Search found 186 matches
- Tue Nov 05, 2024 3:30 pm
- Forum: Technical Help
- Topic: [2.0.14] Invalid bool loaded from input file. File could be corrupted.
- Replies: 2
- Views: 123
Re: [2.0.14] Invalid bool loaded from input file. File could be corrupted.
I just had the same issue on my 2.0 dev world (singleplayer with cheats for designing blueprints). There wasn't even an update between the last time I loaded it and now either. I attached my save file in case this issue gets addressed and the devs would like another example of this to look at. Best ...
- Fri Apr 19, 2024 6:46 pm
- Forum: News
- Topic: Friday Facts #406 - Space Age Music
- Replies: 157
- Views: 32038
Re: Friday Facts #406 - Space Age Music
I'll be honest, out of all the new tracks I've heard, Fulgora so far is my favorite. I know a lot of people in this thread are complaining about it and saying it's the worst track, but they're presenting their opinion as objective fact and not subjectively. Whatever you do, please don't cut the Fulg...
- Wed Nov 29, 2023 7:52 am
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 124
- Views: 35364
- Fri Oct 06, 2023 5:46 pm
- Forum: News
- Topic: Friday Facts #379 - Abstract rewiring
- Replies: 153
- Views: 36384
Re: Friday Facts #379 - Abstract rewiring
I want the belt immunity equipment to be an "abstract item" that just appears as a button toggle when you put on power armor. I've been annoyed since its introduction that it's the only item other than portable solar panels that takes up a 1x1 slot in a grid. Also it's the kind of thing th...
- Fri Sep 08, 2023 7:14 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 192682
Re: Friday Facts #375 - Quality
People are way too upset about this quality feature, but are forgetting that it's an optional mechanic. If you don't like it, you don't have to do it. Except it's an opportunity cost in terms of game features. They spend a bunch of time adding an optional feature I won't be using instead of spendin...
- Fri Sep 08, 2023 6:59 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 192682
Re: Friday Facts #375 - Quality
People are way too upset about this quality feature, but are forgetting that it's an optional mechanic. If you don't like it, you don't have to do it. I was skeptical when I first started reading, but I warmed up to the idea pretty quickly. I for one really like it. I think quality is an awesome way...
- Sun Jul 23, 2023 6:17 pm
- Forum: Gameplay Help
- Topic: Advanced circuit network conditions for train behavior in 1.1
- Replies: 27
- Views: 13599
Re: Advanced circuit network conditions for train behavior in 1.1
Also, here's all my rail blueprints that I use: 0eNrtfWuPHMeV5V+p4ScbIIl43wh9Myx5dxaasUeU4V3YhNFkl8leNbuJfkjmGP3fN6u6MrJYGZF5TmSSWtkEBrsy2X14M973dc4/nry6vN++v7m4uvvrq+vrH5589Y/hT26ffPXno/+5+7vz7e3rm4v3dxfXV0++evLi7uzq/OzmfHN7d3N28ebt3ab7/y6fb77f3t5uLy/P7ra3m1cfNtc/bm8uz96/v7h6s3l//dP2pvt/L7u/urvevL6...
- Sun Jul 23, 2023 6:15 pm
- Forum: Gameplay Help
- Topic: Advanced circuit network conditions for train behavior in 1.1
- Replies: 27
- Views: 13599
Re: Advanced circuit network conditions for train behavior in 1.1
Okay. I updated the SmartFlux trains where I fixed that bug in the logic that calls way too many trains over (turns out it was because I was crossing wires in a place that I shouldn't have and signals were getting mixed up). What lit a fire under my butt to change it was the fact it was happening to...
- Tue Feb 28, 2023 8:05 am
- Forum: Gameplay Help
- Topic: Advanced circuit network conditions for train behavior in 1.1
- Replies: 27
- Views: 13599
Re: Advanced circuit network conditions for train behavior in 1.1
As OP, I'm necro'ing this thread because although this post and design are pushing 3 years old, I've still been using it in my factories and continually revisiting and optimizing the design as best I can, and I want to leave on a good note by sharing the latest blueprint for people who still run int...
- Thu Aug 12, 2021 1:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.37] Desync when placing train blueprint over existing train
- Replies: 1
- Views: 3285
[boskid][1.1.37] Desync when placing train blueprint over existing train
Hello, I just had a desync on a multiplayer Steam-hosted server and I'm doing my part to report it. I've attached the .zip file that generated during the event. Hardware/Network Config: I am not fully aware of the host's hardware or network config. However, the host has a relatively unstable connect...
- Thu Apr 22, 2021 3:51 pm
- Forum: Gameplay Help
- Topic: Advanced circuit network conditions for train behavior in 1.1
- Replies: 27
- Views: 13599
Re: Advanced circuit network conditions for train behavior in 1.1
Ok, so I promptly forgot about this post and happened to check on it again. I know it's months old at this point, but this is a forum, so I consider the wisdom contained within to be timeless for newcomers, and thus worth sharing! I tested your setup for setting the train limit. Unfortunately it doe...
- Fri Dec 04, 2020 2:36 pm
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 86355
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
I think one touch that would really hit home for people like me who used to play RCT1/2 and Chris Sawyer's Locomotion would be having a track unique to the title screen. Something to play along with the simulation that doesn't appear anywhere else in the game. My suggestion for the title screen mus...
- Tue Nov 24, 2020 12:01 am
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 86355
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
I think one touch that would really hit home for people like me who used to play RCT1/2 and Chris Sawyer's Locomotion would be having a track unique to the title screen. Something to play along with the simulation that doesn't appear anywhere else in the game. My suggestion for the title screen mus...
- Sun Nov 22, 2020 12:56 am
- Forum: This Forum
- Topic: Nesting bug in advanced search page
- Replies: 2
- Views: 2303
Re: Nesting bug in advanced search page
Nesting bugs? Have you tried flamethrowers? The fuel only requires crude oil now.
- Sun Nov 22, 2020 12:23 am
- Forum: Outdated/Not implemented
- Topic: Set chain signals to red via circuit network
- Replies: 95
- Views: 31618
Re: Set chain signals to red via circuit network
Welcome to my ignore list. If only this whole subforum could go in there as well. What a shame. I think a better solution would be banning people like you from this subforum, because I find it hard to believe that a problem you have with an entire crowd of people is their fault and not yours. Espec...
- Sun Nov 22, 2020 12:13 am
- Forum: Outdated/Not implemented
- Topic: Set chain signals to red via circuit network
- Replies: 95
- Views: 31618
Re: Set chain signals to red via circuit network
When Deadlock says this, what he means is Don't put words in my mouth. I already said what I meant. Yes. And in particular, you show the same pattern everywhere on the suggestions thread. You have a superiority complex because you're capable of writing mods. So you grab your popcorn and come laugh ...
- Sat Nov 21, 2020 11:49 pm
- Forum: Outdated/Not implemented
- Topic: Set chain signals to red via circuit network
- Replies: 95
- Views: 31618
Re: Set chain signals to red via circuit network
When gamers say that something was "unintuitive", what they mean is they made assumptions based on all the other junk floating around their heads and it turned out to be the wrong call. People generally fall into one of the two types on discovering this: those that modify their own thinki...
- Sat Nov 21, 2020 6:51 pm
- Forum: Outdated/Not implemented
- Topic: Set chain signals to red via circuit network
- Replies: 95
- Views: 31618
Re: Set chain signals to red via circuit network
why does it have to be something to change in the base game, rather than something to change in your play style? Because it is unintuitive. There are two types of signals in the game. Although the functionality is not exactly the same, it is similar. From a player's perspective, why can you modify ...
- Fri Nov 20, 2020 6:14 pm
- Forum: Outdated/Not implemented
- Topic: Set chain signals to red via circuit network
- Replies: 95
- Views: 31618
Re: Set chain signals to red via circuit network
It is a very simple addition to the game that will remove the headache from a lot of players doesn't look that way to me. headache? i love trains, have more than 5800h in game and i have never needed this. Ok, great. But now consider that how you play the game is probably a lot different from how o...
- Sun Nov 15, 2020 9:27 am
- Forum: Outdated/Not implemented
- Topic: Set chain signals to red via circuit network
- Replies: 95
- Views: 31618
Re: Set chain signals to red via circuit network
The reason why I'm still sceptical about this is, that there is no really good reason for that, and that the limitation of this signal can be seen as part of the game. Like that you cannot read and write at the same time from&to a block signal. Nothing which cannot be worked around, and workaro...