Search found 216 matches
- 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...
- 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...
- 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...
- 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...
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...
- 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..
Electric trains will path through electrified tracks, skipping the rest.
With substations, it will need to somehow take them into account while pathfinding..
- 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 ...
- 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?
Why do train missed first exit, and instead of 90* right did 3x90* left?
- 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...
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...
- 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
viewtopic.php?f=6&t=57794#p343014
- 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)...
- 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...
- Wed Feb 14, 2018 10:21 am
- Forum: Ideas and Suggestions
- Topic: Allow Roboport to send both output to circuit network
- Replies: 2
- Views: 1121
Re: Allow Roboport to send both output to circuit network
Just place two roboports...
- 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...
- 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...
- 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...
- 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'...
- 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...
- 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...
- 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...
- 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...