Search found 13 matches
- Sun Sep 12, 2021 4:48 am
- Forum: Implemented Suggestions
- Topic: improve train block overlay: add directions
- Replies: 57
- Views: 20575
Re: improve train block overlay: add directions
The direction of a track is determined at each signal, there is no need to look any further than the other side of the track segment to determine if that piece of track is single- or bi-directional. The reality is that tracks are not directional, that limitation is imposed by the signals themselves ...
- Sat Sep 11, 2021 8:51 am
- Forum: Implemented Suggestions
- Topic: improve train block overlay: add directions
- Replies: 57
- Views: 20575
Re: improve train block overlay: add directions
Nice mockups. Perhaps a slightly different arrowhead for chain and rail signals would help as well. Possibly an arrow similar to the fast-forward style, where it has a second set of rear points behind the first? That might help players realize that trains will wait behind that signal until they can ...
- Sun Jan 17, 2021 3:20 pm
- Forum: Implemented Suggestions
- Topic: improve train block overlay: add directions
- Replies: 57
- Views: 20575
Re: Travel arrows capping Rail block visualizer
I think it might help building and troubleshooting rail networks if one can see the direction of travel in the block visualizer. Many players have difficulty understanding rail signals and train pathfinding, and having an indication of what direction the trains are willing to travel could help ...
- Sun Jan 17, 2021 3:13 pm
- Forum: Ideas and Requests For Mods
- Topic: Personal Roboport Perimeter Rhombus
- Replies: 3
- Views: 2547
Re: Personal Roboport Perimeter Rhombus
Thanks for sharing, but that's not quite what I seek. I want the border of the roboport that is in my power armor the be drawn, not the stationary roboports.
- Sun Jan 17, 2021 4:25 am
- Forum: Implemented Suggestions
- Topic: improve train block overlay: add directions
- Replies: 57
- Views: 20575
Travel arrows capping Rail block visualizer
I would like to suggest that the rail block visualization be modified to indicate the permitted direction of automatic travel. Currently, each segment ends in a flat line at each end. That line could be turned into an arrow to indicate a single direction. Two way travel could be indicated by a ...
- Sat Jul 27, 2019 10:38 pm
- Forum: Ideas and Requests For Mods
- Topic: Personal Roboport Perimeter Rhombus
- Replies: 3
- Views: 2547
Personal Roboport Perimeter Rhombus
I wish I could always see the limit of my personal roboport construction area on the game world. When holding a blueprint, the area is shaded in green. I would like the perimeter of that square to stay drawn even without a blueprint in hand.
- Tue Aug 22, 2017 8:48 am
- Forum: Implemented Suggestions
- Topic: Clarify that Optional dependencies really are Optional
- Replies: 6
- Views: 9313
Re: Clarify that Optional dependencies really are Optional
I apologize if this sounds mean, but I'm not sure how else to say it.
Has this really been implemented? The original suggestion was to add a field labelled 'Optional', which would clearly communicate the difference to the user. Sure, the colour may help differentiate the objects in the list, but ...
Has this really been implemented? The original suggestion was to add a field labelled 'Optional', which would clearly communicate the difference to the user. Sure, the colour may help differentiate the objects in the list, but ...
- Thu Jun 22, 2017 12:37 am
- Forum: Releases
- Topic: Version 0.15.22
- Replies: 38
- Views: 29517
Re: Version 0.15.22
The best part of this update. Thanks Wube!FactorioBot wrote:Changes
[*]The deconstruction planner filter now treats any entity filter as also matching entity ghosts of that type.
- Thu Jun 15, 2017 2:01 pm
- Forum: Multiplayer
- Topic: Factorio Hobo Life
- Replies: 1
- Views: 1661
Re: Factorio Hobo Life
I've made a few changes to the server. I'll keep the first post updated with the current info.
I've also made a steam group for the server: http://steamcommunity.com/groups/factorio_hobos
Come join us, and lets have fun with trains.
I've also made a steam group for the server: http://steamcommunity.com/groups/factorio_hobos
Come join us, and lets have fun with trains.
- Sun May 28, 2017 9:41 am
- Forum: Multiplayer
- Topic: Factorio Hobo Life
- Replies: 1
- Views: 1661
Factorio Hobo Life
Updated server info:
Name: Why Not Trains? aka Hobo Life
Version: Experimental 0.15.21
Mods: None
Soft-Mods: Parts of Enhanced Vanilla, by 3RaGaming
Player Limit: None
Recipes: Expensive
Technology: Expensive
original:
Hey everyone, you are hereby invited to stop by and hang out on my new MP ...
Name: Why Not Trains? aka Hobo Life
Version: Experimental 0.15.21
Mods: None
Soft-Mods: Parts of Enhanced Vanilla, by 3RaGaming
Player Limit: None
Recipes: Expensive
Technology: Expensive
original:
Hey everyone, you are hereby invited to stop by and hang out on my new MP ...
- Sun May 28, 2017 6:26 am
- Forum: Technical Help
- Topic: 15.16 headless failing to launch.
- Replies: 1
- Views: 1451
15.16 headless failing to launch.
Edit:
Well, I swapped Arch out for Ubuntu; after the reinstall, Factorio just works. I'm not sure if it was my config or a problem with Arch, but I'll take the win.
____
I am having trouble getting the headless server to launch. There appears to be a problem opening the socket, should it have found ...
Well, I swapped Arch out for Ubuntu; after the reinstall, Factorio just works. I'm not sure if it was my config or a problem with Arch, but I'll take the win.
____
I am having trouble getting the headless server to launch. There appears to be a problem opening the socket, should it have found ...
- Fri Aug 05, 2016 2:29 am
- Forum: Combinator Creations
- Topic: 0.13 Rainbow Belts and other madness
- Replies: 55
- Views: 44404
Re: 0.13 Rainbow Belts and other madness
I'm also violently opposed to underground belt interleaving, just because it's ugly and cheesy. It only "works" if you use different belt colors, which makes it a poster child case of meta-gaming (bending the rules). If a particularly clever belt layout uses that, it does not count for the record ...
- Tue Aug 02, 2016 11:33 am
- Forum: Ideas and Suggestions
- Topic: Remove or Miniaturize Circuit Networks
- Replies: 99
- Views: 49322
Re: Remove or Miniaturize Circuit Networks
Klonan already gave the "no, because" explanation back in March; check page two of the thread. Perhaps the response from Rseding91 was to help clarify the "no" part for those who are still arguing.