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Evilreaver posted:Just make more children and get leather from them Yeah but you can't make more children if you don't have any.
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# ? Jun 2, 2016 20:51 |
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# ? May 25, 2024 19:35 |
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DmitriX posted:Yeah but you can't make more children if you don't have any. Uhhhhhhhhh that's why I keep a steel chest full of Adults? You wierdo
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# ? Jun 2, 2016 20:55 |
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Evilreaver posted:Uhhhhhhhhh that's why I keep a steel chest full of Adults? You wierdo Yeah well, not if you spent all of them on whips.
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# ? Jun 2, 2016 21:45 |
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Evilreaver posted:Just make more children and get leather from them This is a human-leather whip. All craftsdwarfship is of the highest quality.
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# ? Jun 3, 2016 03:21 |
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MrYenko posted:This is a human-leather whip. All craftsdwarfship is of the highest quality. Now you've wandered into Rimworld crossover territory.
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# ? Jun 3, 2016 04:17 |
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DmitriX posted:Yeah well, not if you spent all of them on whips. The gently caress kinda ratios are you using. You need probably a 50/50 ratio for leather and children.
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# ? Jun 3, 2016 04:43 |
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widespread posted:The gently caress kinda ratios are you using. You need probably a 50/50 ratio for leather and children. My leather-producing slave-chlidren tend to empty those chests really quickly. I do appreciate them being a combined assembly machine and an inserter tho.
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# ? Jun 3, 2016 06:32 |
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DmitriX posted:My leather-producing slave-chlidren tend to empty those chests really quickly. I do appreciate them being a combined assembly machine and an inserter tho. Oh okay. Make it 75/25 to Leather.
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# ? Jun 3, 2016 08:28 |
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lol if you're not belting children
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# ? Jun 3, 2016 14:48 |
Evilreaver posted:lol if you're not belting children
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# ? Jun 3, 2016 18:25 |
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FFF is out: https://www.factorio.com/blog/post/fff-141quote:I guess that not so many people really expected that the target day of the 1st of June might be the actual release day. The day was mainly a psychological trick for us to finish all the little fixes and not to start any new projects, so we might be only week or two late instead of months. We started the first multiplayer play-tests last week, but they didn't last long. After the first hour of connection issue fixes, the game desynced every 15 seconds. It goes into detail about the mod portal. They're going with a fairly integrated design which will surely annoy some people and of course it's not ready yet but will be part of 0.13. The new loco graphic is nifty though.
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# ? Jun 3, 2016 19:40 |
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My biggest problem with the old train locomotive graphic was that I couldn't easily tell which way it was facing when I was first starting out. Combined with the rather bizarre ability of the game to let you attach train locomotives to cargo wagons backward it left me very confused as to why I couldn't get a train to work despite having locomotives on each end. I can't tell if the new locomotive graphic is any better, since they only showed a blown up version.
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# ? Jun 3, 2016 19:43 |
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It looks like the new train graphic has an arrow painted on top pointing at the front of the train. Too bad about the release date though...
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# ? Jun 3, 2016 19:46 |
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The train is just the right touch of Mad Max. Although I'll miss the old design too.
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# ? Jun 3, 2016 19:48 |
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Well, since 0.13 ain't happenin for a while i restarted my server in a new game. It already has a bit of infra setup from the get-go to avoid that whole mining phase. The details can be found right in the nearby forum https://forums.somethingawful.com/showthread.php?threadid=3777542 No bobmods this time round so it's mostly vanilla with helpers.
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# ? Jun 3, 2016 20:10 |
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ShadowHawk posted:My biggest problem with the old train locomotive graphic was that I couldn't easily tell which way it was facing when I was first starting out. Combined with the rather bizarre ability of the game to let you attach train locomotives to cargo wagons backward it left me very confused as to why I couldn't get a train to work despite having locomotives on each end. There is no wrong way for a locomotive. They can push and pull.
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# ? Jun 3, 2016 22:52 |
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Gibbo posted:There is no wrong way for a locomotive. They can push and pull. They can only go in one direction, though, and if that direction isn't a valid path the train won't run auto.
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# ? Jun 3, 2016 23:02 |
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Tenebrais posted:They can only go in one direction, though, and if that direction isn't a valid path the train won't run auto. Really useful engines do as they're told.
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# ? Jun 3, 2016 23:21 |
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Tenebrais posted:They can only go in one direction, though, and if that direction isn't a valid path the train won't run auto. That's the use'rs fault, not the train's
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# ? Jun 4, 2016 00:09 |
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Gibbo posted:That's the use'rs fault, not the train's Yes, that's what he was talking about. He was confused as to which way the train was pointing.
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# ? Jun 4, 2016 00:17 |
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On both the current loco and the .13 loco there's an arrow on the roof to tell you which direction it's facing. For the current loco: Dootman fucked around with this message at 00:33 on Jun 4, 2016 |
# ? Jun 4, 2016 00:27 |
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Evilreaver posted:lol if you're not belting children
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# ? Jun 4, 2016 00:30 |
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ShadowHawk posted:My biggest problem with the old train locomotive graphic was that I couldn't easily tell which way it was facing when I was first starting out. Combined with the rather bizarre ability of the game to let you attach train locomotives to cargo wagons backward it left me very confused as to why I couldn't get a train to work despite having locomotives on each end. Pointy end forward
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# ? Jun 4, 2016 01:07 |
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Dootman posted:On both the current loco and the .13 loco there's an arrow on the roof to tell you which direction it's facing. How did I never notice this?
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# ? Jun 4, 2016 01:18 |
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Royal W posted:
I, for one, never noticed it because “pointy end first” is obvious enough.
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# ? Jun 4, 2016 02:19 |
So my most recent factory build I've been running 8 freight cars and 2 locomotives and I'm liking it. Are there any mathlords who have proven that I'm wrong and horribly inefficient?
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# ? Jun 4, 2016 03:23 |
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What all hooked up to each other? Without knowing how you designed the tracks or how the train is combined together I can't really comment.
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# ? Jun 4, 2016 03:39 |
Where does the train stop if you put the engines in the back as pushers. Does the leading edge of the train cargo at the front line up with the stop?
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# ? Jun 4, 2016 04:04 |
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Tenebrais posted:Yes, that's what he was talking about. He was confused as to which way the train was pointing. I was politely calling him an idiot.
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# ? Jun 4, 2016 04:07 |
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Judging from the number of google results, FAQ entries, and wiki pages, I'm certainly not the only person to have difficulty setting up the train even with locomotives on both ends. I can't be the only person to have gotten stuck playing the interface instead of the game on the train scenario.Gibbo posted:I was politely calling him an idiot. Would you install a pusher trains mod if it existed?
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# ? Jun 4, 2016 07:30 |
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ShadowHawk posted:Judging from the number of google results, FAQ entries, and wiki pages, I'm certainly not the only person to have difficulty setting up the train even with locomotives on both ends. I can't be the only person to have gotten stuck playing the interface instead of the game on the train scenario. I suddently understand the Wine GUI
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# ? Jun 4, 2016 07:36 |
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ShadowHawk posted:Would you install a pusher trains mod if it existed? Trains already are equally happy pushing or pulling.
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# ? Jun 4, 2016 07:39 |
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I would totally install a mod that makes train engines run backwards at the same speed as forwards, because it makes no sense to assume that this universe has somehow lost the ability to design a diesel-electric transmission.
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# ? Jun 4, 2016 07:42 |
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I think like everything, trains require some experimentation at first. The back/forwards didn't make sense to me either at first until I hopped in a train and noticed that even without a car, one direction seemed a lot slower to accelerate than another. It didn't click until I started doing stations. That said, that was only my first map with them, I haven't really used trains since then, since back then chain signals didn't exist and now I'm waiting on stock easy-placement to make curved rails not suck to lay down.
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# ? Jun 4, 2016 07:54 |
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DelphiAegis posted:I think like everything, trains require some experimentation at first. The back/forwards didn't make sense to me either at first until I hopped in a train and noticed that even without a car, one direction seemed a lot slower to accelerate than another. It didn't click until I started doing stations. Version 0.13 will solve that problem by deleting curved rails in the new (awesome) track laying system.
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# ? Jun 4, 2016 09:48 |
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DmitriX posted:Well, since 0.13 ain't happenin for a while i restarted my server in a new game. It already has a bit of infra setup from the get-go to avoid that whole mining phase. Neat! "Version mismatch, you are running 12.33 server is running 12.35" Oh.
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# ? Jun 4, 2016 09:57 |
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drunkill posted:Neat! Just opt in into experimental updates if you are on steam? I mean, i do state the version in the server description, specifically to let people know about stuff like that. I usually always run experimental, if at all possible.
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# ? Jun 4, 2016 10:10 |
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Stereotype posted:I suddently understand the Wine GUI
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# ? Jun 4, 2016 10:18 |
Sage Grimm posted:What all hooked up to each other? Without knowing how you designed the tracks or how the train is combined together I can't really comment. Two locomotives facing the same way followed by 8 wagons. One way track and often two lanes each direction.
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# ? Jun 4, 2016 12:33 |
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# ? May 25, 2024 19:35 |
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I can only imagine the size of a resource patch that would warrant eight wagons.
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# ? Jun 4, 2016 12:59 |