Search found 186 matches

by TheTom
Sat Jul 22, 2017 5:24 pm
Forum: News
Topic: Friday Facts #200 - Plans for 0.16
Replies: 129
Views: 64730

Re: Friday Facts #200 - Plans for 0.16

While you are at it - please add a shuttle mode for trains (that the player is in). Click on Map, Train goes to the location or close. It is impossible to manually drive a train through a heavy trafficed area - not only does a player train not reserve signals, it also means being super carefull not ...
by TheTom
Sat Jul 22, 2017 7:37 am
Forum: News
Topic: Friday Facts #200 - Plans for 0.16
Replies: 129
Views: 64730

Re: Friday Facts #200 - Plans for 0.16

Any ideas on when 0.16 is going to go experimental? This year as target?

That is still the last release before 1.0?

Looking forward to the changes to trains ;)
by TheTom
Wed Jul 19, 2017 6:45 am
Forum: Logistic Train Network
Topic: LTN 1.4.0 creating incorrect deliveries
Replies: 8
Views: 4079

Re: [Mod 0.14/0.15] Logistic Train Network 1.4.1

Went back to my laste pre mess file and 1.4.1 is working nicely. No more excessive "stacks" loading, nice separate orders.
by TheTom
Tue Jul 18, 2017 3:43 pm
Forum: Logistic Train Network
Topic: LTN 1.4.0 creating incorrect deliveries
Replies: 8
Views: 4079

Re: [Mod 0.14/0.15] Logistic Train Network 1.4.0

Will do. Do you mix up loading and unloading schedules? I have one train stuck on loading. it's conditions wait for more than 5000 iron gear, but the station outputs desired load as 2200 (which are loaded). The condition looks mangled: Cago: Iron gear wheel > 5652 AND cargo iron gear wheel > 2199 L...
by TheTom
Tue Jul 18, 2017 3:41 pm
Forum: Logistic Train Network
Topic: LTN 1.4.0 creating incorrect deliveries
Replies: 8
Views: 4079

Re: [Mod 0.14/0.15] Logistic Train Network 1.4.0

IronGears are definitely delivered to anything that wants them (all my goods are being produced). I do have some seriouss problems with supply on that end (nnot generating enough), but that is not an LT problem. Before updating this morning (some hours ago) the network was ticking along nicely. I ca...
by TheTom
Tue Jul 18, 2017 11:22 am
Forum: Logistic Train Network
Topic: LTN 1.4.0 creating incorrect deliveries
Replies: 8
Views: 4079

Re: [Mod 0.14/0.15] Logistic Train Network 1.4.0

Will do. Do you mix up loading and unloading schedules? I have one train stuck on loading. it's conditions wait for more than 5000 iron gear, but the station outputs desired load as 2200 (which are loaded). The condition looks mangled: Cago: Iron gear wheel > 5652 AND cargo iron gear wheel > 2199 Lo...
by TheTom
Tue Jul 18, 2017 7:25 am
Forum: Logistic Train Network
Topic: LTN 1.4.0 creating incorrect deliveries
Replies: 8
Views: 4079

LTN 1.4.0 creating incorrect deliveries

Just updated and now I am getting TONS of merged delivery. Many of them.

Point is that with some very few exceptions I run single good supply stations. So there should ot be merged delivery.

Creating merged delivery from LT-TinnedWire.....? What is merged there? There is only tinned wire supplied.
by TheTom
Tue Jul 18, 2017 7:02 am
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 282105

Re: [Mod 0.14/0.15] Logistic Train Network 1.4.0

Very good - this "fill one item up" was really bothering me, as was not dispatching multiple traing in one run ;) Grats - I personalyl think this mod is so precious it should be folded into the main game. Backbone of my base ;)
by TheTom
Sat Jun 24, 2017 8:14 am
Forum: Ideas and Requests For Mods
Topic: [Request] Allow Map View Manipulation of Constant Combiator
Replies: 7
Views: 2371

[Request] Allow Map View Manipulation of Constant Combiator

or a 2nd level mor expensive constant combinator that allows it.

I often use the map view to just watch my factory work - and I would love the ability to manipulate the content of a constant combinator in map view without being physically (avatar) present.
by TheTom
Sat Jun 24, 2017 7:58 am
Forum: General discussion
Topic: new feature vs new design ?
Replies: 9
Views: 3075

Re: new feature vs new design ?

i wish i got new feature in future updates, like going to space, or new machine. design can come later. You have a delusion. Based on being a little clueless about how software development works. The delusion that a graphics person is also the best programmer on the team. In general different peopl...
by TheTom
Sun May 21, 2017 8:44 am
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 282105

Re: [Mod 0.14/0.15] Logistic Train Network 1.2.7

Is there any guide how to set up a station that is only loading and unloading specific amounts? I am more concerned with loading than unloading ;) Problem I have is that while I can see how much to load, I seem t obe unable to come up with an idea how to cound what I have loaded. The result is extre...
by TheTom
Sun May 07, 2017 5:25 pm
Forum: Resource Spawner Overhaul
Topic: [0.15.*] Feedback topic
Replies: 128
Views: 42754

Re: [0.15.*] Feedback topic

Yeah, wel gues what - i did not even know that.

Just found it in the settings, so I can boost up the starting richniss - that way at least I can make it to the train stage with some space before I run out of iron ;) Thanks.
by TheTom
Sun May 07, 2017 2:00 pm
Forum: Resource Spawner Overhaul
Topic: [0.15.*] Feedback topic
Replies: 128
Views: 42754

Ignoring Tech Cost setting

Trying for a looong marathon game - Tech cost factor 16. Yes, that will be a megabase for research. Sadly the starting ressources do not take this into account - I have a map here with a tremendous iron amount of... 258k. Not enough to get really going with a rairoad, me thinks. 333k coal will also ...
by TheTom
Sat May 06, 2017 1:15 pm
Forum: Bob's mods
Topic: What should I do with science packs?
Replies: 68
Views: 21440

Re: What should I do with science packs?

Talk about "puttng buildings in science packs" as you want - but from a game perspective it forces a significant production chain if you suddenly throw away thuosands of assembly machines. Megabase style. I really hope for that. I would actually ask for even MORE science packs. At some poi...
by TheTom
Fri May 05, 2017 8:40 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 350939

Re: [0.15.x] Bob's Mods: General Discussion

Just a question - yellow inserter recipe is not showing up on grey assembly machine? Something missing? ;)
by TheTom
Fri May 05, 2017 12:48 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 350939

Re: [0.15.x] Bob's Mods: General Discussion

Not sure. I hope we get enemies that make a push at times. With larger groups - something that requires 2 walls one behind the other at times (due to the first being damaged and the critters breaking through).
by TheTom
Fri May 05, 2017 12:10 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 350939

Re: [0.15.x] Bob's Mods: General Discussion

Not to be picky, but I found them underwhelming from the start. Double wall, one line of gun turrets, one turret apart (gurre, 2 spaces, turret, 2 spaces) Second line of sniping turrets, behind every 2nd gun turret NEVER got ANY problem. Like not once ever. And once you hit higher power armor - I co...
by TheTom
Wed May 03, 2017 1:56 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 350939

Re: [0.15.x] Bob's Mods: General Discussion

Almost forgot.... How about a new logistic/contruction robot MK5 that would have the same stats of a MK4 but not require recharging and would require a fusion reactor, uranium cell and the mk4 to be assembled? Only once they figure out how fusion rectors use power cells that sLOWLY run down and put...
by TheTom
Wed May 03, 2017 7:38 am
Forum: Bob's mods
Topic: 0.15 - plans?
Replies: 64
Views: 24617

Re: 0.15 - plans?

Not sure I would go that way- that is just more complex input.

What about more complex processing? Something that blows up the chain to recycle burned out fuel cells, something that really "needs" to be controlled via combinators to be effective?
by TheTom
Fri Apr 28, 2017 10:01 am
Forum: Bob's mods
Topic: 0.15 - plans?
Replies: 64
Views: 24617

Re: 0.15 - plans?

Perfect. Looking forward. I strted a.0.15 vanilla try and - well, let's say I am not happy to stack turrets that much. Putting it aside for a week or two ;) Waiting for my favourite bob. If you do the rethinking.... * I actually like no alien science pack. Problem is that the collection is tendious ...

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