Search found 12797 matches
- Tue Oct 29, 2013 10:09 am
- Forum: Implemented Suggestions
- Topic: Speed of transport belt turns
- Replies: 22
- Views: 22748
Re: Speed of transport belt turns
Hm, following your logic, the distance of my car AFTER the turn (If I brake and accelerate the exact same way) is exactly the same as before, 10 meters. No, because then you would crash into the car ahead. :) And this is absolutely independend from the duration and speed of the corner. In your &quo...
- Mon Oct 28, 2013 10:49 pm
- Forum: Implemented Suggestions
- Topic: Speed of transport belt turns
- Replies: 22
- Views: 22748
Re: Speed of transport belt turns
...I can't see any reason why the density AFTER the turn can't be the same as before. At the moment, the game rather seems to throttle the throughput down artificially. You drive behind a car, let's say you are very near, 10 meters with 50 km/h. Then comes a turn. Your frontman brakes and you need ...
- Mon Oct 28, 2013 10:32 pm
- Forum: Implemented Suggestions
- Topic: Speed of transport belt turns
- Replies: 22
- Views: 22748
Re: Speed of transport belt turns
ssilk: these are the reasons why it works the way it works, but it doesn't mean we can't hack it a little bit to make ti work better. I already did some small hacks to make merging belts work better version or two back. Phuuuu. I really though my benchmarks is not reliable anymore... :) I measured ...
- Mon Oct 28, 2013 9:38 pm
- Forum: Implemented Suggestions
- Topic: Speed of transport belt turns
- Replies: 22
- Views: 22748
Re: Speed of transport belt turns
The behavior of the speed of the transport belt turns seems very illogical to me. I don't understand why I am forced to use the faster version of the belt at the turns not to loosen up my items on the belt. Basically every item covers an area and this cannot be covered by others. In the inner side ...
- Mon Oct 28, 2013 8:57 pm
- Forum: Implemented Suggestions
- Topic: Show manufacturing time for all items
- Replies: 5
- Views: 3130
Re: Show manufacturing time for all items
No, that's quite ok, it should be documented and a tutorial should say it.kovarex wrote:The time is not shown only when it is equal to 1, to reduce the bloat, do you think it should be there always?
- Mon Oct 28, 2013 12:35 pm
- Forum: News
- Topic: Random Ramblings #8
- Replies: 15
- Views: 19340
Re: Random Ramblings #8
SilverWarior is right. We elect them and then there is no control anymore. Who controls them? The press? Come on.
I think this is to be changed. WE need to control them, after elected.
Therefore we need the informations. When you get the big view, we are at the beginning of that direction.
I think this is to be changed. WE need to control them, after elected.
Therefore we need the informations. When you get the big view, we are at the beginning of that direction.
- Mon Oct 28, 2013 7:42 am
- Forum: General discussion
- Topic: Thoughts about blueprints
- Replies: 5
- Views: 9497
Re: Thoughts about blueprints
Some small additions: - the built bots should be a different entity than the logistic bots. Reason is, that otherwise, they bring the whole logistic system in trouble, when I build a bigger structure. Another reason is, that the bots are eventually smarter. Perhaps like so (much too concrete): Logis...
- Mon Oct 28, 2013 12:19 am
- Forum: Not a bug
- Topic: [0.7.4] MacBook without external mouse
- Replies: 10
- Views: 12723
[0.7.4] MacBook without external mouse
This evening it raveled by train and after doing some work I wanted to play a bit. But I forgot my mouse. Doesn't matter - I thought - trackpad is also ok. But it isn't. :) for this who don't know: no right mouse button. No middle mouse button. But zooming is ok. Well, after some configuration fails...
- Mon Oct 28, 2013 12:05 am
- Forum: News
- Topic: Random Ramblings #8
- Replies: 15
- Views: 19340
Re: Random Ramblings #8
Democracy (democrazy?) is always difficult...
- Sun Oct 27, 2013 11:53 pm
- Forum: News
- Topic: Friday Facts #5
- Replies: 14
- Views: 21766
Re: Friday Facts #5
How would we players estimate when certain bug would be fixed when even developers can't do that. Some bugs can be solved easily (fixed in next update) but others misght not (require large code overwrite and be finally done aftere several updates). By looking. He sees, that there are no more import...
- Sun Oct 27, 2013 5:59 pm
- Forum: Implemented Suggestions
- Topic: Change names for labs, train stops etc - Station names
- Replies: 23
- Views: 13398
Re: Station names
I mean - besides renaming station names freely, there should be something like that, because currently I won't use the station name, even if it is mine. On the other hand, I wouldn't like to rename all stations like that. Too stupid. I liked the way railroad tycoon did make station names. There wher...
- Sun Oct 27, 2013 8:17 am
- Forum: Balancing
- Topic: Beacons need to be altered.
- Replies: 29
- Views: 29018
Re: Beacons need to be altered.
I would simplify, so that everyone can follow. Example: I something is imputed with one and outputs 2, the gain is 2. 2 times the input. So if you input this output into the next, which have also this gain, the total gain is 4. Now when you do that once again it is not 6, it is 8 because it is multi...
- Sun Oct 27, 2013 3:02 am
- Forum: Ideas and Suggestions
- Topic: Indicator next to accumulator capacity in Electric Network
- Replies: 1
- Views: 2476
Re: Indicator next to accumulator capacity in Electric Netwo
I've in my factory currently 7 networks. Some of them are out during night by purpose. Which should be taken to show the accumulator capacity? Or did you mean an extra view in the electric network info?
Come on, the lines of the last hour shows clearly, if the capacity will fit.
Come on, the lines of the last hour shows clearly, if the capacity will fit.
- Sat Oct 26, 2013 11:21 am
- Forum: General discussion
- Topic: Thoughts about blueprints
- Replies: 5
- Views: 9497
Re: Thoughts about blueprints
Yes, well, that was my thought too. I think it is important, to take care about that. That's the reason why - it will cost something to load a blueprint from disk - there are game-content blueprints and own blueprints. I will explain a bit: the costs are not big. Like 10-100 red and green potions or...
- Sat Oct 26, 2013 10:34 am
- Forum: Wiki Talk
- Topic: Wiki revived
- Replies: 20
- Views: 21604
Re: Wiki revived
I read all the morning through it and, yeah, great work!
I promise, I will work more in the wiki - if I'm not writing big forum articles
I promise, I will work more in the wiki - if I'm not writing big forum articles
- Sat Oct 26, 2013 9:42 am
- Forum: News
- Topic: Friday Facts #5
- Replies: 14
- Views: 21766
Re: Friday Facts #5
I want to mention, that I used many tools in my life and the forum for bug tracking is ok. But I recommend not to change the current behavior. If a bug is not answered, it is not in progress. The reason is simple: what can be said? Thank you, but this bug is not so important? Another point I found h...
- Fri Oct 25, 2013 3:27 pm
- Forum: News
- Topic: Random Ramblings #7
- Replies: 10
- Views: 19874
Re: Random Ramblings #7
In all situations the term pV/T is constant. I found this, which shows, how gas works in the situatiuons. http://www.walter-fendt.de/ph14d/gasgesetz.htm It enables to show, what happens with gas, if you change its state isobar (constat pressure), isochor (constant volume) and isoterm (constant temp)...
- Fri Oct 25, 2013 2:16 pm
- Forum: Wiki Talk
- Topic: Wiki revived
- Replies: 20
- Views: 21604
Re: Wiki revived
I mean this is because of the old version (v0.3?) to which the original wiki-documentation is applied for. Most of it is just copied from there and many things have changed since then, for example you don't need to care about orientation of a station. As said, much todo, but everyone is invited to h...
- Fri Oct 25, 2013 2:12 pm
- Forum: Implemented Suggestions
- Topic: The Alt Key
- Replies: 13
- Views: 9970
Re: The Alt Key
while writing this I just notice that most of it only makes sense in map-view so maybe just adding a drop-down menu where you can select the layer of choice is a even better approach for it. Exactly that I wanted to answer. :) Not every layer makes sense in every view. Compare this with games like ...
- Fri Oct 25, 2013 2:04 pm
- Forum: General discussion
- Topic: Thoughts about blueprints
- Replies: 5
- Views: 9497
Thoughts about blueprints
This is a very long posting, so I hope you take the time to read it with the needed attention. :) When you want to answer I would be glad not to concentrate on details. I think much more important are things like "is it really possible?". Stuff like rotation of blueprints. The details are ...