Search found 1330 matches

by sparr
Mon May 30, 2016 8:58 pm
Forum: Mods
Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
Replies: 142
Views: 104025

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Sent a pull request to add half-size two-digit nixie tubes.

Image
by sparr
Mon May 30, 2016 4:02 am
Forum: Bob's mods
Topic: Tungsten Carbide cost?
Replies: 2
Views: 1576

Re: Tungsten Carbide cost?

Thanks for clearing that up. I'll definitely take the easier route, since I'm making all my nickel and tungsten based metals in the same place, so I've got tungsten oxide right there to use.
by sparr
Mon May 30, 2016 12:27 am
Forum: Bob's mods
Topic: Tungsten Carbide cost?
Replies: 2
Views: 1576

Tungsten Carbide cost?

There are two recipes for Tungsten Carbide Plate. One uses Tungsten Oxide, the other Powdered Tungsten. Oddly, the one using Oxide is faster, despite Powdered already being refined from Oxide. I'm not sure of the actual metallurgy here. Is this a typo/mixup?
by sparr
Sun May 29, 2016 5:51 pm
Forum: Show your Creations
Topic: An interchange for 1+1 trains
Replies: 4
Views: 2881

Re: An interchange for 1+1 trains

This is a really cool concept, but it would be so much better with 1-2-0 trains as they have the same top speed as the 1-1-0s but double the throughout. In terms of maximum throughput this is a good plan, although as you have found it scales badly with train length. I am really hoping that all the ...
by sparr
Sun May 29, 2016 5:48 pm
Forum: Show your Creations
Topic: An interchange for 1+1 trains
Replies: 4
Views: 2881

Re: An interchange for 1+1 trains

The train in the second column from south to north is already deadlocked, if the train in the first row from west to east cant't pass... I don't think you're using the typical meaning of "deadlock". A deadlock is when multiple trains are mutually blocking each other, so none of them can e...
by sparr
Sun May 29, 2016 3:55 pm
Forum: Ideas and Suggestions
Topic: Allow rail signals closer together
Replies: 41
Views: 9143

Re: Allow rail signals closer together

My position is fine, if the other signal isn't adjacent. Signals cannot be adjacent to each other, orthogonally or diagonally.

I want to put them closer together so my junctions and stations can be smaller.
by sparr
Sun May 29, 2016 11:30 am
Forum: Show your Creations
Topic: An interchange for 1+1 trains
Replies: 4
Views: 2881

An interchange for 1+1 trains

For my next factory I'm considering short trains, 1 locomotive and 1 cargo wagon. Don't ask why; it's complicated. Part of thinking about this plan led me to thinking about interchanges. With such short trains, it's possible to mix chain and block signals, with end-blocks inside the interchange that...
by sparr
Sun May 29, 2016 9:03 am
Forum: Ideas and Suggestions
Topic: Allow rail signals closer together
Replies: 41
Views: 9143

Re: Allow rail signals closer together

Your placement is one tile further away than mine. Yours works for me, too.
by sparr
Sun May 29, 2016 8:40 am
Forum: Ideas and Suggestions
Topic: Allow rail signals closer together
Replies: 41
Views: 9143

Allow rail signals closer together

I can't place a block signal diagonally adjacent to a chain signal in this configuration.

I'd really like to be able to.
by sparr
Sat May 28, 2016 11:45 pm
Forum: Implemented mod requests
Topic: Expose ammo details via API
Replies: 1
Views: 816

Expose ammo details via API

I would like to be able to access ammo_type (and all of its contents) via the API. My specific use case is to make the AutoFill mod smarter, so it can figure out which ammo items go in which weapons (shotgun shells don't go in gun turrets) and which ones do the most damage. Here's some code I wrote ...
by sparr
Sat May 28, 2016 6:28 am
Forum: Resolved Problems and Bugs
Topic: [0.12.22] [Dominik] Train block its own path with chain signals
Replies: 37
Views: 48831

Re: [0.12.22] Trains block there own path with chain signals

Cbrad24 wrote:Automated trains will NEVER do a 450 degree loop (1.25 rotations)
What if a train is forced to recalculate its path just after entering the loop, due to track being deleted or damaged ahead of it?
by sparr
Sat May 28, 2016 6:26 am
Forum: Resolved Problems and Bugs
Topic: [0.12.22] [Dominik] Train block its own path with chain signals
Replies: 37
Views: 48831

Re: [0.12.22] [Martin] Train block its own path with chain signals

Try this design it is, AFAIK, dead lock free... And, BTW, chain signals work properly only when accompanied by a matching signal, i.e. you need to split your line into segments by using signals and chain signals. Having just chain signals means that they all refer to the same segment in your line, ...
by sparr
Sat May 28, 2016 6:25 am
Forum: Resolved Problems and Bugs
Topic: [0.12.33] train placement ghost shows incorrect collision
Replies: 1
Views: 623

[0.12.33] train placement ghost shows incorrect collision

https://i.imgur.com/9DjtZ1g.png

I cannot place the locomotive there due to an apparent potential collision with the adjacent station. However, there is no actual collision when I drive through this location.
by sparr
Fri May 27, 2016 9:27 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.33] biter stuck on building, flickering pathing
Replies: 5
Views: 3141

Re: [0.12.33] biter stuck on building, flickering pathing

Here's what it looks like, slowed down:

Image
by sparr
Fri May 27, 2016 8:59 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.33] biter stuck on building, flickering pathing
Replies: 5
Views: 3141

[0.12.33] biter stuck on building, flickering pathing

In the attached save, if you walk a few dozen tiles east you'll find a biter stuck on a pumpjack. He is flickering at about 60fps, one tick he's on a one-step path to the pumpjack, the next tick he's walking away with no path, then back.
by sparr
Fri May 27, 2016 8:32 pm
Forum: Not a bug
Topic: [0.12.33] click and drag power pole end connection problem
Replies: 8
Views: 4110

[0.12.33] click and drag power pole end connection problem

I have a power pole in my hand. I click and drag from another one already placed, and it places a new one every wire-reach distance. All is well so far. Now, I keep dragging until I encounter some more poles. Because I'm in range of *a* pole, a new one is not placed when I leave range of my previous...
by sparr
Fri May 27, 2016 8:25 pm
Forum: Not a bug
Topic: Electric power pole bug?
Replies: 4
Views: 1919

Re: Electric power pole bug?

I, too, would prefer if 0/0 showed as something other than 100%.
by sparr
Thu May 26, 2016 12:23 pm
Forum: Mods
Topic: [0.17]AutoTrash 4.1.5
Replies: 147
Views: 85444

Re: [MOD 0.12.12]AutoTrash 0.0.55

I'm also having trouble with the mod buttons not appearing in an already-started game. I've saved and loaded, etc. I don't want to start over :(
by sparr
Thu May 26, 2016 8:16 am
Forum: Mods
Topic: [MOD 0.12.12+] Research queue 1.2.6
Replies: 194
Views: 121604

Re: [MOD 0.12.12+] Research queue 1.2.5

Bug report: If the Q window gets too big it can cover up the RQ button, leaving no (obvious?) way to close the window. I had to do `/c game.player.gui.center.Q.destroy()` from the console.

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