Search found 372 matches

by Amarula
Wed Jun 09, 2021 11:55 pm
Forum: Not a bug
Topic: [1.1.34] Pumps not always loading fluid wagons
Replies: 3
Views: 135

Re: [1.1.34] Pumps not always loading fluid wagons

The second last picture shows an output pump being connected to the part the input would connect to, blocking it. Sorry I am not clear on what is being blocked. And if there is a design problem, why does it work in the first case but not the second? Hang on I think I get it: in the first case, the ...
by Amarula
Wed Jun 09, 2021 11:40 pm
Forum: Not a bug
Topic: [1.1.34] Pumps not always loading fluid wagons
Replies: 3
Views: 135

[1.1.34] Pumps not always loading fluid wagons

I made a train stop that both loads and unloads a train of fluid tankers (so the train can deliver oil when the local oil patch runs low). It works fine. Pumping oil in loading all tankers.png I made a copy (Ctrl-C) of the trains providing water and crude oil, and pasted it for the next refinery, bu...
by Amarula
Tue Jun 08, 2021 12:36 pm
Forum: General discussion
Topic: Why don't forests regenerate over time.
Replies: 11
Views: 665

Re: Why don't forests regenerate over time.

One of the elements of the Krastorio 2 mod that I particularly enjoyed was the green house, that allowed you to generate wood making it a farmable resource, and also allowed you to grow trees to plant to make your own forest. Making fertilizer from dead biters to increase wood production was fun too.
by Amarula
Fri Jun 04, 2021 12:53 pm
Forum: Modding interface requests
Topic: Passenger count for vehicles
Replies: 2
Views: 99

Re: Passenger count for vehicles

+1 Allowing a mod to determine the maximum number of passengers opens up lots of fun possibilities like tour buses and centipedes. The last time I checked, trains only allowed one passenger per locomotive/cargo wagon/fluid wagon (so I needed to add two cargo wagons to my personal train in order to g...
by Amarula
Fri Jun 04, 2021 12:31 pm
Forum: Combinator Creations
Topic: Height fields
Replies: 10
Views: 402

Re: Height fields

Thank you for sharing another cool and useful tool. So it's called a height field, that's good to know. I just invented a name for it because it seemed fitting ;) Names are important for remembering, analyzing, and applying concepts. So it shall forever more be recognized as Qon's height field .
by Amarula
Thu Jun 03, 2021 12:57 pm
Forum: Ideas and Suggestions
Topic: Numbers precision (in production window) / Display 3 significant/relevant numbers / Full precision when hover numbers
Replies: 36
Views: 486

Re: Numbers precision displayed (in production window) / Change relevant numbers / Always display 3 significant numbers

ssilk wrote:
Thu Jun 03, 2021 9:16 am
Or (and that is my favourite idea from this thread) that if you hover over any number, you will see the exact number in full precision as tooltip.
Yes please!
by Amarula
Thu May 20, 2021 3:32 pm
Forum: Combinator Creations
Topic: Facto-RayO v2.1
Replies: 2
Views: 323

Re: Facto-RayO v2.1

This is so amazing! It just keeps getting better and better :)
by Amarula
Sun May 16, 2021 11:53 am
Forum: Gameplay Help
Topic: Trainlimitation for stations - Priorities
Replies: 2
Views: 317

Re: Trainlimitation for stations - Priorities

When I have multiple trains waiting for a spot to open, I have observed that they appear to queue up, so the first train that was ready to leave is at the front of the queue, and is the first to be given an opening, thus FIFO.
by Amarula
Mon May 03, 2021 5:15 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1423
Views: 215424

Re: Simple Questions and Short Answers

And in the crafting menu, the remote appears like this:
Screenshot from 2021-05-03 13-11-51.png
Screenshot from 2021-05-03 13-11-51.png (503.29 KiB) Viewed 685 times
by Amarula
Sat Apr 24, 2021 3:55 pm
Forum: Gameplay Help
Topic: Building Megabases with the right Game Settings
Replies: 11
Views: 1145

Re: Building Megabases with the right Game Settings

I don't think there are any standard settings that will magically make it easier to go mega. If you enjoy playing on default settings, keep doing that, it is totally possible to make a mega base that way (note I did not say easy :) ) And if you have a nice starter base already, there is no reason yo...
by Amarula
Sun Apr 11, 2021 2:14 pm
Forum: Ideas and Suggestions
Topic: Trains GUI search needle in a haystack
Replies: 9
Views: 392

Re: Trains GUI search needle in a haystack

A related problem, again after doing massive deconstruction: I have a station where I park trains full of odds and ends. When I send a train to park there, I mark what is in the load using the Item Count condition. When I want to take a train, it would be great if the list was sorted by the conditio...
by Amarula
Sat Apr 10, 2021 5:36 pm
Forum: Ideas and Suggestions
Topic: Trains GUI search needle in a haystack
Replies: 9
Views: 392

Trains GUI search needle in a haystack

TL;DR Trying to find a needle (one train waiting at the head of the queue) in a haystack (50+ trains all waiting to get to the front of the queue) What ? My suggestion is to sort the search results in the Trains GUI by any differences in the trains matching the criteria, particularly such as state ...
by Amarula
Fri Feb 05, 2021 2:51 pm
Forum: Ideas and Suggestions
Topic: Take blocked slots into account when reporting chest usage
Replies: 10
Views: 434

Re: Show chest limit in tooltip

+1 I like the idea of showing the use of restricted slots: 21/20 - you have 21 stack and container is limited to 20 (one stack was added manually or just left over from previous config) However, I would show the use of restricted slots separately. For example: 5/20 - chest is limited to 20 stacks, 5...
by Amarula
Fri Feb 05, 2021 2:41 pm
Forum: General discussion
Topic: FFF email forum link is a bit smelly
Replies: 3
Views: 567

Re: FFF email forum link is a bit smelly

This. First rule of cyber security: never click suspicious links.
by Amarula
Fri Jan 29, 2021 4:40 pm
Forum: News
Topic: Friday Facts #364 - 1.1 stable
Replies: 57
Views: 14558

Re: Friday Facts #364 - 1.1 stable

Congratulations! How much do I love the new trains GUI? Recently I have been playing a number of fresh games that are all relatively small, around the number of trains mentioned in the post (100+ trains, 200+ stations). So today I went back and loaded up my main game that has been worked on for the ...
by Amarula
Mon Jan 25, 2021 4:12 pm
Forum: Gameplay Help
Topic: Train Stop Limits
Replies: 5
Views: 1031

Re: Train Stop Limits

I do agree with you that a limit of zero is counter-intuitive to the intent of a limit. However, for the question, what should the train limit be for this particular train stop, the answer is almost always "It depends!" Since the limits were introduced (thank you Wube!), I have never set a...
by Amarula
Tue Jan 12, 2021 3:04 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [1.1.6] Issues with empty furnace input slot tooltip
Replies: 15
Views: 1437

Re: [Klonan] [1.1.6] Issues with empty furnace input slot tooltip

This attention to detail, responsiveness, and player engagement, set you in a class of your own - no-one else comes close. You are amazing! Thank you!

@Deadlock989: how about blotting out the sun deliberately? Like fog of war only better...

@Klonan: oh yeah a reason to say I _need_ a 4k monitor!
by Amarula
Mon Jan 11, 2021 2:04 pm
Forum: Gameplay Help
Topic: Fuelling a locomotive with conditions
Replies: 13
Views: 1182

Re: Fuelling a locomotive with conditions

disentius wrote:
Mon Jan 11, 2021 11:32 am
This works because when the train wants to leave, it reserves (yellow) the next signal it wants to pass.
Sweet!

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