Search found 66 matches

by porcupine
Wed May 17, 2017 12:04 am
Forum: Gameplay Help
Topic: Many stations, one name
Replies: 22
Views: 23430

Re: Many stations, one name

[...] Here's where my idea sits now. All mines named the same, the mine having a 2 cargowagon loading spot, calls the train by pulse out the "I" (for iron) signal +1 (IE: send an iron train), and enabling the stop (other ores can use other letters). Red network connected between the "...
by porcupine
Tue May 16, 2017 10:35 pm
Forum: Releases
Topic: Version 0.15.11
Replies: 100
Views: 35271

Re: Version 0.15.11

The zoom level at which the map switches from 'map view' to 'world view' was increased. WHY ? :( Map view lost its advantage I can see why they did this. If you are zoomed out fully in world view and want to view ore levels, etc, switching to map view fully zoomed in gives the same level of zoom bu...
by porcupine
Tue May 16, 2017 10:10 pm
Forum: Releases
Topic: Version 0.15.11
Replies: 100
Views: 35271

Re: Version 0.15.11

Anybody else notice that under the train station, "read stoppped train" can be checked, assigned a variable, however when you exit/return, it's no longer clicked (however it does appear to still advertise the stopped train)? Is it just me?!
by porcupine
Tue May 16, 2017 9:47 pm
Forum: Gameplay Help
Topic: Many stations, one name
Replies: 22
Views: 23430

Re: Many stations, one name

Update. Found the relevant thread: https://forums.factorio.com/viewtopic.php?f=194&t=32994 Hope that helps. :-) I'm not really that worried about blow-past to be honest, so I'm not sure if that'll help much. I didn't have any clue how to use combinators this time yesterday, and was having troub...
by porcupine
Tue May 16, 2017 6:16 pm
Forum: Releases
Topic: Version 0.15.11
Replies: 100
Views: 35271

Re: Version 0.15.11

Obviously not a problem, but popping open my save from last night, I get a dialogue box, reading: " Migrated content Removed decoratives red-desert-decal 34 " I'm assuming some of the decal graphics changed and what have you... Just figured I'd post here in case this was unexpected (so at ...
by porcupine
Tue May 16, 2017 4:01 pm
Forum: Gameplay Help
Topic: Many stations, one name
Replies: 22
Views: 23430

Re: Many stations, one name

I tried setting up a read signal, in the middle of the station, to set the iron value on red to -2.0M (thus making the boxes look empty, and to disable the station once a train was already in it), but the obvious thing happened. Train rolls up, station gets disabled on the spot, train rolls away......
by porcupine
Tue May 16, 2017 5:08 am
Forum: Gameplay Help
Topic: Many stations, one name
Replies: 22
Views: 23430

Re: Many stations, one name

i dont test the train behavior if a train load/unload and the trainstation goes offline, maybe it need an OR logic from the trainstation railsignal like RED OR Condition but in general you can setup something like this http://i.imgur.com/2BGO9sO.jpg Hrm, Ok, so I setup a "wait" station, g...
by porcupine
Mon May 15, 2017 10:54 pm
Forum: Gameplay Help
Topic: Many stations, one name
Replies: 22
Views: 23430

Re: Many stations, one name

i dont test the train behavior if a train load/unload and the trainstation goes offline, maybe it need an OR logic from the trainstation railsignal like RED OR Condition but in general you can setup something like this Yeah, I ran across another thread, where the devs mentioned it was a new feature...
by porcupine
Mon May 15, 2017 7:47 pm
Forum: Gameplay Help
Topic: Many stations, one name
Replies: 22
Views: 23430

Re: Many stations, one name

i think the issues you have is that a Train that qued in an occupied trainstation dont have a chane to Bypass the Station to drive to a different one, a 2nd Option is to disable a transtation with logic so for a mining Station is there less then your Train can hold disable the station Curious, you ...
by porcupine
Mon May 15, 2017 6:48 pm
Forum: Gameplay Help
Topic: Smart trains? Same name stations
Replies: 4
Views: 2272

Re: Smart trains? Same name stations

It takes careful chain signaling to get them to stop in the right places too. Basically my rule is a train should not leave the waiting bay unless it is going to a station or repathing around the station. Oh also I use circuit signals to close the stations unless there is enough ore in the chests t...
by porcupine
Mon May 15, 2017 6:10 pm
Forum: Gameplay Help
Topic: Many stations, one name
Replies: 22
Views: 23430

Re: Many stations, one name

Reviving the dead here, but I hit this thread by google, looking for the exact same thing. I'm playing a deathworld setup, base settings (so ore patches are frequent enough, but relatively tiny, especially with the exceptional resource demands). micro-management of dropping in mines and stations is ...
by porcupine
Fri May 12, 2017 4:42 pm
Forum: Releases
Topic: Version 0.15.9
Replies: 66
Views: 33667

Re: Version 0.15.9

... I totally agree with what _Hertz_ said. Increasing the length like that was not a good idea. :? I'm going to counter, and disagree in that case :D Longer belts, that require more resource inputs aren't a bad thing. By the time you have blue belts, you already have a logistics network. This enco...
by porcupine
Tue May 09, 2017 10:28 pm
Forum: Releases
Topic: Version 0.15.9
Replies: 66
Views: 33667

Re: Version 0.15.9

#1 tank with actual upgradable flamethrower would be even more broken than it is now. It would have no problems even with behemoths, just spraying everything with fire and watching it die . . . even poison capsules are close to that today, but you can't see through them (which you need for avoiding...
by porcupine
Tue May 09, 2017 5:45 pm
Forum: Releases
Topic: Version 0.15.9
Replies: 66
Views: 33667

Re: Version 0.15.9

For #1: I understand that the tank flame thrower was a quick addition that is intended to become something else (acid sprayer was mentioned) later. It is not supposed to be a proper flame thrower, but a short range area weapon to keep biters off you while retreating or whatever. As for #2: If you n...
by porcupine
Tue May 09, 2017 5:16 pm
Forum: Releases
Topic: Version 0.15.9
Replies: 66
Views: 33667

Re: Version 0.15.9

Ok, so I'm playing my new 0.15 deathworld, and this is pretty savage, I'm loving it, but I've run into two oddities: #1 - So the tank was essential, one of the first times I could ever say that. I was at deadlock with the biters before it... I couldn't help but notice though that the flamethrower lo...
by porcupine
Fri May 05, 2017 8:58 pm
Forum: News
Topic: Friday Facts #189 - Specifying the 1.0
Replies: 169
Views: 45636

Re: Friday Facts #189 - Specifying the 1.0

So one thing I would like to know after reading this is, are the features you cut for 1.0 gone forever or can we hope to see them in mayne a DLC later on? Reason I am asking is because you previously mentioned the possibility to add the space station idea through a DLC. I agree with this. The one t...
by porcupine
Fri May 05, 2017 6:36 pm
Forum: Bob's mods
Topic: 0.15 - plans?
Replies: 64
Views: 15773

Re: 0.15 - plans?

I just learned that in 0.15 water becomes steam when heated. I wonder if you can barrel steam? If yes, does it become water when barreled? (I haven't actually played 0.15 yet). This just gave me a crazy idea; Perhaps you can make use of this functionality somehow and make it so you need to cool dow...
by porcupine
Sun Apr 30, 2017 5:27 pm
Forum: Bob's mods
Topic: 0.15 - plans?
Replies: 64
Views: 15773

Re: 0.15 - plans?

What's your plan for power mod in 0.15 bob? The new ratio of 1 boiler to 2 engines is really nice, perhaps you could add a mk4 engine and keep ratio between boilers/engines of same tier? No plans as of yet, other than I need to come up with something new. is there any chance of adding new nuclear o...
by porcupine
Thu Apr 27, 2017 4:10 pm
Forum: Balancing
Topic: offshore pump
Replies: 14
Views: 2638

Re: offshore pump

Long story short... you need water to make electricity. How will you get the water to make electricity if the pump to get water requires electricity to work? Could do a trickle mode. Without electricity, you get a *small* trickle of water to the effect of 1% of its regular throughput, but with elec...
by porcupine
Tue Apr 25, 2017 4:48 am
Forum: Bob's mods
Topic: 0.15 - plans?
Replies: 64
Views: 15773

Re: 0.15 - plans?

WhiskyCharlie wrote:Bob,

Just wanted to say thank you. I am loving all the work you have done and will do to make this such a fun complex game.
I second that. Bob's mods add such a level of depth to a game that already has a pretty ridiculous level. It's beautiful.

Go to advanced search