There is actually no way to detect who change the trains in a weird state.
If you could see the name of the person who does that, you can react and banish him from server. But actually he is totally anonym and can continue without the fear of being detected.
Search found 157 matches
- Mon Mar 20, 2017 6:45 pm
- Forum: General discussion
- Topic: Griefing by changing trains
- Replies: 1
- Views: 1202
- Fri Nov 04, 2016 4:21 pm
- Forum: News
- Topic: Friday Facts #163 - New rails & New problems
- Replies: 66
- Views: 38277
Re: Friday Facts #163 - New rails & New problems
Good stuff.
If you are allready working un Rails, could you also add tunnels or bridges? It would be very nice to see as an addition to have multilayer trains.
If you are allready working un Rails, could you also add tunnels or bridges? It would be very nice to see as an addition to have multilayer trains.
- Tue Nov 01, 2016 7:52 pm
- Forum: General discussion
- Topic: Solar is BORING, here is why you should switch to steam!!
- Replies: 13
- Views: 8200
Re: Solar is BORING, here is why you should switch to steam!!
1000 Steamengines = 1400 boilers + 1400 Inserters, that need to be calculated per tick while Solar panels count as one entitiy and massivly improve performance.
It might change if the game support multicore cpu, but actually you can reach the limit really fast.
It might change if the game support multicore cpu, but actually you can reach the limit really fast.
- Tue Nov 01, 2016 11:06 am
- Forum: General discussion
- Topic: Launched my first rocket. What next?
- Replies: 10
- Views: 5246
Re: Launched my first rocket. What next?
You can limit yourself by disallowing solar panels, or use trains only and such staff. Also you can start in a harsh world with tons of enemies for a bloody fight fight resources. Also you turn off alien expansion so cleared area keeps clear. You can be creative in this game. Do what you want to do....
- Mon Oct 31, 2016 10:44 pm
- Forum: Balancing
- Topic: Trains vs conveyors?
- Replies: 108
- Views: 84634
Re: Trains vs conveyors?
There is also a balancing issue: If a belt consume 1 MW per tile, then you will simply add more Solar panels. If you have a close range factory, where you need tons of belts, bots will become better at a point making belts obsolete. Belts consuming energy will only slow down the early stage of the g...
- Sun Oct 30, 2016 4:44 pm
- Forum: Ideas and Suggestions
- Topic: Need logging function
- Replies: 7
- Views: 1701
Re: Need logging function
I even would spend time and watch a replay to see what happened there. But actually a griefer can grief and there is absolutly no way find the culprit.
The log could also be filtered by location like show me what happened in the last 5 minutes in the area X=10 - X=20; Y=10 - Y20.
The log could also be filtered by location like show me what happened in the last 5 minutes in the area X=10 - X=20; Y=10 - Y20.
- Sun Oct 30, 2016 1:51 pm
- Forum: Gameplay Help
- Topic: Trouble with the train path finding
- Replies: 8
- Views: 3658
Re: Trouble with the train path finding
The path calculation is more complex than expected. I did some tests now, also having a second train on shedule with different settings. If there a train is on Shedule, the route calculate depending of waiting duration, for example if a train is going to wait long time at station, an alternate route...
- Sun Oct 30, 2016 12:05 pm
- Forum: Gameplay Help
- Topic: Trouble with the train path finding
- Replies: 8
- Views: 3658
Re: Trouble with the train path finding
I have tested something: Following Case: 2 Routes: one Route is blocked by circuit, one Route is blocked by train. In this case the route with blocked by circuit will be choosen by train. This end ups your train is running to wrong station if anyhwere in this network is another train blocking the ro...
- Sat Oct 29, 2016 9:48 pm
- Forum: Balancing
- Topic: Trains vs conveyors?
- Replies: 108
- Views: 84634
Re: Trains vs conveyors?
i dont think its good, especially for the performance, when the game have to calculate power for 100k belts.nuhll wrote:I think belts should probably take power. Would fix this issue immediatly and makes sense 100%.
- Sat Oct 29, 2016 3:56 pm
- Forum: Ideas and Suggestions
- Topic: Need logging function
- Replies: 7
- Views: 1701
Need logging function
Iam playing multiplayer with a bigger count of players, but sometimes their happen weird things, in other word: griefing. In Starcraft you can see which player crafted what at wish time, this i would like to see here too, a crafting log to follow what player crafted stuff (by hand). Also some gameco...
- Wed Oct 26, 2016 10:01 pm
- Forum: Ideas and Suggestions
- Topic: Need player detection stuff
- Replies: 4
- Views: 2910
Need player detection stuff
Actually you can use gates to check if players are near the gates, but other detection source would be nice too allow this without gates.
Example for a walking path crossing a trainroute. If a player is inside an area, the train signal keeps red.
Example for a walking path crossing a trainroute. If a player is inside an area, the train signal keeps red.
- Wed Oct 26, 2016 8:10 am
- Forum: Not a bug
- Topic: [Twinsen] Circuit Network, Anything Vs Everything
- Replies: 16
- Views: 7549
Re: [Twinsen] Circuit Network, Anything Vs Everything
If you connect a lamp with the red star without the source any other stuff, the result seems allways true, regardless of * < 0; * = 0; * > 0. if you compare *nothing* with *anything*, that should be a null or a false, but not a true as it is. ill do some test and show the result ... Have finished my...
- Tue Oct 25, 2016 6:35 am
- Forum: Not a bug
- Topic: [Twinsen] Circuit Network, Anything Vs Everything
- Replies: 16
- Views: 7549
Re: Circuit Network, Anything Vs Everything
You did a mistake with your circuit. if you count all numbers, for example 24 chests with 0 content each, you get a sum of 0 for the content of all chests. Now you devide the 0 with -24, the result is, it keep 0. Now you set the condition for start to a number below 0 (x < 0). Its a logical mistake ...
- Sun Feb 22, 2015 6:47 pm
- Forum: Not a bug
- Topic: [0.11.16] [cube] Strange Map creations
- Replies: 1
- Views: 1927
[0.11.16] [cube] Strange Map creations
Savegame: https://drive.google.com/file/d/0Bx_pqk ... sp=sharing
i use usually these settings for maps, but it seems that terrain segmentation is bugged.
Instead of tons of Water, there is almost no Water.
i use usually these settings for maps, but it seems that terrain segmentation is bugged.
Instead of tons of Water, there is almost no Water.
- Sat Feb 21, 2015 7:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.16] Lasertower anomalies
- Replies: 2
- Views: 1011
[0.11.16] Lasertower anomalies
Savegame Lasertower in Sandbox Mode https://drive.google.com/file/d/0Bx_pqkxiwRYLWTMxbTZjWGhldUk/view?usp=sharing If i start a sandbox game with all researched tech, the laser towers show the increased RPM in the tooltip and shoots around 5x/second. If i play a normal game and i research the Tech f...
- Mon Feb 16, 2015 9:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.15] Signal Bug
- Replies: 2
- Views: 2933
[0.11.15] Signal Bug
Savegame: https://drive.google.com/folderview?id= ... sp=sharing
For any reason, 2 Signals are not working as intended for me. The mirrored Signals are doing.
For any reason, 2 Signals are not working as intended for me. The mirrored Signals are doing.
- Wed Feb 11, 2015 6:13 pm
- Forum: Ideas and Suggestions
- Topic: New tracks/rails
- Replies: 1
- Views: 1170
New tracks/rails
What do you think about adding new rails? i would like to see a bigger varity of tracks, here some examples: [Steel track (standard)] - 1 Steel - 1 Iron - 1 Stone - Speedlimit: unlimit [Iron tracks with wood] - 2 Iron - 4 Wood - Speedlimit: 40 km/h [Full iron/steel track] - 2 iron - 1 steel - Speedl...
- Wed Feb 11, 2015 6:06 pm
- Forum: Ideas and Suggestions
- Topic: Whater Vehicles Ship
- Replies: 1
- Views: 1635
Whater Vehicles Ship
Is it hard to implement ships (similar to cars) on whater terrain.
Automated ships (similar to trains) could use a kind of waterway like tracks and stations could be harbors.
Automated ships (similar to trains) could use a kind of waterway like tracks and stations could be harbors.
- Wed Feb 11, 2015 6:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.12] [kovarex] Mysterious Stripes in game
- Replies: 7
- Views: 2719
Re: [0.11.12] [kovarex] Mysterious Stripes in game
The Save in OP Post should be at the given location.
- Mon Feb 02, 2015 3:01 pm
- Forum: Not a bug
- Topic: How much crashing is normal?
- Replies: 12
- Views: 4579
Re: How much crashing is normal?
I hade 1 crash yet since 0.11.13 and i have played arround 50 houres yet, so its quite rare.