Search found 97 matches

by Balthazar
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? :P
by Balthazar
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?
by Balthazar
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 :cry: I want all of them
by Balthazar
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
by Balthazar
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 ...
by Balthazar
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 :lol:
by Balthazar
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 @_@
by Balthazar
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 ...
by Balthazar
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 ...
by Balthazar
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 ...
by Balthazar
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 ...
by Balthazar
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 ...
by Balthazar
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 ...
by Balthazar
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.
by Balthazar
Wed Jul 02, 2014 11:45 pm
Forum: Outdated/Not implemented
Topic: Petroleum Gas conversions to Oil Products ☸
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 ...
by Balthazar
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 ...
by Balthazar
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.
by Balthazar
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 ...
by Balthazar
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 ...
by Balthazar
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 ...

Go to advanced search