Search found 12 matches
- Thu Mar 21, 2019 5:28 pm
- Forum: Ideas and Suggestions
- Topic: Toggle option for train to reserve a train stop
- Replies: 7
- Views: 4561
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...
- Tue Mar 19, 2019 3:17 pm
- Forum: Logistic Train Network
- Topic: Feature Request: Non-Binary Network ID
- Replies: 6
- Views: 2461
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 ...
- Mon Mar 18, 2019 6:53 pm
- Forum: Ideas and Suggestions
- Topic: Toggle option for train to reserve a train stop
- Replies: 7
- Views: 4561
Re: Toggle option for train to reserve a train stop
Any idea if this will be a possibility?
- Mon Mar 18, 2019 6:42 pm
- Forum: Logistic Train Network
- Topic: Feature Request: Non-Binary Network ID
- Replies: 6
- Views: 2461
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+ ...
- Mon Mar 18, 2019 4:59 pm
- Forum: Logistic Train Network
- Topic: Feature Request: Non-Binary Network ID
- Replies: 6
- Views: 2461
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...
- 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: 1815
Re: [16.22] Can't change mod settings from in a saved game
o, i see, thanks. A bit odd it works that way
- 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: 1815
[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)
(You can change the settings from the main menu, but they don't effect existing save files)
- Fri Feb 02, 2018 3:12 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 327663
Re: [MOD 0.15] SmartTrains 2.0.5
Can confirm refueling checkbox no longer stays marked in .16
- Mon Jan 08, 2018 7:54 pm
- Forum: Ideas and Suggestions
- Topic: Toggle option for train to reserve a train stop
- Replies: 7
- Views: 4561
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...
- Sun Dec 24, 2017 5:38 am
- Forum: Gameplay Help
- Topic: Any way for a train to reserve a station?
- Replies: 1
- Views: 1144
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...
- Fri Nov 28, 2014 12:28 am
- Forum: General discussion
- Topic: Factories arnt built over night, mode?
- Replies: 11
- Views: 5134
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...
- Wed Nov 26, 2014 4:45 am
- Forum: General discussion
- Topic: Factories arnt built over night, mode?
- Replies: 11
- Views: 5134
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 ...