Search found 64 matches

by Mion
Sat Jun 04, 2016 7:20 am
Forum: News
Topic: Friday Facts #141 - Mod Portal
Replies: 190
Views: 79681

Re: Friday Facts #141 - Mod Portal

Please tell me you fixed this along with the new train graphics :D http://i.imgur.com/vL0G6ZS.png +1 on selectable train colors. Oh how amazing that would be. Iron ore train could be blue, copper: red, coal: black/gray, have green, yellow, purple, white for other items, so you could identify passin...
by Mion
Mon May 16, 2016 9:24 am
Forum: Implemented Suggestions
Topic: Disconnect wire from last entity by clicking RMB
Replies: 8
Views: 2558

Re: Disconnect wire from last entity by clicking RMB

+1
It will be very useful!
by Mion
Sat Apr 23, 2016 7:31 am
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 228127

Re: [MOD 0.12.18] Warehousing v0.0.8

Sooo, Version 0.0.9 is out! Fixes Spanish and Russian! Also, you encoded it wrong, it has to be "UTF-8 WITHOUT BOM" otherwise it fails to load the mod. Thanks for checking in the fix, i've released it in 0.0.9 ^.^ WTF? 0.12.30_Steam_edition Warehousing_0.0.8 Added: the same error on 0.12....
by Mion
Fri Apr 22, 2016 6:44 am
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 228127

Re: [MOD 0.12.18] Warehousing v0.0.8

WTF?
0.12.30_Steam_edition
Warehousing_0.0.8

Added: the same error on 0.12.29_Steam
by Mion
Sun Feb 28, 2016 8:13 am
Forum: News
Topic: Friday Facts #127 - Steam Status III: Thank You
Replies: 89
Views: 42160

Re: Friday Facts #127 - Steam Status III: Thank You

Oh, and question. In the Gameplay Trailer there is building of a railroad like in future 0.13, but know game is 0.12.24. What will you, Devs, do, if there will be questions from gamers: WHY railroads are builds not like in Gameplay Trailer?! So, what about railroad building? ... they used a WIP 0.1...
by Mion
Sat Feb 27, 2016 7:01 pm
Forum: News
Topic: Friday Facts #127 - Steam Status III: Thank You
Replies: 89
Views: 42160

Re: Friday Facts #127 - Steam Status III: Thank You

Mion wrote:Oh, and question.

In the Gameplay Trailer there is building of a railroad like in future 0.13, but know game is 0.12.24.

What will you, Devs, do, if there will be questions from gamers: WHY railroads are builds not like in Gameplay Trailer?!

So, what about railroad building?
by Mion
Fri Feb 26, 2016 6:25 pm
Forum: News
Topic: Friday Facts #127 - Steam Status III: Thank You
Replies: 89
Views: 42160

Re: Friday Facts #127 - Steam Status III: Thank You

Oh, and question.

In the Gameplay Trailer there is building of a railroad like in future 0.13, but know game is 0.12.24.

What will you, Devs, do, if there will be questions from gamers: WHY railroads are builds not like in Gameplay Trailer?!
by Mion
Fri Feb 26, 2016 6:03 pm
Forum: News
Topic: Friday Facts #127 - Steam Status III: Thank You
Replies: 89
Views: 42160

Re: Friday Facts #127 - Steam Status III: Thank You

Congratulations!!! :)

Factorio is awesome, Factorio in Steam with Scenario Pack and Online Guide is awesome twice, you guys are great!!!

Image
by Mion
Thu Feb 25, 2016 7:42 pm
Forum: News
Topic: Steam Keys available
Replies: 83
Views: 40808

Re: Steam Keys available

WHAT??? 900 RUB in Russia?! Are you serious?! Do you know economic situation in our country now?! Khm... Of course, I know that the developers have nothing to do with it, because they just set original price, then Steam makes the rest of the work. But guys, at now I highly doubt that there would be ...
by Mion
Fri Feb 19, 2016 7:18 pm
Forum: News
Topic: Friday Facts #126 - Steam Status II and Trains Stuff
Replies: 69
Views: 37026

Re: Friday Facts #126 - Steam Status II and Trains Stuff

Dear devs!

What about train "names"? So many changes to trains, but no one about possibility to give names to trains.

Maybe you will do, at least, Identificators (IDs)?
by Mion
Mon Jan 25, 2016 3:21 pm
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 492
Views: 541868

Re: Let's see your clever builds

I've worked a Little bit with jackilope's design and with time I improved some Things.: -I made it a Little bit smaller in lengh and width -I made it easyier to expand -I mad three different Versions (Normal, "faster", kompatibl with more modules) -I tried realy hard to reduce the amounts...
by Mion
Fri Jan 15, 2016 6:05 pm
Forum: News
Topic: Friday Facts #121 - Path Finder Optimisation II
Replies: 33
Views: 36722

Re: Friday Facts #121 - Path Finder Optimisation II

About Negative Cache:
If item that blocks a path will be destroyed (for example, biter spawner), will information in cache be updated? Because if not, hypothetically effective paths will no be used after changes on the map.

UPD: information in negative cache.
by Mion
Wed Jan 13, 2016 11:27 am
Forum: Releases
Topic: Version 0.12.21
Replies: 16
Views: 51931

Re: Version 0.12.21

Why stable version is still 0.12.20 on Factorio Download site, while 0.12.21 is experimental? 0.12.21 still has to prove itself, there may have been some bugs which haven't shown themselves yet, but If all goes well it should be declared the stable build hopefully soon Does Devs have any specific p...
by Mion
Wed Jan 13, 2016 11:05 am
Forum: Releases
Topic: Version 0.12.21
Replies: 16
Views: 51931

Re: Version 0.12.21

Why stable version is still 0.12.20 on Factorio Download site, while 0.12.21 is experimental?
by Mion
Tue Sep 22, 2015 2:26 pm
Forum: Ideas and Suggestions
Topic: Train length [wagon, locomotive]
Replies: 23
Views: 28345

Re: Train length [wagon, locomotive]

Just to clarify. My idea is not in changing/removing isometric distortion, although it will be good. At now, this isometric distortion is given. And if horizontal stations better for inserter load/unload than vertical (again, at now), let these station would be optimized! Let will equal number of in...
by Mion
Mon Sep 21, 2015 9:35 am
Forum: Ideas and Suggestions
Topic: Train length [wagon, locomotive]
Replies: 23
Views: 28345

Re: Train length [wagon, locomotive]

This suggestion would make wagons of different length than than the current (or any other "standard" length) unuseable. Also different locomotive-lengths. Other train-stops. Of course. It occurs everytime when come radical changes. For example, when belts begin NOT put items far than itse...
by Mion
Sun Sep 20, 2015 10:11 am
Forum: Ideas and Suggestions
Topic: Train length [wagon, locomotive]
Replies: 23
Views: 28345

Train length [wagon, locomotive]

Hello to all! My suggestion is to change default locomotive and cargo-wagon lengths. This would be useful to avoid so strange situations where every wagon in train has โ€œrandomโ€ inserters nearby, as on Wiki page (where bug trying to present as a feature): https://forums.factorio.com/wiki/index.php?ti...
by Mion
Sun Aug 09, 2015 7:07 am
Forum: Mods
Topic: [MOD 0.12.0] Fluid Barrel (1.0.0)
Replies: 42
Views: 74701

Re: [MOD 0.12.0] Fluid Barrel (1.0.0)

Is any difference between this mod and this? Except a barrel of petroleum gas in your mod :)
by Mion
Sun Aug 09, 2015 5:58 am
Forum: Releases
Topic: Version 0.12.3
Replies: 47
Views: 48642

Shift-clicking to Logistic Trash Slots

Question about Logistic Trash Slots. I can't find information - Why resource items (such as coal, stone, ores) and some other can "shift-click" in logistic slots, but other "solid-big" items (such assembler machine, mining drill and others) can't? It was since 0.12.0, but I think...
by Mion
Sat Apr 11, 2015 2:59 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
Replies: 374
Views: 339525

Re: Request for interface

3) BUT. This information shows up ONLY when railtanker is near small pump in the middle of railtanker. In other words, when railtanker is in the process of pumping. Am I wrong somewhere? If i remember correctly, this has always been the case. The fake/proxy tanks get removed when a train moves Ok, ...

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