Search found 15 matches

by Chreutz
Tue Aug 30, 2016 8:08 am
Forum: Bob's mods
Topic: Bob's Mod Graphics Update Discussion
Replies: 132
Views: 79845

Re: Bob's Mod Graphics Update Discussion

Hello I have to say that those metal graphics look so damn awesome! Can't wait to hopefully use them! I did some alternate graphics for electronics a while ago: http://i.imgur.com/t0a2GZr.png Use them if you want, or don't :-). They're nothing special, but I thought I might as well submit them. EDIT...
by Chreutz
Wed May 11, 2016 10:02 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.6] Bob's Electronics
Replies: 191
Views: 111094

Re: [0.12.x][v0.12.6] Bob's Electronics

I made these icons today, if anyone is interested. They're made to be recognizable for both vanilla and bob's-players.

EDIT: corrected an issue with a white translucent shape behind the basic circuit board.
by Chreutz
Mon May 09, 2016 7:58 am
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 319203

Re: Foreman 0.1.9 - A factory optimisation tool.

Error on run: System.ArgumentNullException: Value cannot be null. Parameter name: path1 at System.IO.Path.Combine (System.String path1, System.String path2) <0x7f49f1562610 + 0x00231> in <filename unknown>:0 at Foreman.MainForm.Form1_Load (System.Object sender, System.EventArgs e) <0x403c9000 + 0x0...
by Chreutz
Sun May 08, 2016 11:46 am
Forum: Implemented Suggestions
Topic: Allow people to configure the stack size of a rapid inserter
Replies: 3
Views: 1678

Re: Allow people to configure the stack size of a rapid inserter

The factory may not be slower in the overall term.

But the scenario where an assembler requires 2 of something, but has to wait for the rapid/bulk inserter to pick up 11 from a transport belt before transferring to the assembler seems annoying.
by Chreutz
Thu Apr 28, 2016 11:13 am
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 311775

Re: MOD [0.12+] Bio-Farm 1.1.2 - Tree Farming Mod

It is probably worth mentioning that this mod comes with settings that changes the reach of the player. Don't know if that is intentional... I Just spent an hour trying to locate which mod was causing this :-).
by Chreutz
Wed Apr 27, 2016 4:47 pm
Forum: Atomic Power
Topic: Uranium Power
Replies: 307
Views: 222580

Re: Uranium Power

Hey Fatmice.
I would just like to say that your solution and plans for the new version sounds absolutely awesome! I am really hyped for this mod, and can't wait for 0.13 to drop. Good work!
by Chreutz
Sun May 31, 2015 2:33 pm
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 197386

Re: Support - Uranium Power

32x32, but yeah, absolutely! Just tested, and mine is really not feasibly readable in-game.
by Chreutz
Sun May 31, 2015 1:34 pm
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 197386

Re: Support - Uranium Power

Something like this is my suggestion, although obviously more polished and readable.
by Chreutz
Sun May 31, 2015 1:08 pm
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 197386

Re: Support - Uranium Power

Ah, okay, I understand your reasoning for that. Might I suggest some different icons for the recipes than for the fluids, signifying that it is a process, rather than a simple conversion.
I'll cook up a suggestion sometime, and you can decide if you like it, if that's okay?
by Chreutz
Sat May 30, 2015 3:22 pm
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 197386

Re: Support - Uranium Power

So it's intended that the recipe icons are matched to the input?
by Chreutz
Sat May 30, 2015 9:19 am
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 197386

Re: Support - Uranium Power

In the recipe-file for UF6, the icon filename should match the item name in the result. Right now, it's ... icon = "__UraniumPower__/graphics/icons/uranium-hexafluoride.png", ... results= { {type="item", name="empty-barrel", amount=1}, {type="fluid", name=&quo...
by Chreutz
Sat May 30, 2015 6:29 am
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 197386

Re: Support - Uranium Power

I checked the source code, and it is an error. Quickly fixed, though. Edit: Also, if you would like some help with the development or documentation, I'd love to be of service. I think this mod is awesome in its realism of the fuel processing and heat exchangers, and I'd like to contribute if you wil...
by Chreutz
Fri May 29, 2015 8:55 am
Forum: Atomic Power
Topic: Support - Uranium Power
Replies: 470
Views: 197386

Re: Support - Uranium Power

Is it on purpose that icons for the recipes for UF6 are shifted one over? the recipe that results in the 1.7% UF6 has the 1.2% icon.
by Chreutz
Thu May 28, 2015 10:19 am
Forum: Mods
Topic: [0.12.x]Cartmen's Mods Information
Replies: 285
Views: 74870

Re: Suggestions

No worries. I just used the console to create the necessary 20 adv circuits and destroyed the ingredients, and from there it works :D . Do you have the mod on github or similar? I'm really interested in modding, and would like to start out by contributing to something I like, if you will accept my a...
by Chreutz
Thu May 21, 2015 10:08 pm
Forum: Mods
Topic: [0.12.x]Cartmen's Mods Information
Replies: 285
Views: 74870

Re: Suggestions

Hey Cartmen New factorio player here, who mostly bought it for the mods, and I'm really enjoying it so far, especially yours! But is there a bug with the Advanced Circuits? The vanilla recipe is gone, and it can only be crafted in the Electronics Assembler 2, which in itself requires Adv. Circuits.....

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