Search found 209 matches
- Mon Feb 11, 2019 3:35 pm
- Forum: Implemented Suggestions
- Topic: Simple Solution To Thundering Train Herd
- Replies: 33
- Views: 11205
Re: Simple Solution To Thundering Train Herd
Sorry, English is not my native language. I mean For example, if you add another train station at the other end of the line or the position of the train station where you moved the other end, you need to change the number of trains pointing to this station. Then you also need to expand the number o...
- Mon Feb 11, 2019 8:01 am
- Forum: Implemented Suggestions
- Topic: Simple Solution To Thundering Train Herd
- Replies: 33
- Views: 11205
Re: Simple Solution To Thundering Train Herd
This does not solve any problems To maintain the same capacity, the number of trains required on a line is determined by the length of the line. When the station position at the other end of the line is changed, the line becomes longer or shorter. It is necessary to adjust the upper limit of the nu...
- Fri Feb 08, 2019 7:30 am
- Forum: Ideas and Suggestions
- Topic: End-game mech
- Replies: 17
- Views: 7960
Re: End-game mech
spidertron with a built-in rocket launcher can be a nice distraction for the player All vehicles have different roles and move types: Car for fast search, move on wheels Tank for war operations, move on caterpillars (can turn on place) Train for automation, move on rails Spiderton (even if not impl...
- Wed Feb 06, 2019 2:41 pm
- Forum: Ideas and Suggestions
- Topic: Staging Blueprint Subsets
- Replies: 5
- Views: 1945
Re: Staging Blueprint Subsets
So next priority order would become active only if previous priority orders are all taken. It could work without much problems.
Logistic robots have some order priority, so Construction robots can as well.
Logistic robots have some order priority, so Construction robots can as well.
- Tue Feb 05, 2019 8:01 pm
- Forum: Ideas and Suggestions
- Topic: Staging Blueprint Subsets
- Replies: 5
- Views: 1945
Re: Staging Blueprint Subsets
As a side note: what should this setup do? Local build queue is a good idea. But what would it mean? 1. You should designate priority in blueprint. Priority by type? Layers? Special selectors? 2. Construction system should remember whole queue. Now iirc it should build placed ghost in any order. 3. ...
- Tue Feb 05, 2019 1:17 pm
- Forum: Implemented Suggestions
- Topic: Simple Solution To Thundering Train Herd
- Replies: 33
- Views: 11205
Re: Simple Solution To Thundering Train Herd
"(0 = no limit)" seems wrong.
Other than that agree fully.
Other than that agree fully.
- Tue Feb 05, 2019 7:58 am
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 88327
Re: Friday Facts #280 - Visual Feedback is the king
An alternative would be to set a "max trains to have this station as destination number" instead of just de-/activate the station, but I guess this would be way more complex to change the destination from nearest to random. You mean substitute "Station enable" condition by "...
- Mon Feb 04, 2019 5:54 am
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 88327
- Sun Feb 03, 2019 10:55 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 88327
Re: Friday Facts #280 - Visual Feedback is the king
"Check for fuel" would demand ability to skip station on condition. There is no such ability now. "Check for station overloading" would demand train to know "how many trains are on the route to the station" and "how many trains can wait before the station". Bo...
- Fri Feb 01, 2019 8:03 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 88327
Re: Friday Facts #280 - Visual Feedback is the king
My humble opinions: "+Add wait condition" looks like placeholder. Any way to hide it? May be player could drag condition from some "palette". Control-Click add temporary station. Like "move here" command. Could this key combination become "move here" command i...
- Thu Jan 31, 2019 4:37 pm
- Forum: Implemented in 2.0
- Topic: Tunnel or bridges for trains
- Replies: 113
- Views: 44223
Re: Tunnel or bridges for trains
Simplest solution would be track with hidden vision/collision in the middle.
It would be just enough minimum.
It would be just enough minimum.
- Sun Jan 27, 2019 4:46 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 75446
Re: Friday Facts #279 - Train GUI & Modern Spitter
Ctrl+Click to move at the designated point. If you are in the train, "Train drives to nearest rail to clicked point". If you are in Car, use it but avoid trees. If you are in Tank ignore trees and move to nearest point. If you are not in vehicle, Character run to clicked point , using pat...
- Sun Jan 27, 2019 12:05 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 75446
Re: Friday Facts #279 - Train GUI & Modern Spitter
With temporary station support, what I do is: Enter the locomotive and find the place where I want to go directly in the map preview. Ctrl+Click nearest rail/station. That's close but not quite what I want to do: Find the place (not necessarily rail) where I want to go directly in the map preview a...
- Sun Jan 27, 2019 11:28 am
- Forum: Ideas and Suggestions
- Topic: Consumables, pollution, coal filters
- Replies: 8
- Views: 2384
Re: Consumables, pollution, coal filters
If you add filters, you should add pollution cleaner to consume filters and clear pollution.
Why battery should increase power consumption? No.
Pumped water should be clean or you get liquid chaos. What should you get with pollution level above zero? Pump get less water than maximum?
Why battery should increase power consumption? No.
Pumped water should be clean or you get liquid chaos. What should you get with pollution level above zero? Pump get less water than maximum?
- Sat Jan 26, 2019 6:39 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 75446
Re: Friday Facts #279 - Train GUI & Modern Spitter
Worms and Spitters have one priority target (Player) to hit. Flamethrower turret put burning puddle on the way so mass attack can be weakened. What would do your Flamethrower turret when some Biters move through dragon claws? Burn them or light them? All turrets still pick up single target to shoot...
- Sat Jan 26, 2019 4:52 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 75446
Re: Friday Facts #279 - Train GUI & Modern Spitter
I hope that flamethrower turrets will get this prediction algorithm too. As I see the logic is basically the same, a stream of [acid / flammable oil] is shot in "mortar style" (to a position rather than at an object) and a pool of [acid / burning oil] remains at that position. It just has...
- Sat Jan 26, 2019 7:22 am
- Forum: Ideas and Suggestions
- Topic: Blueprint Permissions Restrictions - Disable Previously Imported Blueprints
- Replies: 5
- Views: 2504
Re: Blueprint Permissions Restrictions - Disable Previously Imported Blueprints
Server owner may know, not players.
Probably disable import.
You know blueprints can be sent via chat in 0.17
- Wed Jan 23, 2019 5:26 pm
- Forum: Implemented in 2.0
- Topic: Tunnel or bridges for trains
- Replies: 113
- Views: 44223
Re: Tunnel or bridges for trains
Tunnels/bridges do not need switches/signals. And bends are not extremely needed. I can agree with static length and two directions only. Trains so often need different levels crossings. Sounds like you never played OTTD. Having no signals severely limits throughput either forcing very short or mul...
- Tue Jan 22, 2019 8:53 pm
- Forum: Implemented in 2.0
- Topic: Tunnel or bridges for trains
- Replies: 113
- Views: 44223
Re: Tunnel or bridges for trains
I don't see any way to hide the train or change it's collision mask when it enters or leaves a specific rail piece. And that is what you would need for starters. No, tunnels will need a new rail entity in vanilla. Preferably one that connects two surfaces at arbitrary positions. That would be the m...
- Sat Jan 19, 2019 10:59 am
- Forum: Ideas and Suggestions
- Topic: Suggestion about Planet impact on our factories
- Replies: 4
- Views: 1812
Re: Suggestion about Planet impact on our factories
I like idea of acid rain which clean up part of pollution and deal proportional damage to all structures. Chances should increase with steam emission but damage with pollution level. Low pollution rain could regreen forest. It would force players to build repairing infrastructure and keep pollution ...