Road trains, anyone?
Search found 512 matches
- Sat Sep 21, 2019 12:07 pm
- Forum: General discussion
- Topic: Using Cars for Logistics
- Replies: 10
- Views: 5264
- Fri Sep 20, 2019 3:19 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 124047
Re: Mylon's Many Mods
I've adopted (for now) Dark Matter Replicators and updated it. Not sure if I'm going to do anything with it, but at least it's playable and works via mod sync now.
- Thu Sep 19, 2019 2:58 pm
- Forum: Implemented Suggestions
- Topic: Make show-debug-info-in-tooltips in map editor, please
- Replies: 3
- Views: 1528
Make show-debug-info-in-tooltips in map editor, please
When mousing over a tile in the tile brush mode, the tile name is not displayed even when debug options are turned on. It would be nice to be able to fetch the tile prototype name in this screen where one can visually inspect it.
- Thu Sep 19, 2019 2:23 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 124047
Re: Mylon's Many Mods
After having worked on these mods and polished them up the last few weeks, I'm ready to preset the ABC mod pack! Assembler Assay, Bot Servicing, and Concreep have all been designed and tweaked for delightful synergy with each other. In a large factory, construction bots will always have something to...
- Wed Sep 18, 2019 9:05 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 124047
Re: Mylon's Many Mods
That's exactly what I need! I'll use with Alien Biomes in my next game to see how it looks (and maybe pick some dead ends so walkways have a final state) and then publish. Thanks!
- Wed Sep 18, 2019 2:08 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 124047
Re: Mylon's Many Mods
I guess that makes going straight from an unknown tile to sand does make it very punishing. Simply having tiles wear down to another within the biome should resolve that.
- Wed Sep 18, 2019 12:50 am
- Forum: Ideas and Suggestions
- Topic: /mods command
- Replies: 4
- Views: 983
Re: /mods command
I'm aware that displays the relevant information, but I don't always have admin access on the server. Plus some players are bothered by the "a console command has been run" flag visible in the achievements screen. I could also open mods.json and search for active = true, but that's about a...
- Tue Sep 17, 2019 11:58 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 124047
Re: Mylon's Many Mods
Two things with Dirt Path: First, it's intended to be a non-game changing mod. I may add a startup setting to make dirt faster than normal (110%?), but it won't be a default option. Second, Alien Biomes has a LOT of tiles. I haven't looked into it in a while but I need to figure out a table matching...
- Tue Sep 17, 2019 12:22 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 124047
Re: Mylon's Many Mods
Warptorio2 has really enamored me and it's inspired me to work on This Tank Stops For Nobody. I think I should bite the bullet and make it a hard mod. So no springing it on unsuspecting players, but that does mean I can do neat stuff like this:
- Mon Sep 16, 2019 3:53 am
- Forum: Ideas and Suggestions
- Topic: /mods command
- Replies: 4
- Views: 983
Re: /mods command
So I don't have to disconnect from a multiplayer server to see what mods they're using. And what versions! A certain pair of mods have been updated regularly recently.
- Sun Sep 15, 2019 8:27 pm
- Forum: Ideas and Suggestions
- Topic: Type to jump in Mod List
- Replies: 2
- Views: 680
Type to jump in Mod List
When turning on specific mods, I'd love to be able to type the mod name or at least the first letter to jump to that mod in the list of mods. Saves a lot of hunting in a long list!
- Sun Sep 15, 2019 2:30 pm
- Forum: Ideas and Suggestions
- Topic: /mods command
- Replies: 4
- Views: 983
/mods command
Displays the currently running mods and their versions.
- Fri Sep 13, 2019 10:02 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 362044
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
Deadlock, the Comfy server launched a few probes, but they're not tracked as satellites in the GUI? Seems like an oversight. Not sure if it's fixed or not because all of these servers can't be bothered to stay up to date or if the gui is even yours because it might be Comfy's softmod.
- Thu Sep 12, 2019 12:32 pm
- Forum: Ideas and Suggestions
- Topic: Trains: Chain signals should factor in the length of the train
- Replies: 39
- Views: 10583
Re: Trains: Chain signals should factor in the length of the train
The easiest way to adapt an old train network for longer trains is to use chain signals on the exit for your intersection. If the first non-chain signal is 16 car lengths away from the intersection your 16 car train won't enter the intersection unless it can clear it. It's a very simple adjustment t...
- Wed Sep 11, 2019 11:48 am
- Forum: Not a bug
- Topic: [0.17.68] Stacked sound exceed expected volume
- Replies: 8
- Views: 2138
Re: [0.17.68] Stacked sound exceed expected volume
This does sound like a duplicate of that bug.
- Wed Sep 11, 2019 12:36 am
- Forum: Ideas and Suggestions
- Topic: Trains: Chain signals should factor in the length of the train
- Replies: 39
- Views: 10583
Re: Trains: Chain signals should factor in the length of the train
Devil's advocate time: Code-wise this probably wouldn't be too hard to do. Trains already reserve track sections ahead of their position using their braking distance. This marker that trains use can be seen using the show train breaking distance debug option. It shouldn't be too hard to attempt to r...
- Tue Sep 10, 2019 11:04 pm
- Forum: Not a bug
- Topic: [0.17.68] Stacked sound exceed expected volume
- Replies: 8
- Views: 2138
[0.17.68] Stacked sound exceed expected volume
If more than one sound plays at once, the volume can get excessively loud. A great example of this is playing multiplayer Warptorio (v0.88). The sound plays for each player, so when the warp button is clicked on a 10 player server everyone freaks out because it's far louder than it is in single play...
- Tue Sep 10, 2019 8:19 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 362044
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
Busses are boring. Spaghetti 4 lyfe.
Or do it the cool kids way and put all of the complicated stuff on a trains and just build micro bases everywhere.
Or do it the cool kids way and put all of the complicated stuff on a trains and just build micro bases everywhere.
- Tue Sep 10, 2019 8:10 pm
- Forum: Ideas and Suggestions
- Topic: Rich text: Train's should use train ID, not unit number
- Replies: 2
- Views: 762
Re: Rich text: Train's should use train ID, not unit number
I figured I'd add a screenshot to demonstrate how rich text works with trains.
The first link is invalid. The second one is valid.
The first link is invalid. The second one is valid.
- Tue Sep 10, 2019 7:03 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 362044
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
I want an ore sintering machine. Laser assemblers just assemble complex intermediaries from powdered iron and skip having to smelt/machine it.