Search found 87 matches

by Shadow_Man
Fri May 07, 2021 11:33 pm
Forum: Releases
Topic: Version 1.1.33
Replies: 14
Views: 28802

Re: Version 1.1.33

Landfill icon with grass, but when you place landfill, it is without grass ;)
Maybe need to wait some time for grass grow? :lol:
by Shadow_Man
Thu Mar 11, 2021 10:34 am
Forum: Releases
Topic: Version 1.1.27
Replies: 9
Views: 17214

Re: Version 1.1.27

Mod name/title length limit inspired by this? :lol:
https://mods.factorio.com/mod/Rohlinhea ... e-atnsasri
by Shadow_Man
Wed Mar 10, 2021 10:52 am
Forum: Mod portal Discussion
Topic: Bug in mod DL counter
Replies: 2
Views: 1410

Re: Bug in mod DL counter

You are right.
Merge my post with this.
by Shadow_Man
Wed Mar 10, 2021 10:46 am
Forum: Mod portal Discussion
Topic: Bug in mod DL counter
Replies: 2
Views: 1410

Bug in mod DL counter

Hello. One of my mods ( https://mods.factorio.com/mod/Warptorio2_Language_Pack ) had a sudden increase in download count after a recent update. The number of downloads is increasing for all versions of the mod, both new and old, starting with the very first one. It is unlikely that this is actually ...
by Shadow_Man
Tue Dec 29, 2020 11:50 pm
Forum: Mods
Topic: Industrial Revolution 2 discussion
Replies: 124
Views: 50121

Re: Industrial Revolution 2 discussion

There is localization mod for Industrial Revolution 2 on mod portal:
https://mods.factorio.com/mod/Industria ... guage_Pack

Everyone invited to translating :D
by Shadow_Man
Tue Nov 24, 2020 1:12 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 134187

Re: Version 1.1.0

Nexarius wrote: ↑
Tue Nov 24, 2020 1:09 pm
This is just genius :)

I have just one question. Why is the 1.1.0 zip file bigger than the not compressed version?
Because compression algorithm in Setup.exe better than ZIP ;)
by Shadow_Man
Tue Nov 24, 2020 11:05 am
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 134187

Re: Version 1.1.0

Why was the Rocket silo stats GUI removed? How do we now see how many satellites we've launched? Press P, search for space science produced, divide by 1000. But you can launch rocket without satellite, or you launch other things in rocket, not satellites. Some mods may change launch mechanics by re...
by Shadow_Man
Tue Nov 24, 2020 12:23 am
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 134187

Re: Version 1.1.0

Hey, what about game version requirements for mods?
The game now requires mods with Factorio 1.1 version, but the changelog did not indicate this.
Is this a bug?
by Shadow_Man
Tue Nov 24, 2020 12:06 am
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 134187

Re: Version 1.1.0

We have an undo button. Why don't we have a redu button yet? It happened way too often to me that I undid one too many, and ended up breaking something important. +1 err … what about https://forums.factorio.com/viewtopic.php?f=66&t=69903 Ok, it's implemented. But nobody knows :D There is no but...
by Shadow_Man
Mon Nov 23, 2020 11:57 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 134187

Re: Version 1.1.0

Mernom wrote: ↑
Mon Nov 23, 2020 11:26 pm
We have an undo button.

Why don't we have a redu button yet? It happened way too often to me that I undid one too many, and ended up breaking something important.
+1
by Shadow_Man
Sun Nov 15, 2020 12:13 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 302542

Re: XM 3.5.3 Out

Corrected violation of conservation of energy in coke production ;) (Doubled coal fuel value from 4 -> 8 MJ, and reduced coke output from 9 to 8) Hmm... Coke is more *condensed* and refined fuel than coal... Maybe change power distribution to: Coal - 4 MJ, Coke - 8 MJ, and craft 8 Coal -> 4 Coke. A...
by Shadow_Man
Sat Nov 14, 2020 5:49 pm
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 101295

Re: Friday Facts #363 - 1.1 is getting close

Just another variant to character inventory/logistics/crafting tabs: make its order configurable in game options.
by Shadow_Man
Sat Oct 31, 2020 9:23 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 302542

Re: [MOD 1.0] Xander Mod v3.5.1

Mod is great, thank you. 8-) But I have some questions (and not only me): 1. There is no wood production. Do I have to harvest wood by hand all the time? 2. Many assembling recipes of Tier1 machines require blue assembler, which is already on a different Tier. Maybe allow a standard (gray) assembler...
by Shadow_Man
Sun Oct 04, 2020 10:38 pm
Forum: Development tools
Topic: Factorio Locale Editor
Replies: 4
Views: 4469

Factorio Locale Editor

Greetings to all Factorio community. I wrote a small program to help translate mods. It is very simple to use: load the locale file for translation, load the translation (if there is one already), select the strings for translation in the list on the left, the source text and the translation below a...
by Shadow_Man
Fri Aug 14, 2020 10:46 pm
Forum: News
Topic: Friday Facts #360 - 1.0 is here!
Replies: 210
Views: 107946

Re: Friday Facts #360 - 1.0 is here!

ssilk wrote: ↑
Fri Aug 14, 2020 9:47 pm
Finaly it's there. Grats!!

Now we can close the suggestions-board.
WAAAAT??!!




ssilk wrote: ↑
Fri Aug 14, 2020 9:47 pm
Not.
Phew... Cruel joke, heart attack can happen :o
by Shadow_Man
Fri Aug 14, 2020 11:01 am
Forum: Releases
Topic: Version 1.0.0
Replies: 130
Views: 101669

Re: Version 1.0.0

If there is no "first day patch", then this is a complete violation of all game developing traditions :D

WUBE, you are great!
by Shadow_Man
Mon Aug 03, 2020 3:06 pm
Forum: News
Topic: Friday Facts #358 - Alien decoratives & Polluted water
Replies: 71
Views: 34266

Re: Friday Facts #358 - Alien decoratives & Polluted water

I think the only way to turn the starting lake back to blue will be by using your starting factory as a bootstrap factory, moving elsewhere for your endgame factory, and tearing down the starter base XD. Hey, but what about water treatment plant? We need it, seriously. We want to live on a green, b...
by Shadow_Man
Sun Aug 02, 2020 12:28 pm
Forum: Ideas and Suggestions
Topic: Personal logistics on/off
Replies: 0
Views: 607

Personal logistics on/off

Personal logistics disables after death, and this is good.
My suggestion is to auto-enable it after you pickup your dead body.
It will be useful for those people who forget to turn it on.
by Shadow_Man
Fri Jul 31, 2020 9:17 pm
Forum: News
Topic: Friday Facts #358 - Alien decoratives & Polluted water
Replies: 71
Views: 34266

Re: Friday Facts #358 - Alien decoratives & Polluted water

I can easily imagine a three step process: at low/no pollution water is blue at intermediate values it becomes green (algae), but maybe not as vibrant as you show in the screenshots at high values it turns brown/black/disgusting (dead water). Great idea! Hope Factorio team implement it! And one mor...
by Shadow_Man
Fri Jul 31, 2020 9:04 pm
Forum: Releases
Topic: Version 0.18.38
Replies: 24
Views: 16493

Re: Version 0.18.38

I think it would be useful to add "Sort" buttons in BP library.
E.g. "Sort alphabetically (ascending/descending)", "Unsorted" (your manual order).
Image
P.S. Copy button also need redesign (maybe as above) ;)

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