Sent a pull request to add half-size two-digit nixie tubes.
Search found 1330 matches
- Mon May 30, 2016 8:58 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
- Replies: 142
- Views: 104025
- 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.
- 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?
- 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 ...
- 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...
- 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.
I want to put them closer together so my junctions and stations can be smaller.
- 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...
- 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.
- 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.
I'd really like to be able to.
- 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 ...
- 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
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?Cbrad24 wrote:Automated trains will NEVER do a 450 degree loop (1.25 rotations)
- 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, ...
- 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.
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.
- Sat May 28, 2016 2:34 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.33] biter stuck on building, flickering pathing
- Replies: 5
- Views: 3141
- 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:
- 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.
- 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...
- 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%.
- 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
- 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.