: 148
- Views: 128815
Re: Railroad
IRL trains that run in both directions have an engine on both ends of the train. I suspect a single headed train CAN reverse, however it would only ever be used to back it out of storage, connecting wagons, correcting position, etc, not for proper travel and certainly not in any automated process.
- Fri Sep 02, 2016 11:13 am
- Forum: Ideas and Suggestions
- Topic: Allow combinators connect to the logistic network
- Replies: 6
- Views: 2115
Re: Allow combinators connect to the logistic network
It would have to be within 23 tiles of the roboport to connect wirelessly anyway so it's not like it's covering massive distances, and you need to power both the roboport and the combinator so shouldn't need to add more than 1 medium power pole to bridge the gap.
- Fri Sep 02, 2016 11:07 am
- Forum: Gameplay Help
- Topic: How to make trains pick an open waiting bay
- Replies: 15
- Views: 7287
Re: How to make trains pick an open waiting bay
Unfortunately shortly after taking that video the game crashed but I made another setup and tested it for a few minutes (well past long enough for it to break with a chain signal) on auto mode and didn't have any problems, though I think the signal was a bit further from the split rails because it w...
- Fri Sep 02, 2016 11:00 am
- Forum: Development Proposals
- Topic: Railroad
- Replies: 148
- Views: 128815
Re: Railroad
Not sure if this has been mentioned before: Automated trains which need only one locomotive to run forward or backwards. Diagonal stations or a special station to (dis-)connect a locomotive automatically to some wagons. In sandbox mode, it would be interesting to spawn a driver avatar temporarily t...
- Fri Sep 02, 2016 10:52 am
- Forum: Ideas and Suggestions
- Topic: Train Full Cargo - Mixed loading
- Replies: 8
- Views: 7513
Re: Train Full Cargo - Mixed loading
Add train wait condition:
Inventory full
OR wait 10 seconds (tweak for loading time)
Had this problem with a merged copper and iron deposit. You'll end up with a train filled up to 49 less than capacity, not the end of the world.
Inventory full
OR wait 10 seconds (tweak for loading time)
Had this problem with a merged copper and iron deposit. You'll end up with a train filled up to 49 less than capacity, not the end of the world.
- Fri Sep 02, 2016 10:31 am
- Forum: Ideas and Suggestions
- Topic: Allow combinators connect to the logistic network
- Replies: 6
- Views: 2115
Re: Allow combinators connect to the logistic network
Drop a roboport down next to one and connect it to the combinator, set the roboport circuit connection type to send logistic network to the circuit network. Job done.