Your signals are where two curves meet not on the one straight rail in between.
That might be the cause but i'm not sure. Try resignalingthe signals on the straights between to curves, meaning on the diagonals not where they are now.
Search found 247 matches
- Sun Jul 05, 2015 9:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.22] [Martin] Train Signals
- Replies: 6
- Views: 4795
- Sun Jul 05, 2015 8:53 pm
- Forum: General discussion
- Topic: Discussing the (missing?) 4th type of transport!
- Replies: 163
- Views: 72964
Re: Discussing the (missing?) 4th type of transport!
Well i'm aware that it wasn't meant for emergencys.
It would fullfill the same role as the MTH which i find more fitting to the game then an exotic quadcopter.
Thats why i said that.
It would fullfill the same role as the MTH which i find more fitting to the game then an exotic quadcopter.
Thats why i said that.
- Sun Jul 05, 2015 5:57 pm
- Forum: Gameplay Help
- Topic: Chemical Factory not accepting input. (.11.22)
- Replies: 11
- Views: 9598
Re: Chemical Factory not accepting input. (.11.22)
Well i don't really. I usually turn it on to see where my inputs are or if i search something, but then turn it of.
I like to see the animations far more then that overlay icon.
It's helpful but no must be on at all times.
I like to see the animations far more then that overlay icon.
It's helpful but no must be on at all times.
- Sun Jul 05, 2015 5:36 pm
- Forum: General discussion
- Topic: Discussing the (missing?) 4th type of transport!
- Replies: 163
- Views: 72964
Re: Discussing the (missing?) 4th type of transport!
At which point is teleportation of matter real? It's just easymode for transportation. Rockets make by far more sense then trying to dematerilize matter into electronic waves and rematerilize it back somewhere else. For singel use a rocket makes sense, for multiple use something like a chinook or si...
- Sat Jul 04, 2015 5:56 pm
- Forum: Resource Spawner Overhaul
- Topic: Resource Spawner Overhaul - Old discussion thread
- Replies: 182
- Views: 184364
Re: Resource Spawner Overhaul - Discussion thread
Small but dense? Well not a change i'm looking forward to. i thought the goal of the mod was to expand per train, not to surpress the progress of the factory by ristricting the income of ore, or rather slowing it down significantly. Building a train line for mini orefields, doesn't sound challenging...
- Sat Jul 04, 2015 1:03 am
- Forum: Ideas and Suggestions
- Topic: Cargo planes
- Replies: 19
- Views: 10804
Re: Cargo planes
Well a train is almost imune if it doesn't stand around anywhere. And who cares about the natives, i want to automate and optimize, thats a thing factory makes brilliant. Spitters could be able to hit it if one flys over, or it would be as it is with bots which do fly and get scraped anyway, but to ...
- Fri Jul 03, 2015 10:57 pm
- Forum: Ideas and Suggestions
- Topic: Safe Rail Crossing
- Replies: 31
- Views: 17440
Re: Safe Rail Crossing
Why try fiddeling a 3d concept (every over/underpass would be in the 3 dimension) into a 2d game if you just could check 3 blocks ahead if a train heads down, and force the gates to stay closed. Makes to me not much sense. An overhead would mean to fiddel with the collision, and i think thats way co...
- Fri Jul 03, 2015 10:53 pm
- Forum: News
- Topic: Friday Facts #93 - Furious Finish
- Replies: 62
- Views: 46956
Re: Friday Facts #93 - Furious Finish
If you're using mods certainly, i think not one mod will be function.
With a pure base mape you could be lucky.
With a pure base mape you could be lucky.
- Fri Jul 03, 2015 10:48 pm
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 230143
Re: Electric energy
Well ... Nuclear Power i agree, it's way to dangerous, we all know what can be done with it's byproducts and what would happen if one of those things blew up. But Fusion, i'm not so certain. Fusion is much cleaner, depending on the used element the byproducts would be stable Helium and/or Lithium is...
- Fri Jul 03, 2015 7:50 pm
- Forum: Gameplay Help
- Topic: Yet Another junction problem (signals).
- Replies: 4
- Views: 4930
Re: Yet Another junction problem (signals).
Unfortunately you can't do that with all signaling, you can't prioretize trains, thats handelt by the pathfinding. If the pathfinding thinks this train goes first it goes, even if you wanted to let all trains that go East/west or North/south first, it's evenly possible that a east/south West/north t...
- Fri Jul 03, 2015 7:37 pm
- Forum: Gameplay Help
- Topic: Chnaging Map Settings?
- Replies: 2
- Views: 4156
Re: Chnaging Map Settings?
No i think your right Xterminator.
You can regenarate Ores per console but changing the ore settings or other map settings i don't think that thats possible.
Maybe somwhere in the save file itself? but per console i don't think so.
You can regenarate Ores per console but changing the ore settings or other map settings i don't think that thats possible.
Maybe somwhere in the save file itself? but per console i don't think so.
- Fri Jul 03, 2015 7:33 pm
- Forum: Resource Spawner Overhaul
- Topic: Resource Spawner Overhaul - Old discussion thread
- Replies: 182
- Views: 184364
Re: Resource Spawner Overhaul - Discussion thread
Subjectiv. I'm pretty good in running out of Iron and Copper continual. Extra ores from other mods are another thing. They aren'T of continuose use as copper and iron generally. So you tend to have "more" from them. But for an average use of 2,5K to 3K Iron and Copper per minute, you have ...
- Fri Jul 03, 2015 7:12 pm
- Forum: Ideas and Suggestions
- Topic: Safe Rail Crossing
- Replies: 31
- Views: 17440
Re: Safe Rail Crossing
If the train is fast on the track section, just one block advance warning time, is to less. You come near the track on green and if your unlucky, it goes yellow, dead. If the gates wouldn't open if a train is two or three blocks away from the crossing heading i the direction of the crossing, it woul...
- Fri Jul 03, 2015 7:06 pm
- Forum: Ideas and Suggestions
- Topic: Cargo planes
- Replies: 19
- Views: 10804
Re: Cargo planes
Train intersections arent that hard in the first place. And with the 0.12 signals their a piece of cake. It's more that a train looses his value on long ways. After certain distances its to slow. And every train more isn't guaranteed to make it faster, worst case the trains block each other and make...
- Fri Jul 03, 2015 6:49 pm
- Forum: Implemented Suggestions
- Topic: Blueprint catalogue (instead of putting BPs in inventory)
- Replies: 28
- Views: 12537
Re: Blueprint catalogue (instead of putting BPs in inventory)
No you can only clear the space or else line it up if possible. Say if you have walls in bp and the space where you want to build, you can line them up, but other then that the space have to be clear to place them.
- Wed Jul 01, 2015 6:27 pm
- Forum: Gameplay Help
- Topic: Right Click to Cancel Build Action
- Replies: 7
- Views: 10157
Re: Right Click to Cancel Build Action
who plays tutorials, it's easier to just play and cry if something seems amiss ;) Fun aside. First thing i open is the controls tab in a game, to get a oversight about the used controls. And it stands there white on grey (colours could be chossen better but whatever). If someone thinks he can play b...
- Wed Jul 01, 2015 7:35 am
- Forum: Ideas and Suggestions
- Topic: More Armor modules
- Replies: 15
- Views: 7497
Re: More Armor modules
Well point one, why should a induction charger take up no space, would make suitpowergeneration like the Reactor obsolet. It should take an appropriate space up like any thing else. And point tow, with more modules should come more tiers of suits. Lager grids are possible but the shoulden't come for...
- Wed Jul 01, 2015 7:18 am
- Forum: Ideas and Suggestions
- Topic: factorio launcher / profile manager
- Replies: 13
- Views: 7702
Re: factorio launcher / profile manager
But yeah, Minecraft does use "plain easy config files" exclusively. Adding a launcher won't change that. And thats not only minecraft, it's almost everywhere, if you want an extra instance you've to set up it by yourself. And befor someone comes with a third party launcher ala FTB, nope t...
- Wed Jul 01, 2015 2:49 am
- Forum: Implemented Suggestions
- Topic: Requ. chests/PowerArmor should default to zero or one
- Replies: 27
- Views: 30680
Re: Add a requester chests setup delay
Or instead set the default value to one not a full stack.
- Tue Jun 30, 2015 9:13 pm
- Forum: Gameplay Help
- Topic: How to tell how many of each bot type I have?
- Replies: 6
- Views: 6434
Re: How to tell how many of each bot type I have?
The chest shows only the logistic bots total, and the cunstruction bots that carry stuff at that time. Idle construction bots aren't considert in the number.