Search found 207 matches
- Thu Jan 29, 2015 6:41 pm
- Forum: Off topic
- Topic: Count to 1,000,000
- Replies: 462
- Views: 141472
Re: Count to 1,000,000
56 cause I spend too much time on this forum and I've read everything else
- Wed Jan 28, 2015 4:33 pm
- Forum: Implemented Suggestions
- Topic: Add a Planning Tool / construction planning
- Replies: 22
- Views: 11378
Re: Add a Planning Tool / construction planning
Hehe thanks for plugging your monster thread in SSilk
I almost posted there but it seemed more on topic to post here.
- Wed Jan 28, 2015 2:10 pm
- Forum: Implemented Suggestions
- Topic: Add a Planning Tool / construction planning
- Replies: 22
- Views: 11378
Re: Add a Planning Tool / construction planning
What I would like is a sort of "doodling" interface (almost like the map editor) that I could open up from a paused game. This interface would have a toolbox with all the items sorted on tabs. You could quickly sketch out a design and make a blueprint of it. Then you could go back to your...
- Wed Jan 28, 2015 2:01 pm
- Forum: Ideas and Suggestions
- Topic: Buildings construct time.
- Replies: 11
- Views: 3180
Re: Buildings construct time.
Yeah sorry for derailing the thread...When I had the thought I just had to get it out to keep from forgetting it, starting a new thread for it now.
- Wed Jan 28, 2015 1:47 pm
- Forum: General discussion
- Topic: What's your hotbar look like?
- Replies: 12
- Views: 5151
Re: What's your hotbar look like?
my hot bar looks like a series of grey squares on a darker grey rectangular background in the middle bottom of my screen ....Bad joke I know but I just couldn't resist. Actually my hotbar is a mess I've tried setting filters but I always seem to wind up missing something. I should really sit down an...
- Tue Jan 27, 2015 9:26 pm
- Forum: Mods
- Topic: Factoria - IN DEVELOPMENT
- Replies: 9
- Views: 11426
Re: Factoria - IN DEVELOPMENT
Most folks don't try to make money off their mods, no. But if you want your mod to be freely redistributable, make sure to include an appropriate licence. The community isn't anywhere near large enough to make monetising plausible, anyway. Yet!!! Just kidding!, I hope we can all continue to share i...
- Tue Jan 27, 2015 9:23 pm
- Forum: Off topic
- Topic: Count to 1,000,000
- Replies: 462
- Views: 141472
Re: Count to 1,000,000
46! umm, just because?!
- Tue Jan 27, 2015 4:32 pm
- Forum: Ideas and Suggestions
- Topic: Buildings construct time.
- Replies: 11
- Views: 3180
Re: Buildings construct time.
What I would like is a sort of "doodling" interface (almost like the map editor) that I could open up from a paused game. This interface would have a toolbox with all the items sorted on tabs. You could quickly sketch out a design and make a blueprint of it. Then you could go back to your ...
- Tue Jan 27, 2015 4:21 pm
- Forum: Ideas and Suggestions
- Topic: [Request] New rails
- Replies: 14
- Views: 13618
Re: [Request] New rails
I was under the impression that the sprites already had the necessary intermediate positions because they rotate rather smoothly as they transition from straight to curved.
- Tue Jan 27, 2015 3:41 pm
- Forum: Ideas and Suggestions
- Topic: Reversible train signals and stops
- Replies: 3
- Views: 958
Re: Reversible train signals and stops
If this were done (and I'm not necessarily saying it shouldn't) then the sprites for the signals would need to be changed so that it would be easy at a glance to tell if a signal was: Left-placed & left drive Left-placed & right drive Right-placed & right drive Right-placed & left dr...
- Tue Jan 27, 2015 3:32 pm
- Forum: News
- Topic: Friday Facts #70 - The smooth fps
- Replies: 30
- Views: 29277
Re: Friday Facts #70 The smooth fps
Thank you for the discussion, I do some programming in my day to day but nothing close to this. I find I learn the most when people not only explain what they are doing but what lead them to such a conclusion.
- Mon Jan 26, 2015 3:55 pm
- Forum: Ideas and Suggestions
- Topic: Major Train Improvements
- Replies: 8
- Views: 2396
Re: Major Train Improvements
What if could program trains by creating macros. placing commands as well as stations on to the schedule, just like those in SSilk's post: - switch off scheduler - drive back and turn left - stop if you are at this point - decouple 4 times - drive forward to that point - continue schedule Except you...
- Mon Jan 26, 2015 3:43 pm
- Forum: Ideas and Suggestions
- Topic: 3D rendering
- Replies: 39
- Views: 13494
Re: 3D rendering
@Orost http://www.implementingscrum.com/images/060911-scrumtoon.jpg To be clear the devs would be the pigs in this example. People who “do” work. A Chicken is someone who has something to gain by the Pigs performing, but in the end, really do not contribute day to day to “getting things done.” Their...
- Mon Jan 26, 2015 3:09 pm
- Forum: Ideas and Suggestions
- Topic: Floors and other shift
- Replies: 10
- Views: 4832
Re: Floors and other shift
Devs have already stated that they want to do floors in the game at some point. Also there are two mods that add floors into the game right now... Floors v0.0.2 RoadWorks 1.06 + Soundless version Haven't had news from RoadWorks' creator in a little while but his last update said that he was working ...
- Mon Jan 26, 2015 2:11 pm
- Forum: General discussion
- Topic: Just bought the game; What were Your first impressions?
- Replies: 449
- Views: 234136
Re: Just bought the game; What were Your first impressions?
Friend sent me a link to the trailer, then got the demo. Paused the demo to get full game ...went back to demo and finished it before starting my first game. Start my first game opened my inventory for first time and thought Wow!!! so much stuff not in the demo get through early game automate resear...
- Fri Jan 23, 2015 2:57 pm
- Forum: Ideas and Suggestions
- Topic: Ropeway conveyor above the factory...
- Replies: 95
- Views: 38851
Re: Ropeway conveyor above the factory...
hey ssilk could you fill one of those with iron ore? Might give us a better idea of how to make it work ingame

- Fri Jan 23, 2015 2:31 pm
- Forum: Ideas and Suggestions
- Topic: Ropeway conveyor above the factory...
- Replies: 95
- Views: 38851
Re: Ropeway conveyor above the factory...
Well what are the details? Should ropeways be only straight? Should ropeways have a limited length? If so how long? Should pole placement be automatic? How big should stations be? When powering a ropeway do you need electricity at one station or both? What can be carried in ropeways? Anything? Just...
- Fri Jan 23, 2015 12:06 am
- Forum: Ideas and Suggestions
- Topic: Ropeway conveyor above the factory...
- Replies: 95
- Views: 38851
Re: Ropeway conveyor above the factory...
Sorry didn't mean to come off as pessimistic but the ideas I've mentioned in my previous post are ideas that I've been following for a while and the discussions always seem to come back to the same point. I guess I was just hoping to shake things up a bit and maybe get some fresh ideas. Back to rope...
- Thu Jan 22, 2015 10:12 pm
- Forum: Ideas and Suggestions
- Topic: Ropeway conveyor above the factory...
- Replies: 95
- Views: 38851
Re: Ropeway conveyor above the factory...
Honestly I look at the threads about large or heavy items, about bridge cranes and ropeways, boxed ores and hoppers for trains. They are all ideas for taking throughput to the next level but unfortunately I think we are ahead of ourselves. We need something to build that will require all these advan...
- Thu Jan 22, 2015 9:12 pm
- Forum: F.A.R.L
- Topic: [0.11.11+] FARL 0.2.8 (Rail Layer)
- Replies: 171
- Views: 145190
Re: FARL 0.1.0 (Rail Layer) [0.11.11+]
Anything special we need to do if we were using the other mod and now want to use this one instead in a save?