Search found 209 matches

by Sad_Brother
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...
by Sad_Brother
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...
by Sad_Brother
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...
by Sad_Brother
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.
by Sad_Brother
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. ...
by Sad_Brother
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.
by Sad_Brother
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 "...
by Sad_Brother
Mon Feb 04, 2019 5:54 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

bobucles wrote:
Mon Feb 04, 2019 12:24 am
I don't understand all the fuss about fuel and refueling. It's no big deal to place fuel as part of the main stations.
It's convenience. And effectiveness.
by Sad_Brother
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...
by Sad_Brother
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...
by Sad_Brother
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.
by Sad_Brother
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...
by Sad_Brother
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...
by Sad_Brother
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?
by Sad_Brother
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...
by Sad_Brother
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...
by Sad_Brother
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

Jap2.0 wrote:
Fri Jan 25, 2019 9:01 pm
Yes, these players who have played the game for 10 minutes will know about /permissions.
Server owner may know, not players.
Trebor wrote:
Fri Jan 25, 2019 9:05 pm
How would this work with blueprint strings?
Probably disable import.
You know blueprints can be sent via chat in 0.17
by Sad_Brother
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...
by Sad_Brother
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...
by Sad_Brother
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 ...

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