Search found 216 matches

by mp0011
Tue Feb 20, 2018 2:08 pm
Forum: Ideas and Suggestions
Topic: track signals should send Train-ID to circuit network
Replies: 10
Views: 4520

Re: track signals should send Train-ID to circuit network

The complaint was, automatic train with passanger has no priority over regular trains. That fix it. I do not drive manually on main railway, and each branch (with low traffic) may just have a station right after main railroad exit. So, You drive to that station automatically, with priority, and from...
by mp0011
Tue Feb 20, 2018 12:28 pm
Forum: Ideas and Suggestions
Topic: track signals should send Train-ID to circuit network
Replies: 10
Views: 4520

Re: track signals should send Train-ID to circuit network

Personal train priority (despite I am against it) could be achieved by simply extending "yellow arrows path marker" infinitely long, and lock entire way to destination station. Or just set how many blocks such train may reserve. AFAIK, now it's only reserve distance equal to braking distan...
by mp0011
Mon Feb 19, 2018 5:14 pm
Forum: Ideas and Suggestions
Topic: Invert car backup keys
Replies: 5
Views: 2270

Re: Invert car backup keys

Lol, I have just noticed it is in fact reversed, and works totally different than in tank. I have played already few hundreds hours, and do not notice it ever, nor ever have any problems driving it. Now, knowing this, I must learn how to drive again, because now I will be always confused... Thanks f...
by mp0011
Sun Feb 18, 2018 3:33 pm
Forum: Ideas and Suggestions
Topic: Logistics Belts, or Routing Belts, an alternative to bots
Replies: 1
Views: 1059

Re: Logistics Belts, or Routing Belts, an alternative to bots

Yes, and no.

Fully automatic underground logistic belts = invisible, less annoying, teleporting bots.

I had once proposed system depending on overground (and uderground) uni-directional pipes with routers controlled only by circuit logic, so You must cleverly connect each router to boxes...
by mp0011
Fri Feb 16, 2018 9:30 am
Forum: Ideas and Suggestions
Topic: electric trains
Replies: 176
Views: 64302

Re: Electric Locomotives

Separate tracks are good for pathfinding I think...

Electric trains will path through electrified tracks, skipping the rest.
With substations, it will need to somehow take them into account while pathfinding..
by mp0011
Fri Feb 16, 2018 9:21 am
Forum: Ideas and Suggestions
Topic: "call train here" button in station GUI
Replies: 0
Views: 1824

"call train here" button in station GUI

Mostly useful for "personal" trains, but also help with debugging automated ones... When You open Train Stop GUI, there are list of "trains with this stop". With map and schedule for all trains. If You want to call a train to that station, You must click train's map, and train's ...
by mp0011
Fri Feb 16, 2018 8:15 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 502775

Re: Simple Questions and Short Answers

That's silly... How to prevent it?
Why do train missed first exit, and instead of 90* right did 3x90* left?
by mp0011
Fri Feb 16, 2018 7:58 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 502775

Re: Simple Questions and Short Answers

Is that possible for automated trains to collide on intersection (roundabout) with signals?
I have found loose wagon and some debris, and train with missing wagons...

Roundabout was built long ago, same for trains.
Trains was not operated manually...
by mp0011
Thu Feb 15, 2018 6:16 pm
Forum: Ideas and Suggestions
Topic: add height to the map
Replies: 3
Views: 1010

Re: add height to the map

Real 3d cliffs can be done without major engine changes and without real 3d textures/polygons...
viewtopic.php?f=6&t=57794#p343014
by mp0011
Thu Feb 15, 2018 3:15 pm
Forum: Won't fix.
Topic: [0.16.23] player reach bonus - removing building
Replies: 1
Views: 1144

[0.16.23] player reach bonus - removing building

I am using: character_reach_distance_bonus = 10000 character_build_distance_bonus = 10000 1) I CAN NOT delete anything from radar view. It may be OK, it may works as designed, no complain here. 2) I CAN place anything from radar view. It also may be OK, it may works as designed, no complain here. 3)...
by mp0011
Thu Feb 15, 2018 1:15 am
Forum: Show your Creations
Topic: 16.16 Ore smelting to fully compressed blue belts
Replies: 6
Views: 8967

Re: 16.16 Ore smelting to fully compressed blue belts

They are not necessary here, they may be moved just after inserters. They are just for pushing material to both belt lines. Important are the splitters taking plates to underground belts on the sides. It works as expected - 70 furnaces 100% working, last two sometimes. It outputs two full belts of p...
by mp0011
Wed Feb 14, 2018 7:19 am
Forum: Ideas and Suggestions
Topic: Cliff climbing (and angled belts)
Replies: 7
Views: 3230

Re: Cliff climbing (and angled belts)

Each level must be surrounded by cliff tiles to avoid possibility of two entities with identical coordinates. That's the issue - there should be no such places. There should be new entity, like slope, or stairs... And some "special cases" for belts or pipes on such slopes. Generally, plac...
by mp0011
Wed Feb 14, 2018 6:33 am
Forum: Ideas and Suggestions
Topic: Cliff climbing (and angled belts)
Replies: 7
Views: 3230

Re: Cliff climbing (and angled belts)

The only real solution is to make REAL cliffs... Each tile may have additional variable assigned to it at map generation: height. May be positive or negative. Negative = water. Basically, game will work as now, just X and Y values of each entities will be shifted by the value of it's tile height: ht...
by mp0011
Tue Feb 13, 2018 8:24 am
Forum: Ideas and Suggestions
Topic: "The Interactive Button" Combinator (or, at least, leaver ;)
Replies: 7
Views: 2065

Re: "The Interactive Button" Combinator (or, at least, leaver ;)

I generally avoid mods, but will try. As I see, it has no "monostable" option, but for now it's good enough... Constant Provider already has option to on/off, but with no "external" control. You can ofc add combinator and filter it's output if other signal is detected, but not on...
by mp0011
Tue Feb 13, 2018 5:38 am
Forum: Ideas and Suggestions
Topic: "The Interactive Button" Combinator (or, at least, leaver ;)
Replies: 7
Views: 2065

"The Interactive Button" Combinator (or, at least, leaver ;)

Very simple device - user click on it, it sends defined 0/1 signal. And option to change it's operation mode from monostable (sends 1 only when mouse button is down) to bistable (toggles signal on each click). With optional built-in state indicator (light)., if that's not too much to ask. I know it'...
by mp0011
Sun Feb 11, 2018 1:52 pm
Forum: Ideas and Suggestions
Topic: New manipulators and conveyor
Replies: 6
Views: 2991

Re: New manipulators and conveyor

The railed inserters... looks good, but the logic behind could be hard. Each hand (if there are many on one rail) need to actively "hunt" for cargo, grab it (no stack bonus if it is moving), then actively find target to drop. Lot of UPS wasted here. Better option is "over-belt" i...
by mp0011
Sun Feb 11, 2018 1:02 am
Forum: Ideas and Suggestions
Topic: Blocking a lane on a belt
Replies: 14
Views: 7254

Re: Blocking a lane on a belt

Underground belt lane splitting, anyone else hate it? Actually, I like it very much. What I do not like, are the new splitters, because they make many brilliant designs obsolete and trivialize some challenges. As logistic bots does. Now I just see no point of using most of ballancers or stack filte...
by mp0011
Sat Feb 10, 2018 11:40 pm
Forum: Ideas and Suggestions
Topic: Weather?
Replies: 3
Views: 1016

Re: Weather?

The problem with weather is that it is random. Players don't like being punished for things they can't control. It's not random if it is within some controlled and reasonable limits, and You know it will happen soon. If there eg. are 10% chances for less sunshine, just add some more accumulators or...
by mp0011
Sat Feb 10, 2018 5:41 am
Forum: Show your Creations
Topic: 16.16 Ore smelting to fully compressed blue belts
Replies: 6
Views: 8967

Re: 16.16 Ore smelting to fully compressed blue belts

That's part of my "belt compressor" setup in 16.23. 72 furnaces with speed3 modules, in one column, are working 100% of time, giving 2 fully compressed blue belts, as before, not using any more space. Just placed two underground belt lines, under the inserters, and add splitters with prior...

Go to advanced search