I really don't see the problem. If the use of them breaks something, sure, but otherwise all you're out is a half dozen red and green circuits per intersection.
You're never going to change the way other people play the game, especially by posting on a forum that the vast majority of them never read.
Search found 1193 matches
- Thu Dec 03, 2020 6:40 am
- Forum: General discussion
- Topic: Chain signals are overused
- Replies: 23
- Views: 8387
- Thu Dec 03, 2020 6:03 am
- Forum: General discussion
- Topic: What's your experience with the Train stop Limit feature from V1.1 ?
- Replies: 4
- Views: 1819
Re: What's your experience with the Train stop Limit feature from V1.1 ?
I've only run some tests but I was very happy with them, and am slowly chugging along towards a modular agnostic (each module doesn't care what the other modules are doing, just wants stuff imported and exported) megabase now. Holidays and work means I'll likely not really see it in action until Jan...
- Thu Dec 03, 2020 2:38 am
- Forum: Gameplay Help
- Topic: Trains still route to closest station (with limits set)
- Replies: 37
- Views: 10371
Re: Trains still route to closest station (with limits set)
At least for outposting this isn't the solution I was hoping for. This way you avoid that all 3 trains try to reach the 1rst outpost. Hence you can avoid train always routing to the closest outpost. Right...or I could just give them different names like i've done for like 3 years now. You can, but ...
- Mon Nov 30, 2020 3:27 am
- Forum: Balancing
- Topic: Express transport belt to express underground belt, splitter recipe?
- Replies: 9
- Views: 3064
Re: Express transport belt to express underground belt, splitter recipe?
You can't hand craft express belts, so you must be making them in factories somewhere. At that point what's the difference in how they're made? By the time you have fast belts you should be making all belts in factories. By the time you have blue belts, bots should be delivering things to you automa...
- Wed Nov 25, 2020 11:08 am
- Forum: Releases
- Topic: Version 1.1.1
- Replies: 74
- Views: 49255
Re: Version 1.1.1
While I had to download 1.1.0 manually, it updated to 1.1.1 on its own normally. It prompted me, I said "yes, please" and it got it. Which is good because I finally got a chance to play 1.1.0 yesterday and found that indeed I *DO* click my quickbar with stuff in my cursor. And it is a very...
- Wed Nov 25, 2020 1:53 am
- Forum: General discussion
- Topic: your thoughts on menu simulation
- Replies: 64
- Views: 19828
Re: your thoughts on menu simulation
I'm a super huge fan of it, though I think it should go away (i.e. no noise) when you're starting a new game.
- Tue Nov 24, 2020 11:56 am
- Forum: Ideas and Suggestions
- Topic: Give an option in the interface menu to revert to old quickbar behavior.
- Replies: 12
- Views: 2605
Re: Give an option in the interface menu to revert to old quickbar behavior.
It seems that there is a general consensus that the old behavior is nicer because it is hard to accidentally click the incorrect item and move filters around. I can see why you changed it: there has been lots of confusion among new players, but we like the old behavior better. People don't complain...
- Tue Nov 24, 2020 1:21 am
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 129918
Re: Version 1.1.0
Ho. Ly. Cow. I want to comment on so many of these but it would take too long and I'd instead rather play it! Super excited about: Train stop allows to set limit of incoming trains. Added vertical/horizontal blueprint flipping. Power poles/underground belts built by dragging logic works also with gh...
- Thu Nov 19, 2020 6:34 am
- Forum: Ideas and Suggestions
- Topic: Long-Handed Filter Inserters
- Replies: 11
- Views: 2989
Re: Long-Handed Filter Inserters
I agree with you, but must stress because you've only posted one post, that if you're placing in an assembler or furnace the arm will only grab what can go into that device, no filters required.
- Wed Nov 18, 2020 2:13 am
- Forum: News
- Topic: Friday Facts #363 - 1.1 is getting close
- Replies: 178
- Views: 99045
Re: Friday Facts #363 - 1.1 is getting close
Can you put items into the inserter hand? I've not used 1.1 yet, but from what I read, yes you will be able to do that. Another patch goes by with basically zero new content. *Yawn* :shock: You could at least admit that the new content (that is there) is merely stuff you don't care about.
- Tue Nov 17, 2020 5:12 am
- Forum: Outdated/Not implemented
- Topic: Proposal to fix: the pulse function on inserters (+belts?) is inconsistent under low power.
- Replies: 113
- Views: 27256
Re: The pulse function on inserters (+belts?) is inconsistent (under low power) and a noob trap. Please remove if unfixa
I think you don't understand the problem, because you aren't addressing it. The problem, as written directly in the title, is that an inconsistency exists. Okay. I'll address it directly. An inconsistency exists. Inserters work differently under low power than combinators. I am totally fine with th...
- Tue Nov 17, 2020 2:15 am
- Forum: Outdated/Not implemented
- Topic: Proposal to fix: the pulse function on inserters (+belts?) is inconsistent under low power.
- Replies: 113
- Views: 27256
Re: The pulse function on inserters (+belts?) is inconsistent (under low power) and a noob trap. Please remove if unfixa
no, that's not what anyone is telling you - they're saying instead that the problem is the lack of power. and then you tell us that no one is listening to you. we're listening. we just disagree. Yeah, but they're wrong. The lack of power isn't the problem. And here's the fundamental difference betw...
- Fri Nov 13, 2020 9:50 pm
- Forum: News
- Topic: Friday Facts #363 - 1.1 is getting close
- Replies: 178
- Views: 99045
Re: Friday Facts #363 - 1.1 is getting close
Does the new drag locking for belts also work for undergrounds?
- Wed Nov 11, 2020 11:43 am
- Forum: Ideas and Suggestions
- Topic: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
- Replies: 68
- Views: 14653
Re: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
The one I'm highlighting is specifically the inconsistency between inserters and combinators, not belts, (unless they get a power requirement,) because those are the devices that require power and ergo would be expected to act consistently with each other when power is low. Sorry about that. I was ...
- Wed Nov 11, 2020 2:35 am
- Forum: Ideas and Suggestions
- Topic: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
- Replies: 68
- Views: 14653
Re: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
I think I get the general idea, but can someone succinctly say what's inconsistent about this? Every other entity in the game works slower when not receiving full power; combinators do the exact same thing. The problem is belts and send pulse signals, and if a combinator is low on power it can miss...
- Sun Nov 08, 2020 2:43 pm
- Forum: General discussion
- Topic: Steam destroyed 0.18.47 today!
- Replies: 7
- Views: 2919
Re: Steam destroyed 0.18.47 today!
It's not as important now that updates are less frequent, but let me use this post as another chance to stress... IF YOU CARE WHAT OLDER VERSION YOU ARE ON STOP USING STEAM Steam will eventually wipe out old versions as Wube posts new ones. There is no alternative to this for them, so it is up to yo...
- Fri Oct 23, 2020 1:29 am
- Forum: Ideas and Suggestions
- Topic: No Warning when Loading with Unsaved Map Open
- Replies: 4
- Views: 1363
Re: [1.0.0] No Warning when Loading with Unsaved Map Open
Easy.eradicator wrote: ↑Fri Oct 23, 2020 1:00 amFrom a modders perspective an extra dialogue box before every time i click load sounds like a nightmare.
[x] Don't show this again.
- Thu Oct 15, 2020 9:22 pm
- Forum: Ideas and Suggestions
- Topic: gravity?
- Replies: 4
- Views: 1059
Re: gravity?
Unless you mean North should be Up and South should be Down. If so there's a mod for that, too.
https://terraria.org/
https://terraria.org/
- Wed Oct 14, 2020 12:50 am
- Forum: Gameplay Help
- Topic: Lazy Bastard achievement question
- Replies: 4
- Views: 1947
Re: Lazy Bastard achievement question
I have a few questions for the achievement - hope someone here can answer it. Tried looking around, but there doesn't seem much information on it Right, only 111 crafting actions. Some crafting actions produce two or more things, still only counts as one crafting action. Depends on what you mean. I...
- Tue Oct 13, 2020 10:04 am
- Forum: General discussion
- Topic: "Widely used" settings that motivate the use of trains
- Replies: 10
- Views: 4586
Re: "Widely used" settings that motivate the use of trains
As a train lover:
"Rail World" default.
Ores farther apart, can make them richer and/or bigger to compensate if you want.
More water, to limit what you can do in any area so you have to build small factory sections.
No cliffs. Has nothing to do with trains I just hate cliffs.
"Rail World" default.
Ores farther apart, can make them richer and/or bigger to compensate if you want.
More water, to limit what you can do in any area so you have to build small factory sections.
No cliffs. Has nothing to do with trains I just hate cliffs.