Search found 499 matches

by Mylon
Thu Sep 12, 2019 12:32 pm
Forum: Ideas and Suggestions
Topic: Trains: Chain signals should factor in the length of the train
Replies: 27
Views: 1503

Re: Trains: Chain signals should factor in the length of the train

The easiest way to adapt an old train network for longer trains is to use chain signals on the exit for your intersection. If the first non-chain signal is 16 car lengths away from the intersection your 16 car train won't enter the intersection unless it can clear it. It's a very simple adjustment t...
by Mylon
Wed Sep 11, 2019 11:48 am
Forum: Not a bug
Topic: [0.17.68] Stacked sound exceed expected volume
Replies: 8
Views: 568

Re: [0.17.68] Stacked sound exceed expected volume

This does sound like a duplicate of that bug.
by Mylon
Wed Sep 11, 2019 12:36 am
Forum: Ideas and Suggestions
Topic: Trains: Chain signals should factor in the length of the train
Replies: 27
Views: 1503

Re: Trains: Chain signals should factor in the length of the train

Devil's advocate time: Code-wise this probably wouldn't be too hard to do. Trains already reserve track sections ahead of their position using their braking distance. This marker that trains use can be seen using the show train breaking distance debug option. It shouldn't be too hard to attempt to r...
by Mylon
Tue Sep 10, 2019 11:04 pm
Forum: Not a bug
Topic: [0.17.68] Stacked sound exceed expected volume
Replies: 8
Views: 568

[0.17.68] Stacked sound exceed expected volume

If more than one sound plays at once, the volume can get excessively loud. A great example of this is playing multiplayer Warptorio (v0.88). The sound plays for each player, so when the warp button is clicked on a 10 player server everyone freaks out because it's far louder than it is in single play...
by Mylon
Tue Sep 10, 2019 8:19 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 989
Views: 143763

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Busses are boring. Spaghetti 4 lyfe.

Or do it the cool kids way and put all of the complicated stuff on a trains and just build micro bases everywhere.
by Mylon
Tue Sep 10, 2019 8:10 pm
Forum: Ideas and Suggestions
Topic: Rich text: Train's should use train ID, not unit number
Replies: 2
Views: 213

Re: Rich text: Train's should use train ID, not unit number

I figured I'd add a screenshot to demonstrate how rich text works with trains.
Image

The first link is invalid. The second one is valid.
by Mylon
Tue Sep 10, 2019 7:03 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 989
Views: 143763

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

I want an ore sintering machine. Laser assemblers just assemble complex intermediaries from powdered iron and skip having to smelt/machine it.
by Mylon
Tue Sep 10, 2019 6:25 pm
Forum: Ideas and Suggestions
Topic: Rich text: [circuit=ID] for circuit networks
Replies: 0
Views: 155

Rich text: [circuit=ID] for circuit networks

Allow linking circuit networks in rich text. Circuit networks linked this way display all signals carried in the network, similar to when doing a mouse-over an electric pole on the circuit network.
by Mylon
Tue Sep 10, 2019 3:37 pm
Forum: Ideas and Suggestions
Topic: Rich text: Train's should use train ID, not unit number
Replies: 2
Views: 213

Rich text: Train's should use train ID, not unit number

When trying to build rich text for a train so I could highlight it in chat, the train ID is easier to find and seems to be the intuitive link (And it's what the resulting rich text also shows), but instead it's expecting the unit number of a carriage in the train. This information is not visible unl...
by Mylon
Mon Sep 09, 2019 5:46 pm
Forum: Ideas and Suggestions
Topic: Trains: Chain signals should factor in the length of the train
Replies: 27
Views: 1503

Re: Trains: Chain signals should factor in the length of the train

I'd chalk this up to user error. It may be a wise idea to put the first non-chain signal leaving your intersection further away from the intersection.
by Mylon
Mon Sep 09, 2019 4:48 pm
Forum: Mods
Topic: [0.17+] Warptorio2
Replies: 11
Views: 2992

Re: [0.17+] Warptorio2

Alright so having tinkered with this a bunch I need to write everything down! Ideas: * Warp Reactor floor. A centralized place to bring all of the warp floors together in one central location. Not a whole lot of space to work with. May have some unique celtic knot or other stylized layout. https://c...
by Mylon
Mon Sep 09, 2019 12:40 am
Forum: Modding help
Topic: [0.17.68] script.on_configuration_changed happens too soon?
Replies: 2
Views: 231

Re: [0.17.68] script.on_configuration_changed happens too soon?

Nevermind. Turns out Bobs mods was calling force.reset_technology_effects() and this was undoing my script. I added an event to respond to the reset and it works now.
by Mylon
Sun Sep 08, 2019 7:49 pm
Forum: Modding interface requests
Topic: regex support in name migration
Replies: 2
Views: 351

Re: regex support in name migration

+1 for this. I ran into a similar problem where my mod generates items based on robots, including modded robots. Turns out I had a recipe conflict with another mod, so I changed my naming scheme to be more unique. The recipes are easy to resolve, but there's no easy way to resolve this for modded it...
by Mylon
Sun Sep 08, 2019 1:34 pm
Forum: Mods
Topic: [0.17+] Warptorio2
Replies: 11
Views: 2992

Re: [0.17+] Warptorio2

Quick question, does everything basically produce a ton more pollution or am I remembering vanilla wrong? The story is that your warp reactor is unstable and it is destroying the planet it rests on. Mechanically, this means you produce a crap ton of pollution so staying on a planet for too long is ...
by Mylon
Sun Sep 08, 2019 1:12 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 989
Views: 143763

Re: [MOD 0.17+] Industrial Revolution (WIP)

RIP bronze gears. You looked like the Factorio logo, but you just didn't find that niche. What if belts were the reward for bronze age crafting? Take anything that uses copper gears and replace them with bronze gears. Hand filling during the stone/copper age doesn't seem to be too big of a deal sin...
by Mylon
Sat Sep 07, 2019 8:58 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 989
Views: 143763

Re: [MOD 0.17+] Industrial Revolution (0.9.x)

Oops, my 4.5 hour calculation was based on Krastorio numbers. So 1.78 hours.
by Mylon
Sat Sep 07, 2019 2:47 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 989
Views: 143763

Re: [MOD 0.17+] Industrial Revolution (0.9.x)

Noticed something a little odd with the autoforester. I assume the negative pollution number means it sucks pollution up? Makes sense, it uses CO2 from the environment around it to grow trees. No complaints. But in that case, it's weird that it sucks up less pollution when fueled by crushed coal, n...
by Mylon
Sat Sep 07, 2019 2:40 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 989
Views: 143763

Re: [MOD 0.17+] Industrial Revolution (0.9.x)

I'm a couple hours into my first game with this. I'm playing this mod on top of pure vanilla. First: Holy crap. I'm a big steampunk fan and the graphics and animations in this mod are gorgeous. I ate my breakfast while zoomed in on an assembly machine making copper plate. Looking forward to all the...
by Mylon
Fri Sep 06, 2019 1:26 pm
Forum: Ideas and Suggestions
Topic: Rocket launch shouldn't be able to destroy science
Replies: 23
Views: 1363

Re: Rocket launch shouldn't be able to destroy science

Use an active provider chest. If space science ends up clogging your storage, then you have the least of all possible problems to worry about.
by Mylon
Fri Sep 06, 2019 1:21 pm
Forum: Ideas and Suggestions
Topic: Do something about 600 build queue limit
Replies: 13
Views: 2359

Re: Do something about 600 build queue limit

Is it feasible and desirable to limit dynamically the number of jobs in the build queue limit if "there is room for it" within the 16ms of a tick ? Nope! I've asked for game speed to be limited in the same way so fast servers don't leave slow players behind. But game render time is not part of game...

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