Hashishish wrote:
I already saw a post on this topic somewhere on the forum, I absolutely agree. For game balance, it would be cool to have retaining walls made of steel for a height difference of 10 units of height difference and titanium for 15 units of height difference (although titanium is characterized in alloys as an alloying component that increases strength, it is good precisely in the…
Posts by computerneek
111 total postsNewbster2012 wrote:
hey bud you can go in to your build menu and then select stations and you can build a refuiling station as long as its up it will fill your trains
It'll fill the trains that can reach it, yes. In this case, he needs to Unity-fuel because the train doesn't have the fuel to reach the fuel station. Yes, it's kinda annoying that trucks will drive on 0 fuel to finish their cu…
I've had that kind of thing happen, specifically when the entrance to my waiting bays was under construction... I'm guessing there's like 50 different routes it could take to reach its intended pickup location, and that pickup station isn't actually reachable from any of them- perhaps it's not electrified, or there's a non-electric track in its way? Try verifying that it can reach every station it…
Specifically, edge-drag disregards all the limits placed on corner-drag, allowing you to create arbitrarily large mining tower areas- like, for example, this one:

... Yes, that's the entire map. Shattered Isles.
This strikes me as unintended since it's impossible to get anywhere near this …
I've slightly exaggerated the build to demonstrate (those are train tracks), but this is a rather peculiar quality of these solar panels.

Version 4.1 | v0.8.4b (b593)

That fork is right on the station exit. That's apparently close enough to cause this train to fail out of a fuel stop for a fork in the track- then instantly route back to the same station, so the "fork in the track" message is flickering. Makes it somewhat difficult to click on if I don't p…
Encountered this myself. It's got some pretty clear steps.
- Have a railroad crossing.
- Have truck traffic on that crossing. It's easier with heavy traffic.
- While the trucks are approaching the crossing and close enough they won't refresh their path before they get there, deconstruct the far side of the crossing, but leave the near side valid- so they can still enter the crossing, but c…
I've noticed that trucks can make construction deliveries & demolition pickups from sometimes very far away, though they'll always get as close as they can.
Can we get a gamerule- difficulty setting- that changes that, allowing it to be clamped all the way down to logistics range if we wish?
Because this is ugly, and it'd look better if those short retaining walls were replaced by a medium that looked like one of the two segments of each long retaining wall:

... They're doubled right now because I'm remodeling. I wouldn't need to double them if we had precision terrain designa…
Not sure that hydrogen or other fuels would really fit... We don't use hydrogen stoves IRL because:
- Hydrogen is so light it tends to destroy its containment bottle,
- Hydrogen will burn a lot closer to solid surfaces than methane. You see those little holes on the burner of your gas range? A methane fire won't travel through them, a hydrogen fire will- and if the fire travels through …
... and I made a box of sand.

... Once it finished collapsing, it looked more like a hill.

Can we get precision terrain designations- ideally in addition to the current one, I think- so we can make neater retaining constructs than this?

These precision designations would essentially be "dig (or fill) in this standard designation, BUT only on this side of the retaining wall". T…
Simply put, which station?

(And "skipped due to fork in the track", etc.)
On Network trains, if I don't catch the issue within seconds of it happening, there's often no clear indicator of exactly what station it had a problem with. In this case, the diesel train probably skipped t…
You're welcome.
I imagine the latest save's lag can probably be perpetuated by pausing the dirt train before it finishes unloading, or one of the station modules (network trains don't seem to notice when those are paused). I did notice that, if there is a moving train on any of the intervening tracks, it doesn't lag at all- it only lags when the train is at the crossing, waiting for a *stationa…
Kayser wrote:
computerneek wrote:
If you put the connectors over the liquid dumps instead of over the only spot a support pillar would fit, pillars should form and you should be able to keep a fully working blueprint. See the output belts on my furnace blueprints, for example.
Yup, I absolutely could! But as I mentioned in that original post, I just can't be bothered to do that.
Fair.
I feel like something like this, with each station tied to one of the storages in the chain (but none actually sharing storages) would work for short trains on a high-volume product, though the trackwork to get enough short trains in to keep such a station busy would be a challenge I wouldn't want to deal with:

... For now.
Hmm... I feel like Calen might have been right to not include a "train only ingress" option, since a fully-rail-fed foundry would benefit from being split into smaller but more extensible facilities. Also, a station like this one will tend to be better-suited to high-volume foundry insertion, thanks to the quick unloading of trains:

To reproduce:
- Construct normal elevated belt normally.
- Remove the supports by connecting other belts to it at their positions, causing them to be replaced by connectors. I removed the end supports by simply trimming the …