Search found 207 matches

by katyal
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
by katyal
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 :lol: I almost posted there but it seemed more on topic to post here.
by katyal
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...
by katyal
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.
by katyal
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...
by katyal
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...
by katyal
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?!
by katyal
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 ...
by katyal
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.
by katyal
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...
by katyal
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.
by katyal
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...
by katyal
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...
by katyal
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 ...
by katyal
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...
by katyal
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 ;) :D
by katyal
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...
by katyal
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...
by katyal
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...
by katyal
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?

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