Thanks for the many years of entertainment, and many more with the new expansion.
Congratulations on being the number 1 & 2 top sellers on steam, you folks deserve it. The passion and care you've shown over the years is great to see in the mire that gaming has become in some sectors over the last ...
Search found 13 matches
- Mon Oct 21, 2024 3:08 pm
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 613
- Views: 398151
- Fri Jul 01, 2016 10:57 pm
- Forum: Tools
- Topic: Generating Blueprints by Coding
- Replies: 14
- Views: 13447
Re: Generating Blueprints by Coding
Ok I must say that is the first time I have ever been rick rolled and enjoyed it, that is fantastic man.
- Fri Jul 01, 2016 10:04 pm
- Forum: Videos
- Topic: New LP for a new release
- Replies: 0
- Views: 1180
New LP for a new release
No special rules or anything like that just a vanilla (for now) let's play for the new release of 0.13.
Going to try and check out the new features and play with them as much as possible along the way.
Episode 1 is here.
Full Playlist is here.
Come check it out, comment on what I do wrong ...
Going to try and check out the new features and play with them as much as possible along the way.
Episode 1 is here.
Full Playlist is here.
Come check it out, comment on what I do wrong ...
- Wed Aug 05, 2015 10:32 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 376349
Re: [0.12.2+] SmartTrains 0.3.1
Checking or unchecking the "active" checkbox for a train on the Iron w-2-1 line gives the error
Error in SmartTrains:__SmartTrains__/gui.lua:553 attempt to index local 't' (a nil value)
Ticking marked and hitting delete marked gives the error
Error in SmartTrains:__SmartTrains__/gui.lua:400 ...
Error in SmartTrains:__SmartTrains__/gui.lua:553 attempt to index local 't' (a nil value)
Ticking marked and hitting delete marked gives the error
Error in SmartTrains:__SmartTrains__/gui.lua:400 ...
- Mon Aug 03, 2015 6:59 pm
- Forum: Ideas and Suggestions
- Topic: Rail that pathfinding sees as 100 units long instead of 1
- Replies: 17
- Views: 8114
Re: Rail that pathfinding sees as 100 units long instead of 1
Let me know what you come up with, I'd be interested to see what kind of temporary solutions can be used to fix the problem for the time being.
Right now the solution I use is just to separate the in/out lines so that the pathway along the "shortcut" isn't continuous which of course keeps the ...
Right now the solution I use is just to separate the in/out lines so that the pathway along the "shortcut" isn't continuous which of course keeps the ...
- Fri Jul 31, 2015 11:35 pm
- Forum: Ideas and Suggestions
- Topic: Rail that pathfinding sees as 100 units long instead of 1
- Replies: 17
- Views: 8114
Re: Rail that pathfinding sees as 100 units long instead of 1
a waypoint system would work just as well as my suggestion, extra train stops don't seem to be the best solution as that would also fill the list of train stops with "detour around xx" stops or such. As for not being able to remember where such rail has been placed, just making the section of rail a ...
- Fri Jul 24, 2015 11:17 pm
- Forum: Ideas and Suggestions
- Topic: Rail that pathfinding sees as 100 units long instead of 1
- Replies: 17
- Views: 8114
Rail that pathfinding sees as 100 units long instead of 1
Basically a "dense" rail you can use that is normal except the path-finding algorithm "sees" it as 100 units long (or a variable length) instead of 1 unit.
Allows much easier control of path-finding selection of routes for trains to travel, as well as easy prevention of trains taking "short-cuts ...
Allows much easier control of path-finding selection of routes for trains to travel, as well as easy prevention of trains taking "short-cuts ...
- Sat Jul 11, 2015 7:39 pm
- Forum: Ideas and Suggestions
- Topic: Drag-placing a damaged object should place damaged objects f
- Replies: 5
- Views: 2743
Re: Drag-placing a damaged object should place damaged objects f
Thanks for the suggestion, I used that for the title and amended the wording of the post to be a bit clearer.
- Fri Jul 10, 2015 3:22 pm
- Forum: Ideas and Suggestions
- Topic: Drag-placing a damaged object should place damaged objects f
- Replies: 5
- Views: 2743
Re: Place all damaged objects first when dragging
I understand that, that is why I suggested when holding a damaged piece to drag all the other damaged ones get used, if you had a non-damaged piece it would work as it does now
- Fri Jul 10, 2015 12:52 am
- Forum: Ideas and Suggestions
- Topic: Drag-placing a damaged object should place damaged objects f
- Replies: 5
- Views: 2743
Drag-placing a damaged object should place damaged objects f
Drag-placing a damaged object (ie turret, wall, etc) prefers placing damaged objects of that type out of your inventory before non-damaged ones.
Drag-placing a non-damaged object prefers placing non damaged objects.
Edit: Clarified a bit in title and body.
Drag-placing a non-damaged object prefers placing non damaged objects.
Edit: Clarified a bit in title and body.
- Wed Jul 01, 2015 4:37 am
- Forum: Ideas and Suggestions
- Topic: More Armor modules
- Replies: 15
- Views: 8830
Re: More Armor modules
Actually thought of this while streaming the other day
Portable radar, basically extends the players vision radius by a decent amount (somewhere around a regular radar's coverage maybe), fairly expensive on power but could be stacked for additional radius effect.
Portable radar, basically extends the players vision radius by a decent amount (somewhere around a regular radar's coverage maybe), fairly expensive on power but could be stacked for additional radius effect.
- Tue Jun 30, 2015 1:53 am
- Forum: Show your Creations
- Topic: Multitrainnetwork belt-based
- Replies: 22
- Views: 27465
Re: Multitrainnetwork belt-based
Figured I'd post this for completeness, expanding the T-intersection for the merge of 2 heavy traffic lines
As long as the diagonal parts are long enough to hold one train between the signals it allows one train to sit on the "siding" while another comes along and goes a different direction
But ...
As long as the diagonal parts are long enough to hold one train between the signals it allows one train to sit on the "siding" while another comes along and goes a different direction
But ...
- Mon Jun 29, 2015 6:47 pm
- Forum: Videos
- Topic: Streaming with a few mods
- Replies: 1
- Views: 3967
Streaming with a few mods
Hey all, I'm Delassa or just Del, whichever you prefer. I've been a streamer for a few years now and picked up factorio and am an addict now.
My channel is http://twitch.tv/delassa , feel free to stop by say hi and hang out.
The best way to see when I go live is to follow me on twitter @delassa_ttv ...
My channel is http://twitch.tv/delassa , feel free to stop by say hi and hang out.
The best way to see when I go live is to follow me on twitter @delassa_ttv ...