Search found 216 matches
- Wed Jan 17, 2018 11:36 pm
- Forum: Ideas and Suggestions
- Topic: Train schedule Stop Offsets
- Replies: 13
- Views: 4642
Re: Train schedule Stop Offsets
What are the difference between scheduling train stations with offset and having more than one station behind each other with space of 2 wagons each? I don't get the point why that offset is needed. ... 1) You can't place station 1 offset apart 2) Train Stops names should be different, or train wou...
- Wed Jan 17, 2018 11:27 pm
- Forum: Ideas and Suggestions
- Topic: Train schedule Stop Offsets
- Replies: 13
- Views: 4642
Re: Train schedule Stop Offsets
There is no need for such complications. It should be very simple to implement and understand. Train length should do not matter, long train should perfectly fine stop on short station, as long, as the engine is between Train Stop and next Rain Signal. Shorter train should also be able to stop anywh...
- Wed Jan 17, 2018 10:11 pm
- Forum: Ideas and Suggestions
- Topic: Train horn when approaching player
- Replies: 6
- Views: 3077
Re: Train horn when approaching player
Also, Speaker object should be able to play typical "rail crossing" gong. "Celesta" sounds wired in this role...
- Wed Jan 17, 2018 9:33 pm
- Forum: Ideas and Suggestions
- Topic: Train horn when approaching player
- Replies: 6
- Views: 3077
Train horn when approaching player
No, train should not stop if player is detected on the track. It's part of The Fun. However, when the "train brake indicator" (the red dot, in debug options) is within eg. 8 tiles from the player, and train is moving or starting, train should just horn. Not to brake, not to stop. Just a wa...
- Wed Jan 17, 2018 9:22 pm
- Forum: Ideas and Suggestions
- Topic: Train schedule Stop Offsets
- Replies: 13
- Views: 4642
Re: Option to allow trains to creep forward at train stops
Senible, real-life option (modification) is: Add possibility do define station length (eg. in options Name:"Coal Drop"; length:"50 wagons"), so each train stopped in that region is considered as stopped and connected to that station. Alternatively, station should be defined as an...
- Wed Jan 17, 2018 5:19 pm
- Forum: Ideas and Suggestions
- Topic: Train schedule Stop Offsets
- Replies: 13
- Views: 4642
Re: Option to allow trains to creep forward at train stops
BTW...
What are the benefits of having one long train (4+16) instead of 4x 1+4? It IS cooler of course, but beside this?
What are the benefits of having one long train (4+16) instead of 4x 1+4? It IS cooler of course, but beside this?
- Tue Jan 16, 2018 4:47 pm
- Forum: Ideas and Suggestions
- Topic: No more building plopping, no more building crafting
- Replies: 10
- Views: 3110
Re: No more building plopping, no more building crafting
Maybe You are right... Building each Assembler, Furnaces and Chemical Plants in such way is not very fun, but "big projects", that You place once in a gameplay (Rocket Silo, Nuclear Plant with Centrifuges, Refineries) is. Now, to build reactor, I just go to chest, pick 500 of everything, w...
- Tue Jan 16, 2018 1:37 am
- Forum: Ideas and Suggestions
- Topic: No more building plopping, no more building crafting
- Replies: 10
- Views: 3110
Re: No more building plopping, no more building crafting
Maybe, for me it's just another difficulty level, just like optional expensive recipes.
- Mon Jan 15, 2018 11:08 pm
- Forum: Ideas and Suggestions
- Topic: No more building plopping, no more building crafting
- Replies: 10
- Views: 3110
No more building plopping, no more building crafting
TL;DR As an addition to increased recipe cost option... Why? Idea is, that assembling 200 assemblers/reactors/raffineries in one little factory is silly. Building it in advance to chest, for later use - is silly too, and also impractical - Who build "reactor factory" to build few reactors...
- Mon Jan 15, 2018 5:25 am
- Forum: Ideas and Suggestions
- Topic: Can we get a pause with single tick step funcationality?
- Replies: 2
- Views: 1115
Re: Can we get a pause with single tick step funcationality?
"Active Pause" is the ultimate feature this game needs.
Pause, check inventory, unpause. Pause, check map, unpause. Pause, check wiring, unpause...
+1
Pause, check inventory, unpause. Pause, check map, unpause. Pause, check wiring, unpause...
+1
- Sun Jan 14, 2018 9:51 am
- Forum: Ideas and Suggestions
- Topic: Train Stop offset switch
- Replies: 4
- Views: 1345
Re: Train Stop offset switch
That's what I want to suggest. Just little "tick" under station color sliders...BHakluyt wrote:perhaps incorporate it as a simple setting on the train stop gui...?
- Sun Jan 14, 2018 9:33 am
- Forum: Ideas and Suggestions
- Topic: Train Stop offset switch
- Replies: 4
- Views: 1345
Train Stop offset switch
TL;DR Simple 3 position slider to offset Train Stop braking spot (-1 tile/no offset/+1 tile). What ? It's almost impossible to make two-way single-platform station for 1+4+1, 1+4, 2+4 etc. trains, or station for variable length trains. eg, 1+4 train stops at station "drop coal near-end", ...
- Thu Jan 11, 2018 9:44 am
- Forum: Frequently Suggested / Link Collections
- Topic: Water as limited ressource
- Replies: 32
- Views: 32507
Re: Water as limited ressource
I wish water be (optionally) limited in some scenarios. There should 3 water sources in game: lake (finite), sea (infinite, as is now) and groundwater. Sea is infinite, everything works just as now. It's any body of water greater than eg. 400 tiles, or with at least one deep water tile. You can divi...
- Thu Jan 11, 2018 12:27 am
- Forum: Show your Creations
- Topic: Because you could :)
- Replies: 3
- Views: 2298
Re: Because you could :)
Tired of oil products clogging your refineries?
Make solid fuel, then rocket fuel, then make million of this to burn it all
Make solid fuel, then rocket fuel, then make million of this to burn it all
- Tue Jan 09, 2018 9:22 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 519609
Re: Simple Questions and Short Answers
You could tell the train to wait in the holding station for a circuit signal. Alternatively you could add a rail signal immediately in front of the Holding station, and use the circuit network to turn that signal red, effectively preventing the train from goin anywhere. Yes, but I can do same thing...
- Tue Jan 09, 2018 9:08 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 519609
Re: Simple Questions and Short Answers
[16.6] How to force train to WAIT if next scheduled stop is disabled? Skipping it has no sense to me... I have simple schedule: > train stop A) - GET STUFF > train stop B) - HOLDER STATION > train stop C) - DROP STUFF Many stations with conditions, (train stop enabled = need resources) I want train ...
- Sun Jan 07, 2018 9:12 pm
- Forum: Ideas and Suggestions
- Topic: Pneumatic Delivery System - alternative for logistic bots
- Replies: 3
- Views: 2217
Re: Pneumatic Delivery System
Maybe this system can replace logistic bots in "universe without it"? It can transport items quickly between far ends of base (or different base sections), without items waiting to long on the belts. It has semilar disadvantages as pipes (walkability, bendings), but is easier to address it...
- Wed Dec 20, 2017 5:33 am
- Forum: Ideas and Suggestions
- Topic: Expand cliffs mechanics into STRIP MINIG
- Replies: 0
- Views: 470
Expand cliffs mechanics into STRIP MINIG
The new cliffs should work great with strip mining. After user develop geology technology (or whole technology branch), he should be able to: - detect underground resources (with georadar stations and/or satellites) - use clif destructors to blow flat surface and create eg. 5x5 crater - add downward...
- Mon Oct 09, 2017 4:58 pm
- Forum: News
- Topic: Friday Facts #211 - The little things
- Replies: 69
- Views: 33635
Re: Friday Facts #211 - The little things
I wish there were an ingame blueprint editor. You click a button, and selected blueprint is transfered to "another dimension", just like the tutorial works, where You can zoom-in, edit and test everything, with everything is availiable in inventory...
- Fri Sep 29, 2017 9:00 pm
- Forum: News
- Topic: Friday Facts #210 - Circuit connector module implementation
- Replies: 41
- Views: 23239
Re: Friday Facts #210 - Circuit connector module implementation
Horizontal wires bends due to gravity, but not vertical ones...
Shadows for vertical wires should bends. Now, the wires looks very tight.
P.S.
Same thing for all vertical wires, including powelines...
Shadows for vertical wires should bends. Now, the wires looks very tight.
P.S.
Same thing for all vertical wires, including powelines...