Pick Or It Didnt Happen
Can't wait to see what y'all come up with though.Search found 89 matches
- Tue Oct 21, 2014 4:32 am
- Forum: Videos
- Topic: [YouTube] Factorio Fixit
- Replies: 110
- Views: 42031
Re: [YouTube] Factorio Fixit
So I think I've got it fixed, it hasn't deadlocked after running for a while. Still doesn't run smooth but I think I've got it unable to easily deadlock.
- Tue Oct 21, 2014 12:22 am
- Forum: Videos
- Topic: [YouTube] Factorio Fixit
- Replies: 110
- Views: 42031
Re: [YouTube] Factorio Fixit
This is the only area I'm really having troubles with atm, used to have issues up at the main base but fixed that when i got rid of the circle junction I had at it's entrance. Main issues with this is that all the ore traffic runs through it and there's a base right there. Only other time I have iss...
- Mon Oct 20, 2014 11:58 pm
- Forum: Videos
- Topic: [YouTube] Factorio Fixit
- Replies: 110
- Views: 42031
Re: [YouTube] Factorio Fixit
Should I mention that there's over 25 trains trapped atm?
- Mon Oct 20, 2014 11:05 pm
- Forum: Videos
- Topic: [YouTube] Factorio Fixit
- Replies: 110
- Views: 42031
Re: [YouTube] Factorio Fixit
Heard you don't like trains, you up for a challenge?
This is something like my 10th setup of it.
Also, inb4 thread grave digging.
This is something like my 10th setup of it.
Also, inb4 thread grave digging.
- Thu Oct 02, 2014 11:40 pm
- Forum: Ideas and Suggestions
- Topic: Rail Signal - No Stop Flag
- Replies: 2
- Views: 826
Re: Rail Signal - No Stop Flag
Good to know.
- Thu Oct 02, 2014 2:04 am
- Forum: Ideas and Suggestions
- Topic: Rail Signal - No Stop Flag
- Replies: 2
- Views: 826
Rail Signal - No Stop Flag
The idea is to have a toggle option on Rail Signals that affects the decision logic of where an automated train stops. The way the logic seems to work now is: If Train T is approaching Block B and Block B is closed, then Train T stops at rail signal at beginning of Block B; Else continue. What I'm h...
- Mon Sep 22, 2014 2:08 am
- Forum: General discussion
- Topic: There is a "Rocket Travel" tech?
- Replies: 3
- Views: 2084
Re: There is a "Rocket Travel" tech?
Went and found it in the technology file. Doesn't do anything yet.
In case you're curious, it requires Rocket Speed 2 and Logistics 3,
and to actually research it's 100 count of 1 red, 1 green, 2 blue at 15 seconds.
In case you're curious, it requires Rocket Speed 2 and Logistics 3,
and to actually research it's 100 count of 1 red, 1 green, 2 blue at 15 seconds.
- Tue Aug 12, 2014 1:30 am
- Forum: Show your Creations
- Topic: The "I Love this game!" Post
- Replies: 0
- Views: 2183
The "I Love this game!" Post
Used to play things like Locomotion, Railroad Tycoon, and Roller Coaster Tycoon; found out about this game thanks to Nerd Cubed. And I have thoroughly fallen in love with it. One main game so far but I'm over 33 hours in. http://i.imgur.com/swK2K9r.png I like my robots. http://i.imgur.com/FFjyzCO.pn...
- Mon Aug 11, 2014 10:38 pm
- Forum: Won't implement
- Topic: Loaders
- Replies: 1
- Views: 2432
Loaders
Hi, I'm new, search function didn't show anything so I'm gonna go ahead and ask. The main thing I see preventing some thing from being modded in is that the loaders are too restricting. Things like the ever requested liquid cargo wagon can't be made because you can only use one type when defining an...