Search found 402 matches

by quinor
Fri Mar 06, 2015 2:46 pm
Forum: Mods
Topic: [MOD 0.11.22] Pocket Bots. Construction bots for your pocket.
Replies: 64
Views: 59575

Re: [MOD 0.11.x] Pocket Bots. Construction bots for your pocket.

Is there a way to make this mod 0.11.17-compatibile? How much programming work would it take?
by quinor
Thu Mar 05, 2015 10:17 pm
Forum: Ideas and Suggestions
Topic: electric trains
Replies: 176
Views: 35377

Re: Electric locomotives

http://en.wikipedia.org/wiki/Third_rail

That's cableless solution Zeblote; it's also reallife.
by quinor
Tue Mar 03, 2015 7:38 pm
Forum: Show your Creations
Topic: Better train loading system
Replies: 17
Views: 27644

Re: Better train loading system

Could you test hybrid setup with short-handed inserters in the middle (2-4 middle positons) where they don't have to extend so much and long-handed on sides? For me it was more optimal solution.
by quinor
Tue Mar 03, 2015 5:55 pm
Forum: Duplicates
Topic: [0.11.16] Car can shoot itself
Replies: 4
Views: 5330

Re: [0.11.16] Car can shoot itself

I must have mistaken the keys, so it was "C" key. It changes anything though, "C" shouldn't let you shoot yourself when you are in the car as Dave said.
by quinor
Tue Mar 03, 2015 9:23 am
Forum: Gameplay Help
Topic: Change map generation settings for existing map?
Replies: 3
Views: 2015

Re: Change map generation settings for existing map?

Probably not, you can lower evolution factor though. It may help for a short period of time.
by quinor
Mon Mar 02, 2015 6:54 pm
Forum: Ideas and Requests For Mods
Topic: mod request(please add)
Replies: 5
Views: 3429

Re: mod request(please add)

all his posts are like that; he is aussie too and this is the thing that may make him so weird ;)
by quinor
Mon Mar 02, 2015 6:45 pm
Forum: Off topic
Topic: Count to 1,000,000
Replies: 462
Views: 102134

Re: Count to 1,000,000

184 is split into 2, 2, 2, 23 prime factors
by quinor
Mon Mar 02, 2015 9:21 am
Forum: Gameplay Help
Topic: High Traffic Rail Network
Replies: 5
Views: 2749

Re: High Traffic Rail Network

https://wiki.openttd.org/Railway_Designs here is how to lay good rail designs in similar game; it may help you.
by quinor
Sun Mar 01, 2015 6:42 pm
Forum: Gameplay Help
Topic: High Traffic Rail Network
Replies: 5
Views: 2749

Re: High Traffic Rail Network

It's generally quite hard to make multiline train lines - the easiest way is doing separate train networks for every resource. I recommend style with straight rails and circles at turns: https://www.youtube.com/watch?v=R3F69g13Veg that's a good example.
by quinor
Sun Mar 01, 2015 5:06 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Maximum express belt steel furnace throughput
Replies: 36
Views: 39347

Re: Maximum express belt steel furnace throughput

In some countries decimals are written with comma instead of point, you just have to get used to it.
by quinor
Sun Mar 01, 2015 12:38 pm
Forum: Duplicates
Topic: [0.11.16] Car can shoot itself
Replies: 4
Views: 5330

[0.11.16] Car can shoot itself

Steps to reproduce:

1) get car and some gun ammo
2) place car, ammo in the car gun slot, get into the car
3) hover the car with mouse and press space

I don't know if it's a bug or a feature, but it annoys me alot.
by quinor
Sun Mar 01, 2015 11:21 am
Forum: Ideas and Suggestions
Topic: Savegame technical suggestions
Replies: 9
Views: 1794

Savegame technical suggestions

Discission on IRC has lead us to some ideas about optimising game saving and autosaves: 1) Use copy-on-write to "duplicate" game state and then use this copy while saving (on another thread); it may enable autosaves without pausing the game 2) Add "disable replay" option in order...
by quinor
Sun Mar 01, 2015 10:34 am
Forum: Off topic
Topic: The Ctrl+V Game
Replies: 218
Views: 79084

Re: The Ctrl+V Game

by quinor
Sun Mar 01, 2015 10:03 am
Forum: Show your Creations
Topic: Elysia
Replies: 8
Views: 10421

Re: Elysia

Here is how my bootstrap factory (r/g/b only) looked like in current game.
bootstrap
And here is how my green factory looks now, all of assemblers has got 2 speed modules 1.
green
by quinor
Sun Mar 01, 2015 1:33 am
Forum: Gameplay Help
Topic: 1 to 18 even distribution
Replies: 11
Views: 30094

Re: 1 to 18 even distribution

You simply can't with joining/splitting belts only. I could give you even strict mathematical proof for that fact. You can split evenly only into the power of two. Though if you don't need it to be precisely exact, split to 16 and then split 2 belts one more time what gives you 4 uneven belts or spl...
by quinor
Sat Feb 28, 2015 9:16 pm
Forum: Show your Creations
Topic: Elysia
Replies: 8
Views: 10421

Re: Elysia

First thing is you need plastics only for red circuits, so I wouldn't put them on main belt. Mine main belts contain as follows:

Iron/Iron
Copper/Copper

Green circuit/Green circuit
Steel/Batteries

Red circuit/Blue circuit

I also have pipes with water, petroleum and lubricant next to belts.
by quinor
Sat Feb 28, 2015 4:58 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 234269

Re: Foreman - A factory optimisation tool. Now 11.X compatible!

It work just fine. I managed to crash it, but still :)
by quinor
Fri Feb 27, 2015 10:16 am
Forum: Show your Creations
Topic: Better train loading system
Replies: 17
Views: 27644

Re: Better train loading system

I did some tests and optimal solution is all fast inserters for loading and 4 middle fast and 2 side double-long for unloading. I don't use such long trains as on the picture though :)
by quinor
Wed Feb 25, 2015 6:25 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Maximum express belt steel furnace throughput
Replies: 36
Views: 39347

Re: Maximum express belt steel furnace throughput

If I am right, theoretically, only 52 are needed.

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