Search found 79 matches

by miturion
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

Stringweasel wrote: ↑
Fri 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)
I really like the 'Masterwork' for the best item.
by miturion
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...
by miturion
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!
by miturion
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.
by miturion
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!
by miturion
Fri Dec 06, 2019 3:52 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 44370

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

NelsonSKA wrote: ↑
Fri Dec 06, 2019 2:52 pm
How about add a tree movement when the biters pass through a forest? That will be awesome to watch!
O god hahah. I get scary jurassic park memories.

Would be awesome though
by miturion
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.
by miturion
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

TearOfTheStar wrote: ↑
Fri Jan 04, 2019 3:31 pm
Just imagine the mix of Factorio and Tiberian Sun... :!:
Look for the AAI mods https://mods.factorio.com/user/Earendel
by miturion
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.
by miturion
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.
by miturion
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.
by miturion
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...
by miturion
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.
by miturion
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.
by miturion
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...
by miturion
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.
by miturion
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

Omarflyjoemacky wrote:Looking at this generated map - does this mean we will end up with elevated terrain? Very exciting if so. Hill, mountains, valleys!! :)
I think you should read it again. It is not to have elevated terrain in the game, just to show how terrain is generated.
by miturion
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...
by miturion
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 8-)
by miturion
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.

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