Search found 10 matches

by pejsek
Fri Oct 20, 2023 4:45 pm
Forum: News
Topic: Friday Facts #381 - Space Platforms
Replies: 209
Views: 60091

Re: Friday Facts #381 - Space Platforms

Was momentum considered? In space, nothing is slowing down your spacecraft once you turn off your thrusters. From this FFF, it seems a platform slows down once you turn off its thrusters. And I wonder if you choose to ignore this for gameplay purposes or if there is some braking force applied. I th...
by pejsek
Fri Oct 20, 2023 2:06 pm
Forum: News
Topic: Friday Facts #381 - Space Platforms
Replies: 209
Views: 60091

Re: Friday Facts #381 - Space Platforms

Looking good. I have many questions but I look forward to figuring it out when it's released. I am excited to see what all of this will turn into.
by pejsek
Sun Oct 15, 2023 9:37 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 198337

Re: Friday Facts #375 - Quality

I really like this new feature. Good way to make the game more interesting without just adding more recipes. I agree that the names of the tiers are not in factorio spirit though. But that's not something that would make it less interesting.
by pejsek
Fri May 28, 2021 7:10 am
Forum: Gameplay Help
Topic: Directing trains into two different ways
Replies: 2
Views: 1644

Re: Directing trains into two different ways

What I can think of is creating a set/reset latch on the right rail signal which would turn red after a train has passed on the right and it would reset after a train has passed on the left. You could make the left rail signal do the same so that the signals take turns. That would make sure that tra...
by pejsek
Mon May 17, 2021 9:08 am
Forum: Ideas and Suggestions
Topic: Logistic network naming
Replies: 10
Views: 5060

Re: Logistic network naming

Maybe just add an option to make the numbers of the logistic networks visible on the map. That wouldn't add any complexity and you could find your number on the map.
by pejsek
Mon Apr 13, 2020 11:02 pm
Forum: Gameplay Help
Topic: Temporary stations pathing problem
Replies: 8
Views: 2124

Re: Temporary stations pathing problem

Thanks for your comment. Placing several signals along the loop makes it much more acceptable and it behaves more or less how one would expect.
by pejsek
Mon Apr 13, 2020 6:36 pm
Forum: Gameplay Help
Topic: Temporary stations pathing problem
Replies: 8
Views: 2124

Re: Temporary stations pathing problem

Thank you for your effort. I think the issue should get more attention since this can get annoying with a really long track. And the conditions for this to happen are not unusual. I guess the only way to solve this is to redesign the rail tracks. Possibly by making it so that there is only one way t...
by pejsek
Mon Apr 13, 2020 12:55 pm
Forum: Gameplay Help
Topic: Temporary stations pathing problem
Replies: 8
Views: 2124

Re: Temporary stations pathing problem

I did some searching and it looks like this issue has already been discussed here.

viewtopic.php?f=48&t=74994
by pejsek
Sat Apr 11, 2020 10:17 am
Forum: Gameplay Help
Topic: Temporary stations pathing problem
Replies: 8
Views: 2124

Re: Temporary stations pathing problem

Thanks for your reply. The train doesn't seem to care where the cursor is though. Clicking on the other locomotive doesn't work either. I posted another video of me trying to change the orientation of the station. https://www.youtube.com/watch?v=KpK3GXJbM0g I recreated this in my sandbox save. I bui...
by pejsek
Fri Apr 10, 2020 10:36 pm
Forum: Gameplay Help
Topic: Temporary stations pathing problem
Replies: 8
Views: 2124

Temporary stations pathing problem

Hello, can someone please help me? I built a track for my personal train for easy travelling around the map. This piece of track is only for one train so it has no signals. The problem is that when I hold CTRL to create a temporary station, it won't always choose the shortest path. It might be somet...

Go to advanced search