Search found 12 matches

by shock
Thu Mar 21, 2019 5:28 pm
Forum: Ideas and Suggestions
Topic: Toggle option for train to reserve a train stop
Replies: 7
Views: 4005

Re: Toggle option for train to reserve a train stop

Ya, im sure there are alot of different ways they could change trains with circuit networks. I'd say the main issue is trains scale poorly currently with no good way to manage them. Being able to use same station names combined with enabling/disabling stations works rather well, if it wasn't for the...
by shock
Tue Mar 19, 2019 3:17 pm
Forum: Logistic Train Network
Topic: Feature Request: Non-Binary Network ID
Replies: 6
Views: 2157

Re: Feature Request: Non-Binary Network ID

The Dispatcher mod is neat, though it doesn't really change much, as you can basically already do that by just naming all the stations the same name combined with a circuit to disable/enable the station (note the issue with this is when one station needs resources, all your trains of that type head ...
by shock
Mon Mar 18, 2019 6:53 pm
Forum: Ideas and Suggestions
Topic: Toggle option for train to reserve a train stop
Replies: 7
Views: 4005

Re: Toggle option for train to reserve a train stop

Any idea if this will be a possibility?
by shock
Mon Mar 18, 2019 6:42 pm
Forum: Logistic Train Network
Topic: Feature Request: Non-Binary Network ID
Replies: 6
Views: 2157

Re: Feature Request: Non-Binary Network ID

Well it wouldn't be for simple schedules that can be done manually. For example sulfuric acid in bob/angels is used for a ton of products and mining, it is also a by product of a lot of processes. So the player sets up a storage area for it, with 10 train stops to load from. Then there could be 20+ ...
by shock
Mon Mar 18, 2019 4:59 pm
Forum: Logistic Train Network
Topic: Feature Request: Non-Binary Network ID
Replies: 6
Views: 2157

Feature Request: Non-Binary Network ID

The current network id is limited to only 32 total networks. Because it uses binary to allow stations to be part of the same network with different ids, there is no way to go above 32. If the player want to create a bunch of tiny networks they quickly run out. Could we get either a mod option to tog...
by shock
Sat Feb 03, 2018 6:07 pm
Forum: Duplicates
Topic: [16.22] Can't change mod settings from in a saved game
Replies: 2
Views: 1525

Re: [16.22] Can't change mod settings from in a saved game

o, i see, thanks. A bit odd it works that way
by shock
Sat Feb 03, 2018 11:19 am
Forum: Duplicates
Topic: [16.22] Can't change mod settings from in a saved game
Replies: 2
Views: 1525

[16.22] Can't change mod settings from in a saved game

If you load a map, go Options->Mod settings->Map and modify values, then click apply, nothing will be changed. If you reopen mod settings, the values are what they originally where.

(You can change the settings from the main menu, but they don't effect existing save files)
by shock
Fri Feb 02, 2018 3:12 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 298926

Re: [MOD 0.15] SmartTrains 2.0.5

Can confirm refueling checkbox no longer stays marked in .16
by shock
Mon Jan 08, 2018 7:54 pm
Forum: Ideas and Suggestions
Topic: Toggle option for train to reserve a train stop
Replies: 7
Views: 4005

Toggle option for train to reserve a train stop

TL;DR A toggle able option that causes a train to reserve a train stop when it starts to head to it What ? Add a checkbox to the train stop GUI that when enabled causes the train stop to become reserved when a train heads to it. A train just marks the train stop as its destination, and the train st...
by shock
Sun Dec 24, 2017 5:38 am
Forum: Gameplay Help
Topic: Any way for a train to reserve a station?
Replies: 1
Views: 980

Any way for a train to reserve a station?

Currently I have a bunch of trains set up to run between a bunch of the same name stations. For example, 5 stations named "Iron Plate ON" at a large iron smelting area. Then scattered across the map, 8 stations named "Iron Plate OFF", with circuits to turn the station off if it h...
by shock
Fri Nov 28, 2014 12:28 am
Forum: General discussion
Topic: Factories arnt built over night, mode?
Replies: 11
Views: 4491

Re: Factories arnt built over night, mode?

Started a game, about 6 hours in now. The base almost got wiped out the first time a wave of mid size biters attacked about 4 of them and 30 small. Currently have a small oil area to make batteries, 24 basic furnaces making Steel, and iron/copper production supporting 56 science building for green/r...
by shock
Wed Nov 26, 2014 4:45 am
Forum: General discussion
Topic: Factories arnt built over night, mode?
Replies: 11
Views: 4491

Factories arnt built over night, mode?

So iv played factorio a few times, but factories have become to simple to build. So i want to kick everything up a notch. Here is what im thinking, Mods, detech (all of them) Increase all techs that use green science to 10x cost. So if something cost 50 sets of green and red science packets, now it ...

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