Search found 13 matches

by diego-fm
Sun Mar 18, 2018 10:40 pm
Forum: Yuoki Industries
Topic: If it's not a feature - it's maybe a Bug ?
Replies: 97
Views: 20683

Re: If it's not a feature - it's maybe a Bug ?

I updated the game from 0.16.28 to 0.16.30 and the yuoki railways wagons and locomotives do not show on map view. Attached images for clarification. One with zoom level to see normally, the other the next zoom level to show as map. The nuclear locomotives do not show on the map, nor the wagons (the ...
by diego-fm
Fri Apr 01, 2016 4:13 pm
Forum: News
Topic: Friday Facts #132 - Side Project
Replies: 118
Views: 42134

Re: Friday Facts #132 - Side Project

goodbye phone battery... :? and life in general too :twisted:
by diego-fm
Fri Apr 01, 2016 3:56 pm
Forum: News
Topic: Friday Facts #131 - Roadmap shuffle
Replies: 114
Views: 37905

Re: Friday Facts #131 - Roadmap shuffle

i'm guessing this happened: Image

And then it got out of hands and the fire spread :oops: like the forest fire in previous FFF :twisted:

Anyway, too bad of an April Fool that you regreted it the moment it went live? :D
by diego-fm
Wed Mar 16, 2016 6:24 pm
Forum: News
Topic: Friday Facts #129 - The late game
Replies: 273
Views: 90652

Re: Friday Facts #129 - The late game

About the mining improvement. I like the big excavator idea ( https://forums.factorio.com/viewtopic.php?f=93&t=12898 ), if it's more than a simple big mining drill. I've read all the posts, and thought about it for a few days, and i think a good improvement can be made with little effort (i'm al...
by diego-fm
Fri Nov 20, 2015 3:37 pm
Forum: News
Topic: Friday Facts #113 - Better rail building
Replies: 96
Views: 45672

Re: Friday Facts #113 - Better rail building

Nice!

Damm, now i want to just skip time until 0.13 release...

Edit: Wohooo, first!
by diego-fm
Fri Aug 28, 2015 9:41 pm
Forum: 5dim's mod
Topic: Bugs and problems
Replies: 279
Views: 89297

Re: Bugs and problems

i´ve been playing around with the mk4 and 5 belts, and something didn't look quite right, with the underground ones, so i went to check, and they have the same speed as express ones. I already fixed it (i think), just change the speed value of the underground belts (normal, 30 and 50 tiles) mk4 and ...
by diego-fm
Wed May 13, 2015 3:48 pm
Forum: 5dim's mod
Topic: General Discussion
Replies: 291
Views: 142153

Re: [MOD 0.11.x] 5dim's mod [+4,000 downloads] [12/04/2015]

i've installed all of the modules, and the splitters from transport are "bugged", they have the same speed as the normal ones (yellow). It's just change a number in the entites/splitters.lua, where it says speed = 0,03125, you have to change that number, as that is the speed of the yellow ...
by diego-fm
Mon May 04, 2015 11:41 am
Forum: News
Topic: Friday Facts #84 - The wedding day preprations
Replies: 54
Views: 31281

Re: Friday Facts #84 The wedding day preprations

about the path-finding optimizations, i'll share what i would test, but it's brain-storming, athough i have programming experience. Mainly two changes, path-finding in idle mode (at biter base), and path finding in attack mode. First one maybe it's good enough, but i would do the idle movement with ...
by diego-fm
Fri Mar 20, 2015 9:52 pm
Forum: News
Topic: Friday Facts #78 - Focused on 0.12
Replies: 22
Views: 23075

Re: Friday Facts #78 Focused on 0.12

Where can i buy the material library balls??? i need the 3.2 (shiny, remids me dragon ball z :roll: ), 9.1 and 9.5 (i bet they glow in the dark), 7.4 (glass-like? ) and of course 9.6 ;) and if you go kerbal-way then of course 7.6 because explosions! :twisted: BTW, the numbers are coordinates, 1.1 is...
by diego-fm
Mon Feb 09, 2015 12:27 am
Forum: Mods
Topic: [0.12.x]Cartmen's Mods Information
Replies: 285
Views: 40714

Re: [MOD 0.11.13] Cartmen's Complete Overhaul [ALPHA v0.1.4]

i've started playing in 0.1.4 and found a problem, a "wall" like you say in the first post. Researched treefarm, hunting, rubber and simple electronics, and have available for research burner generator and ore to plate, wich require blue science packs. The problem is that the blue science ...
by diego-fm
Thu Jan 15, 2015 11:37 pm
Forum: 5dim's mod
Topic: General Discussion
Replies: 291
Views: 142153

Re: [MOD 0.11.x] 5dim's mod

researched every logistics pending, 4 and 5 from your mod, and 4 and 5 from bob's mods, and no long underground belt mk1-3, but i installed this mod AFTER researching logistics 1, 2 and 3, so thats probably the problem. Another question. is the mk4 and 5 splitters supossed to be slower than the expr...
by diego-fm
Thu Jan 15, 2015 12:24 am
Forum: 5dim's mod
Topic: General Discussion
Replies: 291
Views: 142153

Re: [MOD 0.11.x] 5dim's mod

yep, last update (0.0.3) fixed the range-to-speed drills when picked up, and the recipes too. Nice! i like the new chests, btw will you add steel versions? One thing, i installed transport when alredady got logistics 3, so now i cant craft the long underground belts (those and the long underground p...
by diego-fm
Tue Jan 13, 2015 3:17 pm
Forum: 5dim's mod
Topic: General Discussion
Replies: 291
Views: 142153

Re: [MOD 0.11.x] 5dim's mod

I don't know if it's just me, but to craft the mining drill with more range, for the mk2 it needs speed mk1, and for the mk3 it needs speed mk2, which to me seem odd. And another thing that looks like a bug, when you pick up a range drill, it gives you the speed drill of the same level, so you cant ...

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