Search found 13 matches
- Mon Jun 17, 2019 12:14 pm
- Forum: Technical Help
- Topic: [0.17.49] How to improve the UPS on a megabase
- Replies: 7
- Views: 2697
Re: [0.17.49] How to improve the UPS on a megabase
Thanks for the profilers. I have tried Very Sleepy and though there are some function that I'm not completely sure what they correspond to, they indeed give already a lot of interesting information. I tried to install Visual Studio but... it did not work ![π](//cdn.jsdelivr.net/gh/twitter/twemoji@latest/assets/svg/1f601.svg)
- Sun Jun 16, 2019 8:56 am
- Forum: Technical Help
- Topic: [0.17.49] How to improve the UPS on a megabase
- Replies: 7
- Views: 2697
[0.17.49] How to improve the UPS on a megabase
Hello,
I'm currently playing with a friend on building a megabase capable of outputting 1000 science pack / minutes. We are far from completing our objective but we're starting to experience serious drop of UPS. From another post, we saw that we could slow down the game speed using the command /c ...
I'm currently playing with a friend on building a megabase capable of outputting 1000 science pack / minutes. We are far from completing our objective but we're starting to experience serious drop of UPS. From another post, we saw that we could slow down the game speed using the command /c ...
- Thu Mar 28, 2019 8:10 pm
- Forum: Gameplay Help
- Topic: What is the train's damage collision formula ?
- Replies: 4
- Views: 4285
Re: What is the train's damage collision formula ?
Thanks for your replies. It's much clearer now !!
- Mon Mar 25, 2019 7:01 pm
- Forum: Gameplay Help
- Topic: What is the train's damage collision formula ?
- Replies: 4
- Views: 4285
What is the train's damage collision formula ?
Hello,
I was wondering if someone knows the exact formula of the damage delt by train on impact ? I'm trying to estimate how much locomotive I would need in the late game and having such formula would help π
From looking at forum / google and after doing some experiments, I understood that it ...
I was wondering if someone knows the exact formula of the damage delt by train on impact ? I'm trying to estimate how much locomotive I would need in the late game and having such formula would help π
From looking at forum / google and after doing some experiments, I understood that it ...
- Mon Mar 25, 2019 8:33 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.17] Crash when loading a scenario in Map Editor
- Replies: 1
- Views: 2048
[0.17.17] Crash when loading a scenario in Map Editor
Hello,
I got a crash when I was loading a scenario in Map Editor.
The scenario was created with the mod "creative mod 1.0.4' but I was trying to load the scenario without this mod activated.
Good luck !
I got a crash when I was loading a scenario in Map Editor.
The scenario was created with the mod "creative mod 1.0.4' but I was trying to load the scenario without this mod activated.
Good luck !
- Fri Mar 22, 2019 12:22 pm
- Forum: Not a bug
- Topic: [0.17.17] Trains do not select available path when multiple stations are in this path
- Replies: 4
- Views: 1444
Re: [0.17.17] Trains do not select available path when multiple stations are in this path
But then you can apply the same reasoning with a train stopped at a rail signal. If I put two train in a row, one waiting at the train station, one waiting at the rail stop, then a third train would then chose the correct only because the second train is stoped at the rail signal, even though this ...
- Fri Mar 22, 2019 12:03 pm
- Forum: Not a bug
- Topic: [0.17.17] Trains do not select available path when multiple stations are in this path
- Replies: 4
- Views: 1444
Re: [0.17.17] Trains do not select available path when multiple stations are in this path
This issue is similar to another one 68225
So every station adds 2000 tiles penalty to length of the path going through it.
In your case two stations on the inner path are 2000 tiles longer than outer path no matter if stations is disabled or not. If there is an equal amount of stations the train ...
- Fri Mar 22, 2019 10:13 am
- Forum: Not a bug
- Topic: [0.17.17] Trains do not select available path when multiple stations are in this path
- Replies: 4
- Views: 1444
[0.17.17] Trains do not select available path when multiple stations are in this path
Hello,
Considering my last bug report, I'm hoping this one is a real one (that's somehow a strange hope π)
I think there may be a problem with the path finding algorithm for trains. I looked on the forum and I'm not sure I find a similar setup for this bug. I think the only closely related was ...
Considering my last bug report, I'm hoping this one is a real one (that's somehow a strange hope π)
I think there may be a problem with the path finding algorithm for trains. I looked on the forum and I'm not sure I find a similar setup for this bug. I think the only closely related was ...
- Sun Mar 17, 2019 7:14 pm
- Forum: Not a bug
- Topic: [0.17.14] Trains do not skip unavailable stations anymore
- Replies: 9
- Views: 3686
Re: [0.17.14] Trains do not skip unavailable stations anymore
That would correspond to the intuition I had indeed. Would be nice if it can be fixed but iβm guessing it will not be a priority since there is usually a single network of train.
- Sun Mar 17, 2019 6:45 pm
- Forum: Not a bug
- Topic: [0.17.14] Trains do not skip unavailable stations anymore
- Replies: 9
- Views: 3686
Re: [0.17.14] Trains do not skip unavailable stations anymore
Indeed it is the case that I have other station on different network with the same name. But I thought that the normal behavior would have been that he does not try that to reach them since there is no path...
Thanks for the information.
This post can be deleted then![π](//cdn.jsdelivr.net/gh/twitter/twemoji@latest/assets/svg/1f609.svg)
Thanks for the information.
This post can be deleted then
- Sun Mar 17, 2019 5:53 pm
- Forum: Not a bug
- Topic: [0.17.14] Trains do not skip unavailable stations anymore
- Replies: 9
- Views: 3686
Re: [0.17.14] Trains do not skip unavailable stations anymore
I'm posting two corresponding saves:
- In the first one (named Bug report), the "no path" problem occurs
- In the second one (names Bug report 2), the "no path" problem does not occur but the train takes a very long time to "reroute".
Both saves uses exactly the same blueprint. However, in the ...
- In the first one (named Bug report), the "no path" problem occurs
- In the second one (names Bug report 2), the "no path" problem does not occur but the train takes a very long time to "reroute".
Both saves uses exactly the same blueprint. However, in the ...
- Sun Mar 17, 2019 5:22 pm
- Forum: Not a bug
- Topic: [0.17.14] Trains do not skip unavailable stations anymore
- Replies: 9
- Views: 3686
[0.17.14] Trains do not skip unavailable stations anymore
Hello,
Since 0.17.14, trains do not seem to skip unavailable stations anymore. In particular, when a train is going to a station that becomes unavailable by a circuit condition, the train stops in the middle of the path and does not try to go to the next available station in the list. It was ...
Since 0.17.14, trains do not seem to skip unavailable stations anymore. In particular, when a train is going to a station that becomes unavailable by a circuit condition, the train stops in the middle of the path and does not try to go to the next available station in the list. It was ...
- Tue Feb 26, 2019 2:33 pm
- Forum: Show your Creations
- Topic: Very simple kovarex setup (expandable)
- Replies: 2
- Views: 4261
Re: Very simple kovarex setup (expandable)
Hello,
I'm new to the forum too.
I went for a version without chests and with only circuit wire.
The top belt brings the U-238. The very small lane on top with the circuit is there to be sure that the U-238 that Is output by the factory gets reuse first.
The bottom belt outputs one U-235 while ...
I'm new to the forum too.
I went for a version without chests and with only circuit wire.
The top belt brings the U-238. The very small lane on top with the circuit is there to be sure that the U-238 that Is output by the factory gets reuse first.
The bottom belt outputs one U-235 while ...