Search found 599 matches
- Mon Jul 04, 2016 7:06 am
- Forum: Gameplay Help
- Topic: Help with rail signals
- Replies: 7
- Views: 5802
Re: Help with rail signals
Place a chain signal immediately before any occasion of tracks merging, splitting, or crossing. I don't agree. Placing chains signals in any occasion is bad habit because in many situation they're not needed. You have to know what you want to achieve and think if chain signals are necessary or not....
- Mon Jul 04, 2016 5:24 am
- Forum: General discussion
- Topic: Chaining wires for 0.13
- Replies: 38
- Views: 12738
Re: Chaining wires for 0.13
As bug no, but I make topic in proposition to bring backs old connection method.
- Sun Jul 03, 2016 9:53 pm
- Forum: General discussion
- Topic: Combinator graphics much worse 0.13?
- Replies: 6
- Views: 2108
Re: Combinator graphics much worse 0.13?
I also think that combinators have bad quality. We need them in higher resolution.
- Sun Jul 03, 2016 9:43 pm
- Forum: General discussion
- Topic: Chaining wires for 0.13
- Replies: 38
- Views: 12738
Re: Chaining wires for 0.13
I think it's not a bug or "we didn't have time" explanation because wiring poles was not changed. I think that they just make bad decision.
- Sun Jul 03, 2016 9:53 am
- Forum: Ideas and Suggestions
- Topic: Make it more intuitive to disconnect wires/cables ...
- Replies: 5
- Views: 1517
Re: Allow disconnecting things from the circuit network
You can disconnect. If you try to connect already connected entities, the will disconnect.
- Sun Jul 03, 2016 7:06 am
- Forum: General discussion
- Topic: Will We Ever Get 3d Terrain?
- Replies: 9
- Views: 3707
Re: Will We Ever Get 3d Terrain?
Pseudo terrain in StarCraft1 style can be done because hills, cliffs etc. are only obstacles. They're flat sprites with collision boxes. Even now moders can draw sprites and spawn them on ground (like concrete). Only problem is when we want place anything directly on that cliffs because of perspecti...
- Sat Jul 02, 2016 10:52 am
- Forum: Ideas and Suggestions
- Topic: [0.13.3] tiny Add Station window
- Replies: 7
- Views: 1822
Re: [0.13.3] tiny Add Station window
Search is not always solution. It's useless if we make mistake in name or just don't remember how we named particular station. We have to find that station manually and higher window (it could be 3xhigher) would help a lot.
- Fri Jul 01, 2016 12:20 pm
- Forum: Ideas and Suggestions
- Topic: [0.13.x] Train car indicators when placing rail signals
- Replies: 18
- Views: 4620
Re: [0.13.x] Train car indicators when placing rail signals
Try it with long trains like with 10 wagons and 2 locomotives in both sides.
Also try place signal in opposite direction not along with train driving direction.
Also try place signal in opposite direction not along with train driving direction.
- Fri Jul 01, 2016 12:13 pm
- Forum: Ideas and Requests For Mods
- Topic: [IDEA] Monorail delivery system
- Replies: 1
- Views: 2393
[IDEA] Monorail delivery system
I don't know if it's possible to do in mod but I will post it here anyway. Idea is to bring to the game new type of transportation that is is hybrid of belts, bots and trains. Idea base on autonomous carts that runs on one-way monorails (rails placed like belts) and deliver one stack of items betwee...
- Fri Jul 01, 2016 9:32 am
- Forum: Releases
- Topic: Version 0.13.2
- Replies: 43
- Views: 30377
Re: Version 0.13.2
Considering the research icons are so big, and most trees are relatively small, with slider bars, I personally think the division should be more half and half. I agree. That window waste so much space and it's impractical. I would prefer one big tree with sliders and highlighting patch to selected ...
- Fri Jul 01, 2016 7:35 am
- Forum: Gameplay Help
- Topic: Could I just use chain signals everywhere?
- Replies: 2
- Views: 1238
Re: Could I just use chain signals everywhere?
Examples: [s] - signal [cs] - chain signal Example 1: Train ---- [s] ---- Block 1 ---- [s] ---- Block 2 ---- [s] ---- Block 3 ---- [s] ---- Block 4 ---- In this situation Train can enter Block 1 when Block 1 is empty. Example 2: Train ---- [cs] ---- Block 1 ---- [s] ---- Block 2 ---- [s] ---- Block ...
- Fri Jul 01, 2016 7:24 am
- Forum: Gameplay Help
- Topic: Electric Network Question
- Replies: 1
- Views: 913
Re: Electric Network Question
Satisfaction and Production names should be swapped because right now it have no sense.
Right now Production bar should be filled full and Satisfaction be green.
Right now Production bar should be filled full and Satisfaction be green.
- Fri Jul 01, 2016 7:19 am
- Forum: Ideas and Suggestions
- Topic: [0.13] Connection method of red/green wires
- Replies: 10
- Views: 3125
[0.13] Connection method of red/green wires
In v.0.13 method of connecting circuit wires changed. Before we connected entities one to another in chain (A-B, B-C, C-D) without dropping wires. Now we connect one selected entity witch others (A-B, A-C, A-D) and if we want to connect in chain we have to connect A-B, press Q, connect B-C, press Q,...
- Fri Jul 01, 2016 6:47 am
- Forum: Ideas and Suggestions
- Topic: [0.13.x] Train car indicators when placing rail signals
- Replies: 18
- Views: 4620
Re: [0.13.x] Train car indicators when placing rail signals
Add numbers for that indicators because is tedious to count them every time. With numbers even long trains won't be a problem because we just see how many wagons fit between signals.
Example:
Example:
- Fri Jul 01, 2016 6:36 am
- Forum: Ideas and Suggestions
- Topic: About Blueprints and Loaders
- Replies: 5
- Views: 2870
Re: About Blueprints and Loaders
Blueprints should be stored in account and be accessible in every game. We also should have feature to share ours blueprints. Something like save blueprint and make it private/public. Then when next person want to use it just click on import blueprint, and search by blueprint name or author nick. In...
- Fri Jul 01, 2016 6:28 am
- Forum: Implemented Suggestions
- Topic: [0.13] Blueprints and copper wire connections
- Replies: 5
- Views: 2362
Re: [0.13] Blueprints and copper wire connections
I agree. I wanted to utilize power switch feature but because of that auto connection of power poles it's little irritating. All the time I have to disconnect them and connect manually which cost time, patience and resources.
- Fri Jul 01, 2016 6:23 am
- Forum: Ideas and Suggestions
- Topic: [0.13] Allow trains to send a circuit signal
- Replies: 1
- Views: 1578
- Thu Jun 30, 2016 10:06 am
- Forum: Mod portal Discussion
- Topic: [0.13] Mod portal suggestions
- Replies: 11
- Views: 6867
Re: [0.13] Mod portal suggestions
I also have suggestions: 1. Add positive/negative review score. Right nowe we have only downloads and views but it don't tell if mod is good or bad. 2. In Alphabetical sorting add shortcuts to specific letter. When I want to find Youki mod then I would like to just click Y and search from first mod ...
- Thu Jun 30, 2016 8:04 am
- Forum: Ideas and Suggestions
- Topic: Can't line up train stops with each other
- Replies: 11
- Views: 7759
Re: Can't line up train stops with each other
I see 3 solutions (in my opinion):
- BAD - Setup for the station offset (train stop on first or on second tile of the station)
- HARD - Change Locomotive length that can be divided by 2 (6 or 8 tiles).
- BEST - Allow to place stations every 1 tile.
- BAD - Setup for the station offset (train stop on first or on second tile of the station)
- HARD - Change Locomotive length that can be divided by 2 (6 or 8 tiles).
- BEST - Allow to place stations every 1 tile.
- Thu Jun 30, 2016 7:51 am
- Forum: Ideas and Suggestions
- Topic: [0.13] "Stack" and "Filter" inserters have the wrong colours
- Replies: 26
- Views: 6500
Re: [0.13] "Stack" and "Filter" inserters have the wrong colours
I agree with siggboy that that color changes have no actual reason. I was confusing all the time because of that change and was little pissed off so I edited game files and swapped colors. But now when I will post any screen i will confuse everyone else because i have different colors. So this entir...