Dear Devs, it would be really NICE if you guys made available all unused assets (or at least some or most?) inside the factorio folders (or released as an asset mod?), so all modders with less artistic capabilities can make use of it in graphic poor mods.
Thank you very much
Search found 8 matches
- Fri Oct 04, 2024 7:18 pm
- Forum: News
- Topic: Friday Facts #431 - Gleba & Captivity
- Replies: 158
- Views: 32046
- Sat Jul 27, 2024 5:47 am
- Forum: News
- Topic: Friday Facts #421 - Optimizations 2.0
- Replies: 109
- Views: 22059
Re: Friday Facts #421 - Optimizations 2.0
So, it just occurred to me that if you zoom out the image with the lamps array, it kinda looks like a monster... probably a stealthy preview of new monsters?
- Sun Apr 14, 2024 5:49 pm
- Forum: News
- Topic: Friday Facts #406 - Space Age Music
- Replies: 157
- Views: 32666
Re: Friday Facts #406 - Space Age Music
The one I liked the most is Vulcanus. The sample for unknown planets are also to my liking. The one I didn't like at all is Fulgora... to the point that I will probably turn the music off when I'm at that planet. And this gave me the idea: Why you devs don't add individual music control for each pla...
- Fri Nov 24, 2023 6:05 pm
- Forum: Ideas and Suggestions
- Topic: Space Age Suggestion: Combat planet
- Replies: 4
- Views: 1023
Re: Space Age Suggestion: Combat planet
a Tower Defense like planet could be interesting, and the resources could also be limited to loot from the enemy hordes.
- Fri Nov 24, 2023 1:08 pm
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 124
- Views: 36199
Re: Friday Facts #386 - Vulcanus
my guess and hope is that there is 2 kinds of cliff explosives: - weak version for the soft rock-based cliffs present on Nauvis - strong version for the hard rock-based cliffs present on Vulcanus this way, getting rid of cliffs on Nauvis isn't postponed too much. I guess with the Thermal Vents it wi...
- Fri Nov 10, 2023 5:45 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 334
- Views: 69989
Re: Friday Facts #384 - Combinators 2.0
I think it would be better to include the "stack size" directly on to the Arithmetic Combinator, so you can read a signal input and multiply it by its stack size directly, without the need for one additional entity.
- Tue Sep 20, 2016 5:09 pm
- Forum: Ideas and Suggestions
- Topic: Combat Roboports
- Replies: 5
- Views: 2442
Re: Combat Roboports
I always thought that the Defender, Distractor and Destroyer robots should work this way instead of self-destruction after a time.
It would be much more interesting to house in a roboport all kinds of robots for different purposes, not just construction and logistic bots.
It would be much more interesting to house in a roboport all kinds of robots for different purposes, not just construction and logistic bots.
- Mon Sep 19, 2016 7:10 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Bergius Process
- Replies: 50
- Views: 66090
Re: [MOD 0.12.x] Bergius Process
IMO this is the mod that most urgently needs to be added to the base game (except for fluid wagons and universal barrelling which are reportedly on track for 0.15 already). Without this mod, coal very suddenly morphs from an essential factory input into nearly useless trash when solar panels and el...