Search found 143 matches

by Nosferatu
Fri Oct 15, 2021 7:24 am
Forum: Duplicates
Topic: Visual Bug in Walls After Adjacent Cliff Destroyed
Replies: 2
Views: 118

Re: Visual Bug in Walls After Adjacent Cliff Destroyed

Sounds like: viewtopic.php?f=23&t=65657 (intentional behaviour - not a bug)
by Nosferatu
Mon Oct 11, 2021 6:32 pm
Forum: Ideas and Suggestions
Topic: Add double headed train stops
Replies: 26
Views: 694

Re: Add double headed train stops

I had a thought, instead of double headed train stops, be able to link 2, or more, stops together with circuits so that if one has inbound the other cannot? This ^^ - but I would say they should be linked and then "share" their train limit. A lot easier to use then OPs suggestion and it c...
by Nosferatu
Sat Aug 07, 2021 8:51 am
Forum: General discussion
Topic: Megabase ideas
Replies: 10
Views: 1405

Re: Megabase ideas

What's so funny about that? That's exactly what is next on my next challenge list.
I have a 1k SPM base but only the mall has something that could qualify as main bus.

Everything else is train based.
by Nosferatu
Tue Aug 03, 2021 7:39 pm
Forum: Energy Production
Topic: Compact 4.8 GW Nuclear Reactor
Replies: 36
Views: 36673

Re: Compact 4.8 GW Nuclear Reactor

@vangruver
Last post by Lisp wizard 2019 :shock:
I guess he doesn't look in here anymore

But look at my post two posts above yours.
The attachment has OPs Blueprint in it.
by Nosferatu
Tue Jul 13, 2021 11:52 am
Forum: Technical Help
Topic: Saved game won't load
Replies: 11
Views: 758

Re: Saved game won't load

Can't help you with that error but did you try to use one of the autosaves?
by Nosferatu
Mon Jul 12, 2021 5:13 pm
Forum: Gameplay Help
Topic: Need help with train system!
Replies: 4
Views: 450

Re: Need help with train system!

I took a look at your video.
As the post above guessed correctly:
Your track crosses the other one in its two way section. So your signals there need to be on both sides of the track.
by Nosferatu
Sat Jul 10, 2021 10:52 am
Forum: Outdated/Not implemented
Topic: Validate Saves
Replies: 22
Views: 1150

Re: Validate Saves

The average windows user has no daily backup system for his game files. And why are there 3 autosaves? One should be enough ;) You can see that this problem pops up repeatedly on the forums. And when it hits it usually destroyers 100s of game hours. This is a very easy solution. So why not simply do...
by Nosferatu
Fri Jul 09, 2021 8:03 am
Forum: Outdated/Not implemented
Topic: Validate Saves
Replies: 22
Views: 1150

Re: Validate Saves

I was about to make a similar suggestion when I saw that op has already proposed something similar: Failing that, perhaps you could come up with a backup strategy for saves that makes a backup copy of a save to a subfolder when it successfully loads. This way you'd have at most one extra copy of a p...
by Nosferatu
Mon May 17, 2021 10:09 am
Forum: Gameplay Help
Topic: Directing trains into two different ways
Replies: 2
Views: 545

Re: Directing trains into two different ways

Theoretically yes but don't go into that hell.
Correct signaling should also solve that problem.
Can you post a Screenshot so that we can help?
by Nosferatu
Sun May 16, 2021 3:31 pm
Forum: Outdated/Not implemented
Topic: Create ghosts for destroyed trains
Replies: 16
Views: 1065

Re: Create ghosts for destroyed trains

How complicated is it to get rid of the instant breaking thing? Let me rephrase that: How many modding interface requests do we need to get that working? OR How difficult would that be for a dev to implement in to the base game 😊 How complicated is it to get rid of the instant breaking thing? For t...
by Nosferatu
Sun May 16, 2021 9:16 am
Forum: Outdated/Not implemented
Topic: Create ghosts for destroyed trains
Replies: 16
Views: 1065

Re: Create ghosts for destroyed trains

I think the alternate solution is to much. The already modded solution is very good. How complicated is it to get rid of the instant breaking thing? Can we delay the destroying of wagons and Locomotives till the train Stopps? Suggestion: Check if destruction event was a head on collision. If yes Sto...
by Nosferatu
Fri May 14, 2021 8:28 am
Forum: Outdated/Not implemented
Topic: Allow trains to path around blocked segments by pathing through empty stations
Replies: 12
Views: 778

Re: Allow trains to path around blocked segments by pathing through empty stations

@j3robins: I wasn't talking about your stations but about those most commonly used.
If your suggestion is accepted stations like the one silk posted will get the problems I described above.
by Nosferatu
Thu May 13, 2021 7:41 pm
Forum: Outdated/Not implemented
Topic: Allow trains to path around blocked segments by pathing through empty stations
Replies: 12
Views: 778

Re: Allow trains to path around blocked segments by pathing through empty stations

When building a train station branched of your mainline you usually want it to be accessible from all directions.
But what you don't want is that all your trains start using it if they want to make U Turns for some reason.
That's why that penalty is that high and I think it should stay that way ;)
by Nosferatu
Mon May 10, 2021 8:33 pm
Forum: Gameplay Help
Topic: Red train signal set by circuit only has 1000 penalty?
Replies: 10
Views: 877

Re: Red train signal set by circuit only has 1000 penalty?

I used to use 3 red signals when I did something like that and I allways made sure that there is a failsafe in case a train still wanted to go the wrong way ;) But in your case their might be a cleaner solution: I cannot simply disable stations with circuits to work around this. That was my initial ...
by Nosferatu
Sun May 09, 2021 11:58 am
Forum: Gameplay Help
Topic: How do I not overfill a box? Or a railway cart, for that matter
Replies: 7
Views: 644

Re: How do I not overfill a box? Or a railway cart, for that matter

You have to make sure that inserters only input goods if what is requested is above their stacksize. My solution is here:
viewtopic.php?p=514368#p514368
by Nosferatu
Tue Apr 27, 2021 1:35 pm
Forum: General discussion
Topic: Fish per Minute
Replies: 22
Views: 3233

Re: Fish per Minute

It's a "minor issue" viewtopic.php?p=525630#p525630

Yes that report is not talking about going to launch while having no power but I bet the answer will be the same
by Nosferatu
Mon Apr 19, 2021 4:31 pm
Forum: Ideas and Suggestions
Topic: Chests/inventories could probably be optimized
Replies: 29
Views: 1833

Re: Chests/inventories could probably be optimized

@disentius
The linked test came to that conclusion but it only mentions inserting into a chest. Has someone tested the other direction?
by Nosferatu
Mon Apr 19, 2021 9:13 am
Forum: Ideas and Suggestions
Topic: Chests/inventories could probably be optimized
Replies: 29
Views: 1833

Re: Chests/inventories could probably be optimized

eradicator wrote:
Mon Apr 19, 2021 6:01 am
It's not like this knowledge is new or anything. https://mulark.github.io/tests/test-000 ... 00004.html
Thanks for posting that. Learned something today:
Using smaller chests saves performance.
But it's not necessary to use wooden chests. Limiting them is enough
by Nosferatu
Wed Apr 14, 2021 7:42 am
Forum: Gameplay Help
Topic: Do you do integrated production? And how much of it?
Replies: 11
Views: 1078

Re: Do you do integrated production? And how much of it?

An integrated factory, then, would be one that produces several outputs from a shared pool of intermediates: in my case, heaps of green circuits going towards red and blue circuits as well as modules (and thus ultimately to rocket control units). To repeat, I guess the key point is not the shared p...
by Nosferatu
Fri Apr 09, 2021 10:16 am
Forum: Not a bug
Topic: Artillery priority issues
Replies: 4
Views: 421

Re: Artillery priority issues

Just did a little bit of testing.
Try clicking faster then you should get fire from all artillerys.

But i don't know how the game chooses which artillery fires first - could be the order in which they where built

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