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by Takezu
Sun Jul 05, 2015 9:02 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.22] [Martin] Train Signals
Replies: 6
Views: 4360

Re: [0.11.22] Train Signals

Your signals are where two curves meet not on the one straight rail in between.
That might be the cause but i'm not sure. Try resignalingthe signals on the straights between to curves, meaning on the diagonals not where they are now.
by Takezu
Sun Jul 05, 2015 8:53 pm
Forum: General discussion
Topic: Discussing the (missing?) 4th type of transport!
Replies: 163
Views: 66269

Re: Discussing the (missing?) 4th type of transport!

Well i'm aware that it wasn't meant for emergencys.
It would fullfill the same role as the MTH which i find more fitting to the game then an exotic quadcopter.
Thats why i said that.
by Takezu
Sun Jul 05, 2015 5:57 pm
Forum: Gameplay Help
Topic: Chemical Factory not accepting input. (.11.22)
Replies: 11
Views: 9019

Re: Chemical Factory not accepting input. (.11.22)

Well i don't really. I usually turn it on to see where my inputs are or if i search something, but then turn it of.
I like to see the animations far more then that overlay icon.
It's helpful but no must be on at all times.
by Takezu
Sun Jul 05, 2015 5:36 pm
Forum: General discussion
Topic: Discussing the (missing?) 4th type of transport!
Replies: 163
Views: 66269

Re: Discussing the (missing?) 4th type of transport!

At which point is teleportation of matter real? It's just easymode for transportation. Rockets make by far more sense then trying to dematerilize matter into electronic waves and rematerilize it back somewhere else. For singel use a rocket makes sense, for multiple use something like a chinook or si...
by Takezu
Sat Jul 04, 2015 5:56 pm
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 176363

Re: Resource Spawner Overhaul - Discussion thread

Small but dense? Well not a change i'm looking forward to. i thought the goal of the mod was to expand per train, not to surpress the progress of the factory by ristricting the income of ore, or rather slowing it down significantly. Building a train line for mini orefields, doesn't sound challenging...
by Takezu
Sat Jul 04, 2015 1:03 am
Forum: Ideas and Suggestions
Topic: Cargo planes
Replies: 19
Views: 9615

Re: Cargo planes

Well a train is almost imune if it doesn't stand around anywhere. And who cares about the natives, i want to automate and optimize, thats a thing factory makes brilliant. Spitters could be able to hit it if one flys over, or it would be as it is with bots which do fly and get scraped anyway, but to ...
by Takezu
Fri Jul 03, 2015 10:57 pm
Forum: Ideas and Suggestions
Topic: Safe Rail Crossing
Replies: 31
Views: 16344

Re: Safe Rail Crossing

Why try fiddeling a 3d concept (every over/underpass would be in the 3 dimension) into a 2d game if you just could check 3 blocks ahead if a train heads down, and force the gates to stay closed. Makes to me not much sense. An overhead would mean to fiddel with the collision, and i think thats way co...
by Takezu
Fri Jul 03, 2015 10:53 pm
Forum: News
Topic: Friday Facts #93 - Furious Finish
Replies: 62
Views: 44348

Re: Friday Facts #93 - Furious Finish

If you're using mods certainly, i think not one mod will be function.
With a pure base mape you could be lucky.
by Takezu
Fri Jul 03, 2015 10:48 pm
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 211802

Re: Electric energy

Well ... Nuclear Power i agree, it's way to dangerous, we all know what can be done with it's byproducts and what would happen if one of those things blew up. But Fusion, i'm not so certain. Fusion is much cleaner, depending on the used element the byproducts would be stable Helium and/or Lithium is...
by Takezu
Fri Jul 03, 2015 7:50 pm
Forum: Gameplay Help
Topic: Yet Another junction problem (signals).
Replies: 4
Views: 4679

Re: Yet Another junction problem (signals).

Unfortunately you can't do that with all signaling, you can't prioretize trains, thats handelt by the pathfinding. If the pathfinding thinks this train goes first it goes, even if you wanted to let all trains that go East/west or North/south first, it's evenly possible that a east/south West/north t...
by Takezu
Fri Jul 03, 2015 7:37 pm
Forum: Gameplay Help
Topic: Chnaging Map Settings?
Replies: 2
Views: 3945

Re: Chnaging Map Settings?

No i think your right Xterminator.
You can regenarate Ores per console but changing the ore settings or other map settings i don't think that thats possible.
Maybe somwhere in the save file itself? but per console i don't think so.
by Takezu
Fri Jul 03, 2015 7:33 pm
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 176363

Re: Resource Spawner Overhaul - Discussion thread

Subjectiv. I'm pretty good in running out of Iron and Copper continual. Extra ores from other mods are another thing. They aren'T of continuose use as copper and iron generally. So you tend to have "more" from them. But for an average use of 2,5K to 3K Iron and Copper per minute, you have ...
by Takezu
Fri Jul 03, 2015 7:12 pm
Forum: Ideas and Suggestions
Topic: Safe Rail Crossing
Replies: 31
Views: 16344

Re: Safe Rail Crossing

If the train is fast on the track section, just one block advance warning time, is to less. You come near the track on green and if your unlucky, it goes yellow, dead. If the gates wouldn't open if a train is two or three blocks away from the crossing heading i the direction of the crossing, it woul...
by Takezu
Fri Jul 03, 2015 7:06 pm
Forum: Ideas and Suggestions
Topic: Cargo planes
Replies: 19
Views: 9615

Re: Cargo planes

Train intersections arent that hard in the first place. And with the 0.12 signals their a piece of cake. It's more that a train looses his value on long ways. After certain distances its to slow. And every train more isn't guaranteed to make it faster, worst case the trains block each other and make...
by Takezu
Fri Jul 03, 2015 6:49 pm
Forum: Implemented Suggestions
Topic: Blueprint catalogue (instead of putting BPs in inventory)
Replies: 28
Views: 11166

Re: Blueprint catalogue (instead of putting BPs in inventory)

No you can only clear the space or else line it up if possible. Say if you have walls in bp and the space where you want to build, you can line them up, but other then that the space have to be clear to place them.
by Takezu
Wed Jul 01, 2015 6:27 pm
Forum: Gameplay Help
Topic: Right Click to Cancel Build Action
Replies: 7
Views: 9078

Re: Right Click to Cancel Build Action

who plays tutorials, it's easier to just play and cry if something seems amiss ;) Fun aside. First thing i open is the controls tab in a game, to get a oversight about the used controls. And it stands there white on grey (colours could be chossen better but whatever). If someone thinks he can play b...
by Takezu
Wed Jul 01, 2015 7:35 am
Forum: Ideas and Suggestions
Topic: More Armor modules
Replies: 15
Views: 6869

Re: More Armor modules

Well point one, why should a induction charger take up no space, would make suitpowergeneration like the Reactor obsolet. It should take an appropriate space up like any thing else. And point tow, with more modules should come more tiers of suits. Lager grids are possible but the shoulden't come for...
by Takezu
Wed Jul 01, 2015 7:18 am
Forum: Ideas and Suggestions
Topic: factorio launcher / profile manager
Replies: 13
Views: 6995

Re: factorio launcher / profile manager

But yeah, Minecraft does use "plain easy config files" exclusively. Adding a launcher won't change that. And thats not only minecraft, it's almost everywhere, if you want an extra instance you've to set up it by yourself. And befor someone comes with a third party launcher ala FTB, nope t...
by Takezu
Wed Jul 01, 2015 2:49 am
Forum: Implemented Suggestions
Topic: Requ. chests/PowerArmor should default to zero or one
Replies: 27
Views: 29265

Re: Add a requester chests setup delay

Or instead set the default value to one not a full stack.
by Takezu
Tue Jun 30, 2015 9:13 pm
Forum: Gameplay Help
Topic: How to tell how many of each bot type I have?
Replies: 6
Views: 6018

Re: How to tell how many of each bot type I have?

The chest shows only the logistic bots total, and the cunstruction bots that carry stuff at that time. Idle construction bots aren't considert in the number.

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