Search found 226 matches
- Wed May 23, 2018 4:29 pm
- Forum: Ideas and Suggestions
- Topic: New Achievement Ideas
- Replies: 120
- Views: 22848
Re: New Achievement Ideas
Carpet Bombing: Fire 25 artillery shells within 25 tiles of each other
- Wed May 23, 2018 3:15 pm
- Forum: News
- Topic: Friday Facts #243 - New GUI tileset
- Replies: 167
- Views: 45206
Re: Friday Facts #243 - New GUI tileset
You have my support for sure!seePyou wrote:Shall we ask for feature request on Themes for Factorio?
- Wed May 23, 2018 2:30 pm
- Forum: News
- Topic: Friday Facts #243 - New GUI tileset
- Replies: 167
- Views: 45206
Re: Friday Facts #243 - New GUI tileset
Thanks, this works when I do it inDev-iL wrote:I think this is possible. As an example, take a look at:Code: Select all
FACTORIO_ROOT\data\core\locale\he\info.json
Code: Select all
FACTORIO_INSTALL/data/core/locale/en/info.json
- Tue May 22, 2018 6:25 pm
- Forum: News
- Topic: Friday Facts #243 - New GUI tileset
- Replies: 167
- Views: 45206
Re: Friday Facts #243 - New GUI tileset
How about an option for the player to use their own font through mods or something if they want?
With some default one of course, like TItillium or Roboto. Or Verdana.
*monospace intensifies*
With some default one of course, like TItillium or Roboto. Or Verdana.
*monospace intensifies*
- Mon May 21, 2018 6:53 pm
- Forum: News
- Topic: Friday Facts #243 - New GUI tileset
- Replies: 167
- Views: 45206
Re: Friday Facts #243 - New GUI tileset
I'm looking forward to 0.17 because Allegro, Linux, and Factorio interact destructively to cause my machine to frequently lock up when Factorio exits, and sometimes even if I just Alt-Tab away from Factorio. It's the NVidia drivers and/or Linux that have the bug. No non-root program should be able ...
- Sun May 20, 2018 5:42 pm
- Forum: News
- Topic: Friday Facts #243 - New GUI tileset
- Replies: 167
- Views: 45206
Re: Friday Facts #243 - New GUI tileset
It sure looks nice and friendly, but seems to lack featuresthereaverofdarkness wrote:"Apple UI is"brunzenstein wrote:user friendly
*Continues using i3wm*
- Sat May 19, 2018 10:31 pm
- Forum: News
- Topic: Friday Facts #243 - New GUI tileset
- Replies: 167
- Views: 45206
Re: Friday Facts #243 - New GUI tileset
If you can't face the inevitable backlash that would arise from nerfing the inventory Just stick a few more slots in the main inventory and add a couple of size upgrade researches for it Can we customize the positioning of the hotbars? This. Especially if you could have the toolbar as a sort of doc...
- Sat May 19, 2018 5:35 pm
- Forum: News
- Topic: Friday Facts #243 - New GUI tileset
- Replies: 167
- Views: 45206
Re: Friday Facts #243 - New GUI tileset
I bet right after I finished modding the graphics the game would start checksumming them to stop people altering landmine graphics to cheat in multiplayer. Knowing Factorio seems pretty open with the base game files, I would say this is pretty unlikely. Especially since you can already override van...
- Sat May 19, 2018 4:04 pm
- Forum: News
- Topic: Friday Facts #243 - New GUI tileset
- Replies: 167
- Views: 45206
Re: Friday Facts #243 - New GUI tileset
THANKS FOR YOUR OPINION!!!!! Sorry for yelling. It's been forever since I was last able to play this game. It seems nobody else is affected by the issue, but certain kind of gradients (linear shadow gradients and certain kind of radial ones) wreck with my head and cause slight dizziness, headache, ...
- Sat May 19, 2018 8:56 am
- Forum: News
- Topic: Friday Facts #243 - New GUI tileset
- Replies: 167
- Views: 45206
Re: Friday Facts #243 - New GUI tileset
Did anyone else notice biter mating behavior on the whiteboard?
Also, make sure the UI supports UTF-8 for some special characters like ö, ä and å
Also, make sure the UI supports UTF-8 for some special characters like ö, ä and å
- Sun May 13, 2018 12:46 pm
- Forum: Ideas and Suggestions
- Topic: Don't restart after exiting mod portal listing
- Replies: 9
- Views: 2490
Don't restart after exiting mod portal listing
TL;DR The game should restart only when manually exiting the installed mods listing instead of after exiting the portal listing. What ? Basically, I'm constantly getting annoyed when I have to restart in between if I install some mods and then realize that I need to update some. This should be chan...
- Sun May 13, 2018 9:43 am
- Forum: Tools
- Topic: Carpet Bombing Script
- Replies: 7
- Views: 6104
Re: Carpet Bombing Script
Does it work on Linux?
EDIT: Never mind just read the readme. Nice to see something fun that works on Linux.
EDIT: Never mind just read the readme. Nice to see something fun that works on Linux.
- Sat May 12, 2018 7:29 pm
- Forum: Mods
- Topic: [MOD] [1.1] SigmaOne's Nuclear
- Replies: 25
- Views: 10543
Re: [MOD] [0.16.X] SigmaOne's Nuclear
I'll look into making it work like the RITEG if it is installed or something similar. The solar panel icon I think I forgot in there. It will be fixed next release.
- Fri May 11, 2018 6:12 pm
- Forum: Mods
- Topic: [MOD 0.18] RITEG
- Replies: 34
- Views: 11309
Re: [MOD 0.16] RITEG
This thing somehow took 20 minutes to render...
Also the resolution is a bit big, so scale it to what you like.
Also the resolution is a bit big, so scale it to what you like.
- Fri May 11, 2018 3:16 pm
- Forum: Mods
- Topic: [MOD 0.18] RITEG
- Replies: 34
- Views: 11309
Re: [MOD 0.16] RITEG
I'm actually working on an improved, more factorio-y version now, I'll upload that once it's finished.
- Fri May 11, 2018 12:03 pm
- Forum: Ideas and Suggestions
- Topic: More vehicles instead of power armor
- Replies: 5
- Views: 1262
Re: More vehicles instead of power armor
Spidertron.
- Thu May 10, 2018 6:20 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 909429
Re: Factorio Roadmap for 0.17+
It's not useless on smaller late-game bases, but it's still way too easy.Tomik wrote:So Nuclear is useless as before? Thanks devs! *half-joking*Avezo wrote:ugh... Fluid optimalisation last on the list for 0.17+ ? Really?
- Thu May 10, 2018 4:29 pm
- Forum: Mods
- Topic: [MOD 0.18] RITEG
- Replies: 34
- Views: 11309
Re: [MOD 0.16] RITEG
I also updated the model a bit and managed to reduce the rendering noise.darkfrei wrote:Can you make shadow 50% transparent?
- Thu May 10, 2018 11:20 am
- Forum: Mods
- Topic: [MOD 0.18] RITEG
- Replies: 34
- Views: 11309
Re: [MOD 0.16] RITEG
If you want better graphics, you can use the ones I will be using in my mod. I have attached them below. If you do, please give credit 
Oh, and the slight film grain is caused by the cycles rendering engine. Also, you might want to scale this thing down a bit.

Oh, and the slight film grain is caused by the cycles rendering engine. Also, you might want to scale this thing down a bit.
- Wed May 09, 2018 8:13 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 151328
Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)
The graphics are real nice! I'm just wondering how you made the textures?