Search found 12 matches

by SHADOW13
Fri Feb 05, 2021 2:56 pm
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 298
Views: 166190

Re: Friday Facts #365 - Future plans

While I would prefer to see " Free updates forever ", this is rather difficult from developer point of view and only works when the game is too successful and requires constant updating to keep the users playing I think. " Factorio 2" would be an interesting approach but I think ...
by SHADOW13
Fri Nov 13, 2020 12:14 pm
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 99343

Re: Friday Facts #363 - 1.1 is getting close

Love the changes, belt building lock is going to make the life so much easier.

I was wondering about the lightning changes, the warm "fire" glow is great but it seems we are going to lose the uranium green glow, especially around the building, would be great if you kept that one as well?
by SHADOW13
Fri Jul 12, 2019 9:04 pm
Forum: News
Topic: Friday Facts #303 - Under 100 bugs (but still not stable)
Replies: 144
Views: 57870

Re: Friday Facts #303 - Under 100 bugs (but still not stable)

btw. G2A is lying again, surprise .....not,
in the latest news posted today they wrote that they:
received multiple messages since then, but none of them were connected to this case (x10 refund of chargebacks)
I hope you get the money lost from them but it's a stretch from such sh*t place
by SHADOW13
Sun Feb 04, 2018 4:46 pm
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 255
Views: 128823

Re: [MOD 0.14] Alien Biomes

seems not to be compatible with AsphaltRoads mods any more, getting start error:
Error in assignId, tile with name 'Arci-marking-yellow-dl-straight-vertical' does not exists
Source: Arci-marking-yellow-dl-straight-horizontal (tile)
as soon as I disable either mod, it loads fine
by SHADOW13
Fri Jan 12, 2018 10:15 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 374264

Re: Friday Facts #225 - Bots versus belts (part 2)

I would suggest % belt speed boost research (infinite?) along the same one for loaders (included or separate), this way wouldn't affect bots but would boost belts I like "stacks" of items idea, how about 1x3/3x1 entity (like splitter but 1 tile bigger), it stacks 3-5 lanes (ie. input from ...
by SHADOW13
Wed Dec 20, 2017 4:51 pm
Forum: Mods
Topic: [MOD 0.14] Text Plates
Replies: 95
Views: 43408

Re: [MOD 0.14] Text Plates

No longer compatible with 0.16 by the looks of it,
trying to load it under 0.16 gives
Error while loading gui-style prototype "default" (gui-style): Parent style not found: plates-button
by SHADOW13
Fri Dec 15, 2017 10:25 pm
Forum: Not a bug
Topic: [kovarex] [16.0] Inserting on underground belt behaves different
Replies: 24
Views: 26227

Re: [kovarex] [16.0] Inserting on underground belt behaves different

how about, if there's at least "half" of the size needed for inserted to drop the item - it drops the item on the belt and anything that was there on the other half of the belt (or less) gets to hold up for split of a second ... (like joining traffic on the road) wouldn't this better satur...
by SHADOW13
Wed May 24, 2017 7:20 pm
Forum: Mods
Topic: [MOD 1.1] Loader Redux
Replies: 131
Views: 78420

Re: [MOD 0.15] Loader Redux 0.2.5

Thanks Nexela, it was actually "Loader-Rotation-Fix" mod ... name confusion over "loader-snapping"
by SHADOW13
Wed May 24, 2017 7:10 pm
Forum: Mods
Topic: [MOD 1.1] Loader Redux
Replies: 131
Views: 78420

Re: [MOD 0.15] Loader Redux 0.2.5

I'm getting error: (0.15.13) Failed to load mods: __LoaderRedux__/data.lua:1: Loader snapping is built into LoaderRedux, Please disable loader-snapping to use LoaderRedux the error was bit confusing I had https://mods.factorio.com/mods/Articulating/Loader-Rotation-Fix installed - removed it and work...
by SHADOW13
Fri May 05, 2017 9:35 pm
Forum: News
Topic: Friday Facts #189 - Specifying the 1.0
Replies: 169
Views: 74136

Re: Friday Facts #189 - Specifying the 1.0

when reviewing trello cards, can you ask a question "is it possible with modding and will work well?" if yes, then I would suggest to skip it or lower its priority significantly if yes but might require small changes to support it with modding, then maybe worth to leave it and possibly imp...
by SHADOW13
Wed Apr 26, 2017 2:25 am
Forum: Not a bug
Topic: [0.15.2] Multiplayer runs fine but fps drops and cannot move
Replies: 1
Views: 1162

[0.15.2] Multiplayer runs fine but fps drops and cannot move

This is very unusual issue but I think it's possible defect somewhere ... The issue was happening while I was playing Arumba's Lazy Bastard mass multiplayer game. Let's start with my computer specs are pretty much out of question: GTX 980Ti, i7-5930K, 32GB ram. I was not downloading anything or uplo...
by SHADOW13
Tue Apr 25, 2017 12:08 pm
Forum: Implemented Suggestions
Topic: Terrain elevation, hills and mountains with fake cliffs
Replies: 67
Views: 67236

Re: Terrain elevation, hills and mountains with fake cliffs

I was thinking about something much more simple - canyons.

Effectively it would be same as water/reskinned water, with exception being dark void in the middle and ability to build a bridge (with concrete?) to pass over (or build rail track)

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