Search found 15 matches
- Thu Oct 15, 2015 12:28 pm
- Forum: Maps and Scenarios
- Topic: TheCity - Custom Scenario for 0.12.10
- Replies: 25
- Views: 32153
Re: TheCity - Custom Scenario for 0.12.10
/edit 1: almost finished the scenario. However I don't get any further when it says "Reach another city-gate". I found the train heading to Nikktrona and stood near all city entrances that I could find. Where am I supposed to go ? :) Oh; that's my failure. You should destroy the powerline...
- Tue Oct 13, 2015 1:23 pm
- Forum: Maps and Scenarios
- Topic: TheCity - Fct story-based Scenario
- Replies: 19
- Views: 26584
Re: TheCity - Fct story-based Scenario
I just updatet my old project. Everything should now be fine.
Here's the new Thread: https://forums.factorio.com/forum/vie ... 36&t=17009
This old thread may die now!
Here's the new Thread: https://forums.factorio.com/forum/vie ... 36&t=17009
This old thread may die now!
- Tue Oct 13, 2015 1:14 pm
- Forum: Maps and Scenarios
- Topic: TheCity - Custom Scenario for 0.12.10
- Replies: 25
- Views: 32153
TheCity - Custom Scenario for 0.12.10
Hey Guys! I've just updatet my Factorio Project I posted a long time ago: A large, story-led Scenario, like the ones in the campaign (I guess I was the first user doing such thing! ;) ). Story: Your ship was shot by an human(!) rocket-tower. As you awake some really weird things might happen. So you...
- Wed Oct 07, 2015 12:56 pm
- Forum: Maps and Scenarios
- Topic: TheCity - Fct story-based Scenario
- Replies: 19
- Views: 26584
Re: TheCity - Fct story-based Scenario
Is this project dead? I've been looking for scenarios to play, and this one looked interesting. Having a 0.10 compatible version would be amazing! It's not necessary dead; I will maybe update it, as soon as I got the time and the will. Also it seems, that there are problems with my script and the &...
- Wed Oct 29, 2014 1:48 pm
- Forum: Maps and Scenarios
- Topic: TheCity - Fct story-based Scenario
- Replies: 19
- Views: 26584
Re: TheCity - Fct story-based Scenario
Thanks for your Feedback. I'll try to fix this: -Triggers: I tried to set them in a way you cannot move around, but with my small Lua Know-How it's not easy to make advanced stuff (e.g. I've no idea how to skip the tower-mission if you don't want to destroy this tower) -Labs: Oh ***; just forgot thi...
- Mon Aug 25, 2014 6:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.8]Editor made Map - Few FPS cause of to much entities?
- Replies: 4
- Views: 4346
Re: [0.10.8]Editor made Map - Few FPS cause of to much entit
Soo; is there a way to fix that in my map?
Wait until it disappears?
Save it with the 0.10.9 Map Editor?
Other way?
Wait until it disappears?
Save it with the 0.10.9 Map Editor?
Other way?
- Fri Aug 22, 2014 6:25 pm
- Forum: Maps and Scenarios
- Topic: TheCity - Fct story-based Scenario
- Replies: 19
- Views: 26584
TheCity - Fct story-based Scenario
THIS OLD THREAD IS DEAD!!! VISIT THE NEW ONE https://forums.factorio.com/forum/viewtopic.php?f=36&t=17009 Hey Guys! I've just finished my first big Factorio Project: A large, story-led Scenario, like the ones in the campaign (I guess I'm the first user doing such thing! ;) ). Story: Your ship w...
- Fri Aug 22, 2014 5:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.8]Editor made Map - Few FPS cause of to much entities?
- Replies: 4
- Views: 4346
[0.10.8]Editor made Map - Few FPS cause of to much entities?
I just noticed, that the FPS of my custom-made map slow down a lot, the more entities I place. E.g. if I place a assembling-machine ~400 Entities are added; if I remove it only 1 entity will be removed. So after a lot of editing I have a hole of 900.000 Entities on my map. -> Causing a lot of laag I...
- Fri Aug 22, 2014 5:23 pm
- Forum: Not a bug
- Topic: FPS dropping with time
- Replies: 9
- Views: 4175
Re: FPS dropping with time
Did someone notice the incredible large amount of entites? Maybe ...
- Sun Aug 17, 2014 6:03 pm
- Forum: Ideas and Suggestions
- Topic: New Train Signal: NO-Parking-Sign
- Replies: 4
- Views: 2672
Re: New Train Signal: NO-Parking-Sign
You're right; it's fun
- Sun Aug 17, 2014 9:16 am
- Forum: Ideas and Suggestions
- Topic: New Train Signal: NO-Parking-Sign
- Replies: 4
- Views: 2672
Re: New Train Signal: NO-Parking-Sign
Ok; yes; that's what I meant (btw Idk OpenTTD)
thanks
thanks
- Sat Aug 16, 2014 5:10 pm
- Forum: Ideas and Suggestions
- Topic: New Train Signal: NO-Parking-Sign
- Replies: 4
- Views: 2672
New Train Signal: NO-Parking-Sign
Hey Guys! After my fail-suggestion yesterday I played a lot with my factorio trains (like the days before). I noticed, that my OP-crossways got stuck by the bunch of trains I used. But I had an Idea, how I could solve this problem: With NO-Parking-Signs ! They work like signal lights; but: If the ne...
- Sat Aug 16, 2014 8:48 am
- Forum: Ideas and Suggestions
- Topic: Train-Freeway-Signal
- Replies: 6
- Views: 2443
Re: Train-Freeway-Signal
Ok; I see your point; thx
- Fri Aug 15, 2014 7:05 pm
- Forum: Ideas and Suggestions
- Topic: Train-Freeway-Signal
- Replies: 6
- Views: 2443
Re: Train-Freeway-Signal
If I understood the train system, every sign cuts the trail into two segments; only one automatic train will drive on a segment at a time. If I got a very long segment I've to wait a long period of time (passing next signal) until the second train can follow it; right? THIS is why I want the freeway...
- Thu Aug 14, 2014 6:45 pm
- Forum: Ideas and Suggestions
- Topic: Train-Freeway-Signal
- Replies: 6
- Views: 2443
Train-Freeway-Signal
I would suggest to improve the train system with a new simple feature: Free-Way-Signs : Acts like an always green signal lights; so trains can drive a long way without waiting until the train before them reaches the next signal light. This would make it possible to set a bunch of trains on a single ...