agreed. Little touches to give depth to the game!dziki_punk wrote: ↑Sun Jun 30, 2019 7:48 amThat is fine idea it could be even more realistic if they make mechanics like carrying around large amounts of Uranium would cause radiation damage.
There is mod that includes radiation damage it’s named “realistic nuclear power”
Search found 166 matches
- Sun Jun 30, 2019 7:54 am
- Forum: General discussion
- Topic: Should standing next to an active reactor harm player health?
- Replies: 42
- Views: 13626
Re: Should standing next to an active reactor harm player health?
- Sun Jun 30, 2019 7:48 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.52] Crash - Rail signal placement
- Replies: 4
- Views: 844
Re: [0.17.52] Crash - Rail signal placement
I am trying to reproduce, but no luck so far. I have included a save file that was around the point where the game crashed (I re-created what I was doing). I believe the ghost rail loops visible on screen in the save file were fully placed before the game crashed but I cannot be sure. The crash happ...
- Sun Jun 30, 2019 7:10 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.52] Crash - Rail signal placement
- Replies: 4
- Views: 844
[kovarex] [0.17.52] Crash - Rail signal placement
Game crash during placement of rail signal. Looks similar to other error found here, but error message in log file is not identical so I created separate thread. There is a tmp autosave file that appears to be from the time the game crashed. I cannot open it, but it may be useful so it is included. ...
- Sun Jun 30, 2019 5:39 am
- Forum: General discussion
- Topic: Should standing next to an active reactor harm player health?
- Replies: 42
- Views: 13626
Should standing next to an active reactor harm player health?
I was thinking that it would be a nice touch if standing next to a working nuclear centrifuge or reactor would cause harm to the player, simulating nuclear radiation. Perhaps the idea could be extended to standing next to a working furnace. This would be mild harm, but enough to cause the player to ...
- Sat Jun 29, 2019 4:44 pm
- Forum: General discussion
- Topic: Train cornering speed limit - variable radius corners
- Replies: 41
- Views: 13706
Re: Train cornering speed limit - variable radius corners
ssilk, do we need to create a 'suggestion' thread for the ideas in this thread in order for the devs to assess them, or do they read these threads? Well, this is already a suggestion thread ...... Many thanks ssilk for moving the thread and your honesty. ahh we can still dare to dream! :-) edited t...
- Fri Jun 28, 2019 10:14 pm
- Forum: General discussion
- Topic: Train cornering speed limit - variable radius corners
- Replies: 41
- Views: 13706
Re: Train cornering speed limit - variable radius corners
The collated idea posted above is, broadly speaking, three levels of rails that have different speeds and are (for the most part) interchangeable. Do we want to consider three levels of 'mass transport' that are not interchangeable? For example.... Tech 1 (replaces existing trains in tech tree) --- ...
- Fri Jun 28, 2019 8:34 pm
- Forum: General discussion
- Topic: Train cornering speed limit - variable radius corners
- Replies: 41
- Views: 13706
Re: Train cornering speed limit - variable radius corners
Thank you kind sir/madam. Does anyone have any specific objections to the track tech levels I described above? They seem to be interesting and well thought. I would like to have it. Except one thing. Large radius curves should be available at all levels so that it would be possible to lay main line...
- Fri Jun 28, 2019 7:07 pm
- Forum: General discussion
- Topic: Train cornering speed limit - variable radius corners
- Replies: 41
- Views: 13706
Re: Train cornering speed limit - variable radius corners
Thank you kind sir/madam. Does anyone have any specific objections to the track tech levels I described above?
- Thu Jun 27, 2019 8:01 pm
- Forum: General discussion
- Topic: Train cornering speed limit - variable radius corners
- Replies: 41
- Views: 13706
Re: Train cornering speed limit - variable radius corners
Maybe instead of having a second curve type for the existing rails it would be more useful to have a completely separate set of rails. This could go two ways: 1x1 rails for a slow, this rails network. The smaller rails and slow speed would allow for smaller curves. Wagons would also have smaller ca...
- Wed Jun 26, 2019 4:29 pm
- Forum: Ideas and Suggestions
- Topic: Train depot
- Replies: 19
- Views: 5071
Re: Train depot
I guess I am just not using the game to its full potential .... I have a three car uranium train ... the middle car is a fluid wagon for the Sulphuric acid and is loaded at the uranium ore drop off station .... simples!
- Wed Jun 26, 2019 4:07 pm
- Forum: General discussion
- Topic: Train cornering speed limit - variable radius corners
- Replies: 41
- Views: 13706
Re: Train cornering speed limit - variable radius corners
Attached vid is actual train speed .... and if you were in this train ... you would be turned to soup from the g-forces...!!! F1Train.mp4 While I am not after "full realism", I believe that cornering performance should not be affected by the fuel and it should be limited. As someone else h...
- Wed Jun 26, 2019 11:21 am
- Forum: Ideas and Suggestions
- Topic: Long-Handed Filter Inserters
- Replies: 11
- Views: 2995
Re: Long-Handed Filter Inserters
How about moving the filter function off onto circuits? So instead of having a 'filter [x] inserter', you have an '[x] inserter' and hook it up to a circuit network to set a filter value. the same way you currently do for circuit controlled filter inserters. This saves two item types, gives you lon...
- Wed Jun 26, 2019 2:33 am
- Forum: Fan Art
- Topic: You know you have too much time on your hands when ....
- Replies: 4
- Views: 4000
You know you have too much time on your hands when ....
You build pretty train setups ... just cuz ...
hmmm, the gif doesn't do it justice ... but you get the idea!
hmmm, the gif doesn't do it justice ... but you get the idea!
- Wed Jun 26, 2019 2:25 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 503473
Re: Simple Questions and Short Answers
Question; How can I find out how many robots are waiting for recharge? I would like to be able to check on this to determine if I need to place more robotports, but I cannot find a way to do it without coming across a robotport with a circle of robots. Many thanks in anticipation. ..... Thanks, i w...
- Tue Jun 25, 2019 3:13 am
- Forum: General discussion
- Topic: Train cornering speed limit - variable radius corners
- Replies: 41
- Views: 13706
Re: Train cornering speed limit - variable radius corners
TBH, I think all this is would add too much uneeded complexity, only for the intellectual pleasure of the most train-nerdy minority. I might be wrong though, ...... If we were to suggest the inclusion of train speed limits based on track radius. a beginner/casual player can run the game with standa...
- Mon Jun 24, 2019 4:14 pm
- Forum: General discussion
- Topic: Train cornering speed limit - variable radius corners
- Replies: 41
- Views: 13706
- Sat Jun 22, 2019 11:39 am
- Forum: General discussion
- Topic: Train cornering speed limit - variable radius corners
- Replies: 41
- Views: 13706
Re: Train cornering speed limit - variable radius corners
More related: New types of rails (curves, s-curves ...) Great link, thanks. The emphasis of the link is "additional track geometries". This fits well with my suggestion that we could use track corner radius to affect train speed to add another level to rail system design .... optimising t...
- Thu Jun 20, 2019 10:52 pm
- Forum: General discussion
- Topic: Train cornering speed limit - variable radius corners
- Replies: 41
- Views: 13706
Re: Train cornering speed limit - variable radius corners
..... My thought was that, like with yellow belts, the base level of tracks (with tight corners only) would get the player to launch if they so choose. The technologies would provide tracks on which the train can run faster (larger radius corners and a bridge). These faster tracks would be great fo...
- Thu Jun 20, 2019 9:00 pm
- Forum: General discussion
- Topic: [Poll] 0.17 Quickbar
- Replies: 34
- Views: 9691
- Thu Jun 20, 2019 9:26 am
- Forum: Frequently Suggested / Link Collections
- Topic: Recycling/Disassembling of Waste / Scrap / Trash
- Replies: 8
- Views: 21727
Re: Recycling/Disassembling of Waste / Scrap / Trash
I think converting unwanted items to landfill seems a simple and reasonable thing to do. A related question ... should any of these by-products be toxic to the player? I have long thought that standing next to a uranium processor should start to damage the health of the player and perhaps carrying t...