Search found 30 matches

by Triaxx2
Wed Dec 13, 2017 6:28 pm
Forum: Gameplay Help
Topic: Belt Circuit Lock
Replies: 11
Views: 1723

Re: Belt Circuit Lock

Wouldn't it be simpler to count what's on the belt and if it's less than a full belt worth it stops? Though I'm aware that wouldn't work if you're not getting a full belt worth of whatever it is.
by Triaxx2
Tue Dec 12, 2017 3:35 am
Forum: Gameplay Help
Topic: trains stuck on blue chain signal
Replies: 14
Views: 3098

Re: trains stuck on blue chain signal

Right, I think you've got this one slightly over thought. What you want is one regular exit signal on the outbound section, then chain signals at the locomotive end. Then at the other end of each lane you want a regular signal and then one chain signal where the trains are waiting. FIFO signalling i...
by Triaxx2
Mon Dec 11, 2017 12:07 pm
Forum: General discussion
Topic: How to organize train networks?
Replies: 7
Views: 1862

Re: How to organize train networks?

Two options, are train sizes. Option One is a single locomotive and two wagons, which is fast to accelerate, but will need to make more trips, while Option Two is one locomotive and four wagons, which accelerates slower, but moves much more ore. Personally I plan stations to allow for Option Two, wh...
by Triaxx2
Sat Dec 02, 2017 12:06 am
Forum: General discussion
Topic: Why defending is a dilemma and enemies need polish
Replies: 28
Views: 4628

Re: Why defending is a dilemma and enemies need polish

For some reason the Biters seem inordinately attracted to Radar's, so I place those inside fortress areas, which not only nets me area scanning, but also serves to attract attention away from more soft and squishy infrastructure. Fortress areas are serviced by rails, and covered by robots, so I only...
by Triaxx2
Fri Dec 01, 2017 11:53 pm
Forum: News
Topic: Friday Facts #219 - Cliffs
Replies: 191
Views: 32770

Re: Friday Facts #219 - Cliffs

Looks more like the Starcraft Cliffs to me.

So, If I lay an underground on the top of the cliff and one on the bottom, will they connect?

On the other hand, I'm eagerly awaiting Modders to make me Rail bridges or rail ramps to run trains over them. (I know they're out there, I can hear them coding.)
by Triaxx2
Thu Nov 30, 2017 9:20 pm
Forum: News
Topic: Friday Facts #218 - Import bpy, Export player
Replies: 67
Views: 13679

Re: Friday Facts #218 - Import bpy, Export player

Anyone else notice the life bar doesn't work on the mouse in the GIF? It's full even as the bar on the keyboard fades. (And the shield bars sync perfectly.)
by Triaxx2
Tue Nov 28, 2017 3:34 am
Forum: Gameplay Help
Topic: Heavy Oil Not Pumping
Replies: 8
Views: 1504

Re: Heavy Oil Not Pumping

Use circuit controlled pumps. Connect the Lubricant tanks together. Then connect to two pumps. One only pumps when you've got enough lubricant, and then flip the condition so the other pump only runs when the lube is below the amount you want. Should allow the system to run and keep you in both opti...
by Triaxx2
Tue Nov 28, 2017 3:28 am
Forum: Gameplay Help
Topic: Trains and the behemoth bugs
Replies: 10
Views: 1950

Re: Trains and the behemoth bugs

Radar pods. Set them up near the rails, fortified with Laser Turrets and a Roboport, the Radars attract the Biters, the turrets chew them up and the robot's repair them. Then you only need to supply them from a chest near the rails.
by Triaxx2
Fri Nov 24, 2017 1:02 am
Forum: General discussion
Topic: Pipes are underused because they block movement
Replies: 15
Views: 2520

Re: Pipes are underused because they block movement

I'm surprised there's no Pipe Wrench mod to allow breaking normal pipe connections. Or vanilla functionality for the same.
by Triaxx2
Wed Nov 22, 2017 2:04 am
Forum: Gameplay Help
Topic: A couple of questions about refueling trains
Replies: 8
Views: 1403

Re: A couple of questions about refueling trains

If you're still looking for an answer, why not a fuel train with a stop at each station, that unloads a small amount of fuel and then moves on. One car holds a LOT of fuel.

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