Search found 178 matches

by MadZuri
Sat Jul 11, 2015 3:14 am
Forum: Gameplay Help
Topic: Scumbag trains taking shortcuts.
Replies: 5
Views: 5807

Re: Scumbag trains taking shortcuts.

It seems harder than I thought to break people of loops systems. Loops systems, lane rebalancers, and buffer systems... You seem to be stuck in the loop-based rail system mindset. The entry and exit points should be adjacent to each other on the main line... something like: http://i.imgur.com/PbB9G2...
by MadZuri
Fri Jul 10, 2015 5:44 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: All in one 5/6/12 science for assembling machine 3
Replies: 35
Views: 50110

Re: All in one 5/6/12 science for assembling macine 3

Is that much Oil and steel necessary or did you go overkill just for looks? *ahem* For oil you need 1.25 battery/s β†’ 2.5 sulfuric acid/s β†’ 2.5 sulfur/s β†’ 3.75 petroleum/s and you also need 1.25 advanced circuit/s β†’ 2.5 plastic/s β†’ 3.75 petroleum/s so you need 7,5 petroleum/s, 1 refinery make 1.8 pe...
by MadZuri
Thu Jul 09, 2015 1:50 pm
Forum: Gameplay Help
Topic: Scumbag trains taking shortcuts.
Replies: 5
Views: 5807

Re: Scumbag trains taking shortcuts.

http://i.imgur.com/MSHY3N2.jpg?2 You get rid of the possibility for a train to bypass the stations. Circled in green is the unnecessary segments of rail. Also, you are forcing the trains to always exit to the north. The output for the ore dropoff should allow for a south exit. Once you get rid of th...
by MadZuri
Thu Jul 09, 2015 3:23 am
Forum: Mods
Topic: [0.11.22] Recycling Plant
Replies: 33
Views: 45270

Re: [0.11.22] Recycling Plant

Alright, so.... you actually can't recycle a RD with this mod, as there aren't enough output slots. I'll try to fix it on my own...

[edit] yep, it was as simple as changing the output slots from 4 to 5.
by MadZuri
Mon Jul 06, 2015 5:46 am
Forum: General discussion
Topic: Come and guess: Stable version of the 0.12
Replies: 51
Views: 36907

Re: Come and guess: Stable version of the 0.12

0.12.12 in October.
by MadZuri
Sat Jul 04, 2015 1:46 am
Forum: Mods
Topic: [MOD 0.12.x] Large, filterable chests
Replies: 32
Views: 49190

Re: [0.11.x] Large, filterable chests

It might be useful to have 1x1 and 2x2 boxes as well. I'm not sure if I'm going to start a new game around it... I'm a little attached to my megabase. I'm sure I can figure out the mod and implement those sizes myself if I wanted to. The 2x2 would be incredibly useful for rail systems.
by MadZuri
Fri Jul 03, 2015 11:24 pm
Forum: Mods
Topic: [MOD 0.12.x] Large, filterable chests
Replies: 32
Views: 49190

Re: [0.11.x] Large, filterable chests

OMG YES! YES! This is the thing that I have wanted for as long as I've been playing. This is the thing that prompted me first sign up for the forums and my first post was to suggest this be added to vanilla. This is exactly what I have been searching for all this time. Thankyouthankyouthankyouthanyou.
by MadZuri
Fri Jun 26, 2015 4:08 pm
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 492
Views: 542254

Re: Let's see your clever builds

No design is prefect (wait until we get those chain signals tho) and everything has trade-offs. Very large rail segments are incredibly slow, but like you said, relatively safe. I say relatively, because if the train count gets high enough, even that safe system will jam. The posted design is possib...
by MadZuri
Fri Jun 26, 2015 12:18 pm
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 492
Views: 542254

Re: Let's see your clever builds

That T-junction is one BIG deadlock. Really? It has been successfully implemented on ColonelWill's MegaBase without problem. Maybe you have a bigger network and more trains than he does, but I kind of doubt it. He has something like 50 2-6-2 trains running around, but what would I know about design...
by MadZuri
Fri Jun 26, 2015 4:37 am
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 492
Views: 542254

Re: Let's see your clever builds

rail
Double rail T-junction. You're welcome.
by MadZuri
Thu Jun 25, 2015 3:32 pm
Forum: Show your Creations
Topic: Multitrainnetwork belt-based
Replies: 22
Views: 24933

Re: Multitrainnetwork belt-based

I didn't post a reply earlier because the question was answered during stream. Loop-based and intersection-based systems rail systems behave completely differently and require a completely different signaling method. With intersections, you need a signal before and after every single intersection, m...
by MadZuri
Wed Jun 24, 2015 2:23 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Challenge: belt balancers
Replies: 9
Views: 42974

Re: Challenge: belt balancers

16
This design assumes that each set of 4 lanes are already balanced, and balances the rest in a count-perfect manner. It is designed for 0.12 belt mechanics. Why sets of 4 lanes? So you can cross it with another set of belts.
by MadZuri
Mon Jun 22, 2015 4:22 am
Forum: Show your Creations
Topic: Neighbors
Replies: 13
Views: 18058

Re: Neighbors

The rail footprint is absolutely insane in your design, and intersections will be an outright headache. I really should just do a post about better rail networks, as nobody else that knows how to will. There are very few, and we all hide out on twitch. edit: I'll just crosslink a previous reply of m...
by MadZuri
Sun Jun 21, 2015 7:44 pm
Forum: Show your Creations
Topic: Neighbors
Replies: 13
Views: 18058

Re: Neighbors

:o Personally, while I consider it overused it is a really convenient and simple system to use until the new train logic and signals in 0.12... You need to have a far greater understanding of trains to do one 2-way track with bypass points when using a large rail network. :ugeek: What? 2-way track ...
by MadZuri
Sat Jun 20, 2015 6:16 pm
Forum: Show your Creations
Topic: Neighbors
Replies: 13
Views: 18058

Re: Neighbors

Ah, the all-too-common loop-based rail system. I disapprove.
by MadZuri
Wed Jun 17, 2015 1:23 am
Forum: Show your Creations
Topic: Multitrainnetwork belt-based
Replies: 22
Views: 24933

Re: Multitrainnetwork belt-based

Those links are supposed to be twitch.tv
by MadZuri
Sat Jun 13, 2015 6:44 pm
Forum: Ideas and Suggestions
Topic: Bot Exclusion Zones
Replies: 19
Views: 21616

Re: Bot Exclusion Zones

How is it that you're managing to build a logistic system that is both incredibly efficient and so grand sweeping that you have to worry about drones crossing into horrific no-bot lands? This is the map screen shot of the west half of my base: http://i.imgur.com/AY8cgXv.png?1 Lets say I want to bui...
by MadZuri
Thu Jun 11, 2015 1:11 am
Forum: Ideas and Suggestions
Topic: Bot Exclusion Zones
Replies: 19
Views: 21616

Bot Exclusion Zones

Desired effect: prevents bots from entering certain areas. Problem statement: On my megabase, I have 3 continents with complete bot coverage. Far too often, the bots will try to cross the massive lakes that separate them. The entire bot network would collapse as thousands of bots got lost crossing t...
by MadZuri
Wed Jun 10, 2015 3:47 am
Forum: General discussion
Topic: Changing the Resource size or richness on saved game
Replies: 3
Views: 8913

Re: Changing the Resource size or richness on saved game

Not that I know of. There are ways to export the save game as a scenario to edit it (to add resources), but outside of that, changing the seed is impossible. I have a save game with default settings, and I've built 112 RD's. It is doable, though difficult.
by MadZuri
Sun Jun 07, 2015 9:35 am
Forum: Show your Creations
Topic: Multitrainnetwork belt-based
Replies: 22
Views: 24933

Re: Multitrainnetwork belt-based

I use double-headed trains, and 2 lanes, with T junctions. I'll search my imgur for good examples http://i.imgur.com/0Pn72R4.png http://i.imgur.com/EWIY5ep.png?1 Included is a service station. Really tho, it is an awesome idea and more people should use them. I call them PAX stations, as do a few ot...

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