damn! you caught me - good you remember me. i move this a little higher on my listNeotix wrote:I would like to remind about overheater GFX placeholderYuokiTani wrote:(...) then i continue adding new models
edit: looks better now ...
Moderator: YuokiTani
damn! you caught me - good you remember me. i move this a little higher on my listNeotix wrote:I would like to remind about overheater GFX placeholderYuokiTani wrote:(...) then i continue adding new models
I somehow like the sweet diesel-locomotives and smaller waggons. The smaller waggons capacities are good in my opinion for example because it's easier to set a filter and they need less inserters too unload.YuokiTani wrote: is that the truth and 0.13 don't break this train-mod - then i continue adding new models
- yes, this was the plan ... as many of the gfx before i need to rework this and some others.driver wrote: Perhaps the two workshops for construction of locomotives and waggons could be better integrated in the game visually by just using the empty rails of the game?
The construction of parts could be less cluttered without the different colours, which fill up the inventory and have no use in the game apart for locomotives parts.
I would'nt mind a few, but better groundtextures for early use in the game, so far I only really like the white concrete.
Do you have the latest version ? - look at this post here viewtopic.php?f=70&t=15303&start=70epiccraft_tv wrote:Anyone know why when I launch Factorio on 0.12.33, I get an error saying "Error in assignID, item with name 'y-slag' does not exist."?
-Epic
Yes, pleaseYuokiTani wrote:driver wrote:
- it's atm unclear how far this mod can go with only railroad-focus things - as example water-tower, cokery for coks, steam-crane for load/unload, crossings, fences to prevent train accidents etc.
Plop a beacon/s next to it and speed it up ?epiccraft_tv wrote:Is there a faster version of the Steam Era Monument? If there isn't I think that adding one or adding the ability to add speed modules to it would be awesome!
thanks for your suggestion,bigyihsuan wrote:2 suggestions, as I posted in the mods.factorio.com discussion:
1. Tenders should move items with fuel values into the nearest locomotive for refueling. When a connected locomotive has no items in its fuel slots, the tender should place 4-5 items with fuel values into the locomotive slots, and remove said items from the tender's slots.
2. Tenders should be 7-tiles long like the other cargo wagons, and perhaps have a larger inventory to compensate. Currently, the tenders are a few tiles shorter than the usual cargo wagon, and it makes making stations using them a pain because of the shorter train length. Having #1 implemented would give me a better incentive to using the steam engines and tenders.
Very sad.YuokiTani wrote:Situation:
the factorio-update 0.13 changes the train behavior and how the gfx should work with stretching and color-codeing. so far so good.
but here comes the downside for YI-Railways + Addons, i have added to many locomotives (26) and cargo-wagons (34). for almost all, new gfx-sheets needed, for locomotives twice if i would give you the color-option. also i need to figure out, how the new connection and joint-distance measured - so i can still support shorter train-stuff.
Outlook:
if i take a look into the future i feel like the situation in minecraft with Forge. before i have all updates finished, a new (or 2) version comes out and makes the previous work nearly useless.
So next updates/downloads are only to maintain a status where you can play with current trains - and the gfx or beheavoir is behind the actual game-development. you need to be a great railway-fan to continue useing this mod and addons.
it's nearly impossible to make again ~ 60 sheets in the timeframe where the factorio-devs are made 2. so over time stuff gets removed instead of added ^^ - on the pro-side a much cleaner Railways-Tab.