Search found 472 matches
- Thu Jan 30, 2020 10:13 pm
- Forum: Outdated/Not implemented
- Topic: Set chain signals to red via circuit network
- Replies: 95
- Views: 27027
Re: Allow "close signal" circuit action for chain signals
Outgoing signals are far far away. Those crosses may be really large, especially if trains outgrew L2C4 :). Passing many signals across entire junction would be even more ugly and unnatural. Chain signal closing is natural. Actually, chain signal is equal to regural rail signal, just one feature add...
- Thu Jan 30, 2020 9:24 pm
- Forum: Outdated/Not implemented
- Topic: Set chain signals to red via circuit network
- Replies: 95
- Views: 27027
Re: Allow "close signal" circuit action for chain signals
I think description says we want to make smart and complex designs, and that’s because we are not satisfied with simple design anymore, and that is why we keep playing Factorio. OK, I probably should speak for myself only. The problem is, regular signal breaks the chain behind itself. If you want co...
- Thu Jan 30, 2020 8:45 pm
- Forum: Ideas and Suggestions
- Topic: Add friction to rails?
- Replies: 17
- Views: 3007
Re: Add friction to rails?
Admitting that you still need to get the rail currently under every first locomotive every tick with no caching option whatsoever Is it a real problem for the locomotive? Do we know that? Actually, we don’t. We may guess, we may suggest, but that’s only exercise for us. We don’t know the internals ...
- Thu Jan 30, 2020 8:30 pm
- Forum: Ideas and Suggestions
- Topic: Add friction to rails?
- Replies: 17
- Views: 3007
- Thu Jan 30, 2020 8:23 pm
- Forum: Ideas and Suggestions
- Topic: Add friction to rails?
- Replies: 17
- Views: 3007
Re: Add friction to rails?
It would be way too calculation heavy to need to get every rail that is under each train to be able to calculate your speed at the next tick. Mostly, where will be single type rail for entire train, so that's a singe min(,) function. It shouldn't be heavy. Mixed rails may be approximated, say, to t...
- Thu Jan 30, 2020 7:33 pm
- Forum: Outdated/Not implemented
- Topic: Set chain signals to red via circuit network
- Replies: 95
- Views: 27027
Re: Allow "close signal" circuit action for chain signals
And what if you place a normal signal in front of the chain signal? No space, he? :) No, there's too litle space for signals on a curved rail segment :). Straight segments were also blocked because of multiple intersections. I don’t want to teach, and at the same time I think when I read that it’s ...
- Thu Jan 30, 2020 7:16 pm
- Forum: Releases
- Topic: Version 0.18.2
- Replies: 61
- Views: 28668
Re: Version 0.18.2
I wonder: aren’t there external alpha testers involved? They should must spot mentioned issues.
- Thu Jan 30, 2020 6:59 pm
- Forum: Outdated/Not implemented
- Topic: Set chain signals to red via circuit network
- Replies: 95
- Views: 27027
Re: Allow "close signal" circuit action for chain signals
Nothing speaks against it, but I ask me why? :D I mean can you show examples, where this would make sense? Once I designed large cross for heavy traffic with multiple waiting lanes where trains were allowed to change the lane if there’s train already waiting ahead, AND they were denied to change th...
- Tue Jan 28, 2020 10:55 pm
- Forum: Gameplay Help
- Topic: Using mass amounts of water with Large Nuclear Build
- Replies: 10
- Views: 3738
Re: Using mass amounts of water with Large Nuclear Build
Fluid tank is expensive too . But actually neither price is important for extreme players
Five pipelines can provide 15000 fluid/s instead of 12000, also giving some space for others communications.
Damn, I counted three lines across the tank
Damn, I counted three lines across the tank
- Sun Jan 26, 2020 9:13 pm
- Forum: Gameplay Help
- Topic: Using mass amounts of water with Large Nuclear Build
- Replies: 10
- Views: 3738
Re: Using mass amounts of water with Large Nuclear Build
I think you can still use pipes, just shape your lake in HHH form and double the shoreline. Following setup provides 2400 water/s per pipeline, that’s a lot.
Delivery by train can achieve even higher throughput per tile but station design becomes really weird
Delivery by train can achieve even higher throughput per tile but station design becomes really weird
- Sat Jan 25, 2020 1:05 pm
- Forum: General discussion
- Topic: Update to Beta, lost all BPs, super mad.
- Replies: 14
- Views: 4188
Re: Update to Beta, lost all BPs, super mad.
The biggest "fail" is nothing to do with Factorio. It's down to a player who spends "hours and hours" creating items in a game, and then expects everyone else (Factorio, Steam etc) to look after them for him while he upgrades, downgrades, and generally messes around with his ins...
- Thu Jan 23, 2020 7:27 pm
- Forum: Releases
- Topic: Version 0.18.0
- Replies: 87
- Views: 77059
Re: Version 0.18.0
Well, I tried 18. In general, I like it. New sounds... explosions... and saturation slider to be set to 80% :mrgreen:. But also there’s micro-contrast boosted heavily, and there’s no slider for it, and likely it will never be there. Desaturated picture still hurts my eyes. Maybe I’ll adopt in the fu...
- Thu Jan 23, 2020 5:39 pm
- Forum: Implemented Suggestions
- Topic: Make save game overwrites less dangerous
- Replies: 91
- Views: 32192
Re: Make save game overwrites less dangerous
I guess devs think this is not a bug, just lack of feature that would be good, but... it’s 101st enhancement in the list. Dangerous save is not a software bug because it follows specification. Yes, it’s by design :mrgreen:. So, this is a UI/UX design flaw. This also may be serious despite it’s not a...
- Fri Jan 10, 2020 8:24 pm
- Forum: Gameplay Help
- Topic: Water supply for nuclear reactors
- Replies: 58
- Views: 23079
- Fri Jan 10, 2020 6:03 pm
- Forum: Gameplay Help
- Topic: Water supply for nuclear reactors
- Replies: 58
- Views: 23079
Re: Water supply for nuclear reactors
As you can see in the screen shot, the heat exchanger connected directly to the offshore pump has no water, and that affects the entire row. For some reason, apparently at random, the pump will decide that it isn't providing any water, and the entire row of heat exchangers stop working. Then it wil...
- Thu Jan 09, 2020 9:16 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: 10K Monolithic Train Base with extra pictures.
- Replies: 25
- Views: 11697
Re: 10K Monolithic Train Base with extra pictures.
Thanks for sharing. It's unusual and very compact megabase. It looks like there's no single belt
I saw stations that are always blocked. What is its purpose?
I saw stations that are always blocked. What is its purpose?
- Wed Dec 25, 2019 7:23 pm
- Forum: Railway Setups
- Topic: High throughput T junction in action
- Replies: 12
- Views: 7996
Re: High throughput T junction in action
You can cut quite many lanes on both the 3 and 4 way intersection. Here is a pic where the lanes marked red can be cut and you keep the same throughput. No, you shouldn’t cut red marked lanes. I have tried it, but traffic jam was forming here. Actually, you can cut some of lanes if you know for sur...
- Tue Dec 17, 2019 7:35 am
- Forum: Implemented Suggestions
- Topic: Make save game overwrites less dangerous
- Replies: 91
- Views: 32192
Re: Make save game overwrites less dangerous
What size are your save games and your hard drive (and how often do you delete saves) that it would "jam the trashcan quickly" ?!? My game saves are 100M each. Ok, maybe it will jam not so quickly. But still, it's unusual to use Recycle bin for overwritten files. That's not consistent. Wh...
- Mon Dec 16, 2019 3:32 pm
- Forum: News
- Topic: Friday Facts #274 - New fluid system 2
- Replies: 166
- Views: 71612
Re: Friday Facts #274 - New fluid system 2
Do the same that you do when belts need more throughput: Build more pipes, use higher pipe tiers (modded only), or use trains for mass transport. More pipes would be really complicated for huge nuclear plant. Trains for nuclear water supply? Almost made it. But I still need enormous water flow for ...
- Mon Dec 16, 2019 7:35 am
- Forum: Implemented Suggestions
- Topic: Make save game overwrites less dangerous
- Replies: 91
- Views: 32192
Re: Make save game overwrites less dangerous
The file is not deleted from your OS' file browser GUI, but from within the game. There should be an OS API to delete file into recycle bin by any application. But deleting into recycle bin can jam it quickly (I do lots of manual saves). Only few last gamesaves may be useful, so the game could have...