Search found 117 matches

by terror_gnom
Wed Jul 27, 2016 8:30 pm
Forum: Bob's mods
Topic: How to play bobs mods without going mad?
Replies: 11
Views: 9225

How to play bobs mods without going mad?

Holy shit, I started my first game with bobs mods and I´m already at a loss^^ How can you get that incredible amount of resources under control without total spaghetti? I LIKE IT :D
by terror_gnom
Wed Jul 27, 2016 6:21 pm
Forum: Ideas and Suggestions
Topic: Allow rail to be connected to the circuit/logistic network
Replies: 9
Views: 3963

Re: Allow rail to be connected to the circuit/logistic network

I thought about this too, but the problem will be, what happens if a train is in the deadend? Youll deadlock your train traffic pretty often :(
by terror_gnom
Wed Jul 27, 2016 3:17 pm
Forum: Ideas and Suggestions
Topic: Construction robots should not repair each other
Replies: 7
Views: 4174

Re: Construction robots should not repair each other

I just use 2 powersuits, 1 full of roboports and 1 with shields ;)
by terror_gnom
Wed Jul 27, 2016 3:01 pm
Forum: Gameplay Help
Topic: Why not put a rail signal every two tiles?
Replies: 18
Views: 10737

Re: Why not put a rail signal every two tiles?

Trains plan their path as far, as their stopingdistance and reserve the blocks acordingly (yellow signal). That means, train crashes in automatic mode are should be impossible (report it as a bug ;) )

*edit* didnt saw it went to page 2 :(
by terror_gnom
Tue Jul 26, 2016 10:53 pm
Forum: Ideas and Suggestions
Topic: Logistic Barrier
Replies: 3
Views: 1793

Re: Logistic Barrier

Yes! I´m totaly in favor of this suggestion :)
But in my opinion it doesnt need to be something crafted, something like a "network deconstruction planer" would do the job too :)
by terror_gnom
Tue Jul 26, 2016 10:33 pm
Forum: General discussion
Topic: Lazy Bastard Achievement - No hand crafting challenge
Replies: 62
Views: 103783

Re: Lazy Bastard Achievement - No hand crafting challenge

Yeah, the blueprints forced me to reload my savegame :P But its done now with 111 Items crafted :D
by terror_gnom
Sat Jul 23, 2016 11:21 am
Forum: Gameplay Help
Topic: combining train waiting conditions
Replies: 28
Views: 9095

Re: combining train waiting conditions

Yeah, an answer would be nice :) (im currently to lazy to test it :P )
by terror_gnom
Sat Jul 23, 2016 10:20 am
Forum: Ideas and Suggestions
Topic: Improve coal visibility on map
Replies: 1
Views: 974

Improve coal visibility on map

Hi, I find it rather hard to spot coal patches on the map when they have a dark terrain background texture. Would it be possible to add a "hide terrain" button so all land will be just gras-green water just blue and the rest like it is? When implementing it, it would be nice if you could a...
by terror_gnom
Fri Jul 22, 2016 7:13 pm
Forum: General discussion
Topic: 0.13 Count Perfect Chest Item Count
Replies: 33
Views: 13500

Re: 0.13 Count Perfect Chest Item Count

I just use 1 controller for 20 furnaces (100 in total) so there is plenty of room for beacons ;)
by terror_gnom
Fri Jul 22, 2016 4:57 pm
Forum: General discussion
Topic: 0.13 Count Perfect Chest Item Count
Replies: 33
Views: 13500

Re: 0.13 Count Perfect Chest Item Count

Another possibility to load "stack perfect" are bots ;) I use them at my smart furnace setup
by terror_gnom
Mon Jul 18, 2016 11:43 pm
Forum: Combinator Creations
Topic: My 0.13 take on a smart furnace setup
Replies: 0
Views: 1680

My 0.13 take on a smart furnace setup

Hi, after the old builds didnt work anymore with 0.13, I decided to build one myself :) The way to ensure Itemcount, is to limit the stack sizes of boxes. It can only switch recipes after smelting a full stack (but thats no concern in my opinion). In a first step, I limit a requester chest to 4 slot...
by terror_gnom
Sun Jul 17, 2016 12:49 pm
Forum: Ideas and Suggestions
Topic: Naming circuit and electric networks
Replies: 0
Views: 434

Naming circuit and electric networks

Hi, it would be nice, if you could name circuit and electrical networks (currently only circuit networks show a number :( ). If you start dragging an electric pole connected to a named network, it does use the same wires, and they wont connect to poles belonging to a different network. This would ma...
by terror_gnom
Sat Jul 16, 2016 4:40 pm
Forum: Gameplay Help
Topic: starting to flip out
Replies: 1
Views: 841

Re: starting to flip out

Maybe you encountered the same problem than me: viewtopic.php?p=183995#p183995
by terror_gnom
Sat Jul 16, 2016 1:49 pm
Forum: Ideas and Suggestions
Topic: Add clearance area to blueprints
Replies: 1
Views: 680

Add clearance area to blueprints

Hi, a little Idea i had recently is to add clearance areas around blueprints. Those should work like using deconstruction planer first, then pasting the blueprint. While creating a blueprint you could be able to define it by shift + lmb. The reason for this is, I often forget to clear out the forest...
by terror_gnom
Thu Jul 14, 2016 10:38 am
Forum: Implemented Suggestions
Topic: Toolbar changes
Replies: 5
Views: 2173

Re: Toolbar changes

yeah, I like it :) Please do it :D
by terror_gnom
Wed Jul 13, 2016 10:48 pm
Forum: F.A.R.L
Topic: [0.12] Bugs, crashes & other issues
Replies: 309
Views: 129339

Re: [0.12] Bugs, crashes & other issues

That helped, thx :) You should probably add that information to the error message ;)
by terror_gnom
Wed Jul 13, 2016 10:17 pm
Forum: F.A.R.L
Topic: [0.12] Bugs, crashes & other issues
Replies: 309
Views: 129339

Re: [0.12] Bugs, crashes & other issues

the train shall drive on the right lane, so the chain signal needs to be on the right side of the right track and the arrows do show to north and a train on that track will drive to north... I dont get it :P I tried all 4 possibilites and it doesnt work :( the diagonal blueprint worked as expected (...
by terror_gnom
Wed Jul 13, 2016 8:54 pm
Forum: F.A.R.L
Topic: [0.12] Bugs, crashes & other issues
Replies: 309
Views: 129339

Re: [0.12] Bugs, crashes & other issues

Please help me! I dont know where north is :( or is it a bug? :P

Using 0.13.8 and latest FARL from the Modportal
screenshot
by terror_gnom
Wed Jul 13, 2016 5:24 pm
Forum: Gameplay Help
Topic: How to force recalculation of train paths?
Replies: 28
Views: 10535

Re: How to force recalculation of train paths?

Damn :( It didnt work... Probably I need to build a parallel stacker (not 2 or 3 trains per lane/station)
by terror_gnom
Wed Jul 13, 2016 8:00 am
Forum: Gameplay Help
Topic: How to force recalculation of train paths?
Replies: 28
Views: 10535

Re: How to force recalculation of train paths?

Probably the trick TheSkiGeek mentioned will work :) I´ll test it later :D THX *edit* nah... can´t be like you explained... The Train waits at a blue signal until its current destination becomes free, then it chooses another station (that was already free when the train arrived at the signal). But I...

Go to advanced search