Search found 97 matches
- Tue Jul 29, 2014 9:54 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Carpet Bombing
- Replies: 3
- Views: 5662
Re: Carpet Bombing
Have you tried making blueprints with landmines? 
- Tue Jul 29, 2014 1:07 pm
- Forum: News
- Topic: Friday Facts #44 - Decision making
- Replies: 62
- Views: 61863
Re: Friday Facts #44 - Decision making
Sooo at what tech level can we expect to get tanks? Are we going to kite with them or can they stand up to biter waves? Are they customizable like power armor?
- Fri Jul 25, 2014 8:37 pm
- Forum: News
- Topic: Friday Facts #44 - Decision making
- Replies: 62
- Views: 61863
Re: Friday Facts #44 - Decision making
They're beautiful
I want all of them
- Fri Jul 25, 2014 7:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.3] Train Pathfinding
- Replies: 10
- Views: 8846
Re: [0.10.3] Train Pathfinding
Sorry for the late reply, i'll get on it now, just need a minute to get the trains clumped up, will edit when done
EDIT: savelink https://www.mediafire.com/?1p8n2k81ahscisi
Just unpause the train directly below the player to get it running again
EDIT: savelink https://www.mediafire.com/?1p8n2k81ahscisi
Just unpause the train directly below the player to get it running again
- Thu Jul 24, 2014 8:26 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.3] Train Pathfinding
- Replies: 10
- Views: 8846
Re: [0.10.3] Train Pathfinding
Well, that solves the why i guess :shock:
Is the setup unusual? I always use this type of rail network same as TTD, i have a lot of trains running around mostly for fun, and making individual paths for everything is a chore, especially when theres a lot of overlap. If the two trains are converging ...
Is the setup unusual? I always use this type of rail network same as TTD, i have a lot of trains running around mostly for fun, and making individual paths for everything is a chore, especially when theres a lot of overlap. If the two trains are converging ...
- Fri Jul 18, 2014 7:58 am
- Forum: Gameplay Help
- Topic: Restarting a map
- Replies: 10
- Views: 8321
Re: Restarting a map
Press escape -> click restart 
- Mon Jul 14, 2014 11:26 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.3] Train Pathfinding
- Replies: 10
- Views: 8846
Re: [0.10.3] Train Pathfinding
It's not quite the same though, if it was just picking the clear path i could understand it, but for me both tracks are occupied @_@
- Mon Jul 14, 2014 7:59 am
- Forum: Not a bug
- Topic: Accumulator can't be connected to more than one grid.
- Replies: 7
- Views: 5344
Re: Accumulator can't be connected to more than one grid.
reality
Raggle Fraggle!
Thats not a bug.
Not to mention this is necessary if you want to prioritize solar over dirty power. If you intermix them your powergrid will eat solar until theres no more solar, like at night, then start using dirty power instead of the accumulator power that was ...
Raggle Fraggle!
Thats not a bug.
Not to mention this is necessary if you want to prioritize solar over dirty power. If you intermix them your powergrid will eat solar until theres no more solar, like at night, then start using dirty power instead of the accumulator power that was ...
- Mon Jul 14, 2014 7:23 am
- Forum: Ideas and Suggestions
- Topic: Want to buy Tunnels for Trains / Railway Tunnels
- Replies: 36
- Views: 25617
Re: Want to buy Tunnels for Trains / Railway Tunnels
True for DTTD, but for factorio with multiplayer you can drive a train by manually and then this "what if you are in a train stranded inside a tunnel?" is a serious problem. That's why I pointed so strong to it above.
There are some worst cases, not all are mentioned yet in this thread.
Those ...
There are some worst cases, not all are mentioned yet in this thread.
Those ...
- Mon Jul 14, 2014 5:56 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.3] Train Pathfinding
- Replies: 10
- Views: 8846
[0.10.3] Train Pathfinding
I've posted about this before, but this time i caught the son of a bitch in the act. :twisted:
http://i60.tinypic.com/2qxxobb.jpg
Here Train 2 was waiting for the track ahead to clear as train 1 approached the intersection, selecting the wrong track while both exits were blocked by train 1 ...
http://i60.tinypic.com/2qxxobb.jpg
Here Train 2 was waiting for the track ahead to clear as train 1 approached the intersection, selecting the wrong track while both exits were blocked by train 1 ...
- Mon Jul 07, 2014 5:46 am
- Forum: Resolved Problems and Bugs
- Topic: [10.2] Incorrect block detection for rail signals
- Replies: 3
- Views: 4114
Re: [10.2] Incorrect block detection for rail signals
This isn't about how to use signals, it was easy to fix, the problem is with the way a signal on a straight rail joining a curved rail splits the block, as in this case it doesn't. The straight rail very slightly overlaps with the box of the curved rail, so the game doesn't split them properly ...
- Sun Jul 06, 2014 3:15 am
- Forum: Resolved Problems and Bugs
- Topic: [10.2] Incorrect block detection for rail signals
- Replies: 3
- Views: 4114
[10.2] Incorrect block detection for rail signals
Something's been bothering me for a while with the signals and i finally think i know what it is; signals placed overlapping turns, even when it makes no sense for the signal to register the other side of the turn will still register as the same block.
http://i57.tinypic.com/161e3w5.jpg
The ...
http://i57.tinypic.com/161e3w5.jpg
The ...
- Thu Jul 03, 2014 6:49 pm
- Forum: Ideas and Suggestions
- Topic: Want to buy Tunnels for Trains / Railway Tunnels
- Replies: 36
- Views: 25617
Re: Want to buy Tunnels for Trains / Railway Tunnels
Guys he's not asking for help setting up his railroad, he's talking about a legitimate complaint with the rail system
There is no way to cross a rail line without interrupting it. This imposes a hard limit on how much train you're able to have on your map with no way of circumventing it. you could ...
There is no way to cross a rail line without interrupting it. This imposes a hard limit on how much train you're able to have on your map with no way of circumventing it. you could ...
- Thu Jul 03, 2014 6:24 pm
- Forum: Ideas and Suggestions
- Topic: Research Codes
- Replies: 4
- Views: 2914
Re: Research Codes
Nope, hate this. You can completely ignore oil/artifacts this way; less complex production lines and less resources being sunk.
- Wed Jul 02, 2014 11:45 pm
- Forum: Outdated/Not implemented
- Topic: Petroleum Gas conversions to Oil Products βΈ
- Replies: 7
- Views: 12118
Re: Petroleum Gas conversions to Oil Products
The main problem is that petroleum gas products are in much higher demand than light/heavy oil products. So the recipe would never be used.
This, but more importantly, the ONLY thing you can make by this conversion is lubricant, and technically flame thrower fuel, but you are NEVER going to need ...
This, but more importantly, the ONLY thing you can make by this conversion is lubricant, and technically flame thrower fuel, but you are NEVER going to need ...
- Wed Jul 02, 2014 11:31 pm
- Forum: Ideas and Suggestions
- Topic: Ability to draw on map
- Replies: 45
- Views: 21902
Re: Scribbling around on the map
I support this as well.
The thing I'm concerned about is performance.
This is not performance heavy at all, it shouldn't use more resources than paint and its not important to update every tick. There's no need for photoshop levels of detail, and simple vector drawings are extremely lightweight ...
The thing I'm concerned about is performance.
This is not performance heavy at all, it shouldn't use more resources than paint and its not important to update every tick. There's no need for photoshop levels of detail, and simple vector drawings are extremely lightweight ...
- Tue Jul 01, 2014 11:59 pm
- Forum: Implemented Suggestions
- Topic: Increased scroll speed for map by zoom level
- Replies: 8
- Views: 5235
Increased scroll speed for map by zoom level
This has been irritating me for a long time now so i thought i'd post. Trying to scroll the map takes ages, it would be nice if it moved faster the further you're zoomed out.
- Tue Jul 01, 2014 11:53 pm
- Forum: Ideas and Suggestions
- Topic: Want to buy Tunnels for Trains / Railway Tunnels
- Replies: 36
- Views: 25617
Re: Want to buy Tunnels for Trains / Railway Tunnels
This really needs to be added, as soon as you get a larger network going there is constant stoppage. The only way you CAN work around this is by splitting up each line to hold multiple trains that can cross at once, so a 1 by 1 line get split into 4 by 4 then you can get trains through faster, but ...
- Sun Jun 22, 2014 11:53 am
- Forum: Gameplay Help
- Topic: [TIPS] For a quick start (Give your tips)
- Replies: 18
- Views: 19832
Re: [TIPS] For a quick start (Give your tips)
I disagree with that, because electric setup is still dirt cheap. No point in wasting ressources in burning stuff, nor in bothering to make an alimentation circuit.
Time is a resource too, but i guess this does depend on the game you're playing. I'm assuming this is for infinite map freeplay ...
- Sat Jun 21, 2014 2:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [10.1][cube] Crash on mouseover warning message
- Replies: 1
- Views: 1096
[10.1][cube] Crash on mouseover warning message
When i move the mouse over the warning messages the game crashes. The messages are for queued up trees to be cut down missing construction bots. I just installed 10.1, the save says it requires the 9.8 modpack but it loads fine.
Save in case you can't replicate:
https://www.mediafire.com ...
Save in case you can't replicate:
https://www.mediafire.com ...