I really like the 'Masterwork' for the best item.Stringweasel wrote: βFri Sep 15, 2023 11:55 am
- Normal
- Refined (Might be weird if there's an item name like "Refined Steel" already)
- Prestine (I like this one)
- Superior (I like this one)
- Masterwork (I also like this one)
Search found 79 matches
- Fri Sep 15, 2023 12:12 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 364
- Views: 53163
Re: Friday Facts #376 - Research and Technology
- Fri Sep 08, 2023 8:49 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 798
- Views: 120556
Re: Friday Facts #375 - Quality
Overall, I love this! But I also hate the names! I expect you will make them moddable though, right? I'd name them something like Crude/Low (and you only realize the quality wasn't even good before you unlock quality modules and see it), Normal/Nominal, High/Great, Exceptional/Superior and Pristine...
- Fri Nov 13, 2020 8:42 pm
- Forum: News
- Topic: Friday Facts #363 - 1.1 is getting close
- Replies: 178
- Views: 97797
Re: Friday Facts #363 - 1.1 is getting close
The lighting changes look really good!
- Fri Mar 20, 2020 8:34 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 88199
Re: Friday Facts #339 - Beacon HR + Redesign process
I am also not a big fan of the redesign. I think the first iteration looks better than the second one. But the red it too overwhelming, and the sword a bit too big in my opinion.
- Mon Mar 09, 2020 4:13 pm
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 887
- Views: 285685
Re: pY Alien Life - Discussion
I am about 30 hours of playtime, so not that far in
But just here to say that it is great fun. There are a lot of choices to concentrate on as I am short of everything.
Great work on the mod!
But just here to say that it is great fun. There are a lot of choices to concentrate on as I am short of everything.
Great work on the mod!
- Fri Dec 06, 2019 3:52 pm
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 44370
- Fri Jul 12, 2019 7:12 pm
- Forum: News
- Topic: Friday Facts #303 - Under 100 bugs (but still not stable)
- Replies: 144
- Views: 56720
Re: Friday Facts #303 - Under 100 bugs (but still not stable)
Google ads work on a personalised basis. If you search for G2A and factorio in different searches, you get G2A on top.
If I search for "buy factorio" G2A is 7th result. So most people wont get to see the same result.
If I search for "buy factorio" G2A is 7th result. So most people wont get to see the same result.
- Fri Jan 04, 2019 9:04 pm
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 62857
Re: Friday Facts #276 - Belt item spacing & Script rendering
Look for the AAI mods https://mods.factorio.com/user/EarendelTearOfTheStar wrote: βFri Jan 04, 2019 3:31 pmJust imagine the mix of Factorio and Tiberian Sun...
- Fri Nov 16, 2018 8:17 pm
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 82450
Re: Friday Facts #269 - Roadmap update & Transport belt perspective
I like the new belt look.
I dont care about super realistic physics of them, but a blocker at the end would be nice, just like on the train rails.
I dont care about super realistic physics of them, but a blocker at the end would be nice, just like on the train rails.
- Fri Sep 28, 2018 7:35 pm
- Forum: News
- Topic: Friday Facts #262 - Hello my name is: Compilatron
- Replies: 126
- Views: 51270
Re: Friday Facts #262 - Hello my name is: Compilatron
This would be cool for Earendels AAI mod. Those vehicles passing gates will be good. As will patrol.
- Sat Jun 16, 2018 8:53 am
- Forum: News
- Topic: Friday Facts #247 - Pricing and its exploits
- Replies: 141
- Views: 61026
Re: Friday Facts #247 - Pricing and its exploits
I am excited for Satisfactory. But they are too different to not play both.
- Sat Apr 28, 2018 10:15 am
- Forum: News
- Topic: Friday Facts #240 - Factorio-data & Fast pipe replace
- Replies: 35
- Views: 18431
Re: Friday Facts #240 - Factorio-data & Fast pipe replace
Yes, I am not a fan of the fast replace either. Not for belts and especially not for pipes. My refineries are a very dense area of pipes. Having to pay attention to not accidentally replace a pipe is a nightmare for me. having to drain an entire pipeline is no fun. It's not even the accidentally rep...
- Mon Dec 25, 2017 11:58 am
- Forum: Duplicates
- Topic: [kovarex] Achievements every time.
- Replies: 4
- Views: 2194
Re: Achievements every time.
I still have this issue with 0.16.7. It is when I load a game with mods. Every time I load a savefile after starting the game I get all achievements popping up.
- Fri Dec 22, 2017 2:32 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Railways Core 0.6.20 (f0.16.0+)
- Replies: 168
- Views: 125543
Re: Yuoki Industries - Railways Core 0.6.20 (f0.16.0+)
ah yes you are right, it is in wagon_tank4a.lua. I copy pasted the wrong filename.
- Thu Dec 21, 2017 8:22 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Railways Core 0.6.20 (f0.16.0+)
- Replies: 168
- Views: 125543
Re: Yuoki Industries - Railways Core 0.6.20 (f0.16.0+)
Hi Yuoki, I noticed that the latest version 0.16.7 today crashed the yi_railway_0.6.20 mod. They "Removed the mechanics of 3 different fluid tanks in fluid wagon, and simplified it so the fluid wagon has just 1 fluid." I changed the 'total_capacity' in prototypes/_wagon_tank4a.lua to 'capa...
- Thu Sep 14, 2017 12:31 pm
- Forum: Mods
- Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
- Replies: 151
- Views: 64835
Re: [MOD 0.15] Wear and Tear (plus automated maintenance)
That toxin is interesting. Although I dont play with it currently (the mods I have now are hard enough), I plan on doing so. Especially with a personal assistant.
- Fri Sep 08, 2017 7:28 pm
- Forum: News
- Topic: Friday Facts #207 - Lua noise specification
- Replies: 45
- Views: 23883
Re: Friday Facts #207 - Lua noise specification
I think you should read it again. It is not to have elevated terrain in the game, just to show how terrain is generated.Omarflyjoemacky wrote:Looking at this generated map - does this mean we will end up with elevated terrain? Very exciting if so. Hill, mountains, valleys!!
- Fri Sep 01, 2017 8:38 am
- Forum: Mods
- Topic: [MOD 0.14] Walls Block Spitters
- Replies: 17
- Views: 8838
Re: [MOD 0.14] Walls Block Spitters
I just place this modlink here from our beloved Earendel himself. In which you can have both Rampant projectile dodges and spitter attacks blocked by walls. There is talk about rampant not supporting blockable projectiles, but this mod is not mentioned. https://mods.factorio.com/mods/Earendel/Rampan...
- Wed Aug 30, 2017 9:20 am
- Forum: Mods
- Topic: [MOD 0.16] Helicopters
- Replies: 117
- Views: 53006
Re: [MOD 0.15] Helicopters
Love the helicopter. Especially the landing and take-off which makes it feel like a real helicopter.
Can you upload the latest version to the mod portal, its the most convenient way to check for updates instead of separate forumposts. Plus its bumps it so more people see this great mod
Can you upload the latest version to the mod portal, its the most convenient way to check for updates instead of separate forumposts. Plus its bumps it so more people see this great mod
- Mon Aug 14, 2017 9:49 am
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1786
- Views: 579572
Re: [MOD 0.15.x] pY Coal Processing
This mod is really well done. Superb sprites and sound.
Great work.
Great work.