Search found 1149 matches

by valneq
Thu Aug 06, 2020 10:56 pm
Forum: Angels Mods
Topic: High rez sprites?
Replies: 6
Views: 2046

Re: High rez sprites?

kirazy wrote:
Thu Aug 06, 2020 8:48 pm
High res sprites are coming, though.
This looks so good :-D
by valneq
Thu Aug 06, 2020 7:56 pm
Forum: Angels Mods
Topic: High rez sprites?
Replies: 6
Views: 2046

Re: High rez sprites?

Enable latest beta from steam or download from the website, then make sure they are enabled from ingame options. I have high-rez sprites turned on in general, but I still get low-rez sprites for things like Angel's Chem Plant and Elecrolyser. How do I get high-rez sprites for those? Is there a mod ...
by valneq
Thu Aug 06, 2020 5:51 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1377182

Re: Development and Discussion

Producing the following error message: Screenshot of this error message: https://imgur.com/0DDGTKY Which version of Factorio are you running? I cannot reproduce this on my Factorio 0.18.43 with all mods updated and all mod settings default, so mybe it is related to startup settings for the mods. Ca...
by valneq
Thu Aug 06, 2020 5:32 pm
Forum: Releases
Topic: Version 0.18.43
Replies: 8
Views: 8889

Re: Version 0.18.43

The tech icons are great! Great job!

Is there any chance to get updated icons for the crafting/signal categories? Especially "Logistics" looks out of place now. And "fluids" always looked too much like science packs, not like fluids droplets.
by valneq
Thu Aug 06, 2020 3:09 pm
Forum: Ideas and Suggestions
Topic: More visibility with Electric Miners
Replies: 25
Views: 5619

Re: More visibility with Electric Miners

Here is another observation: The status lights are much more visible at night. So nighttime for me is "trim the ore patches on its edges" time now :-)
by valneq
Wed Aug 05, 2020 11:32 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1377182

Re: Development and Discussion

I'm sure this has been asked before, but what are the plans for 1.0? And is there a timeframe for when Angel's mods will be fully ready to use with 1.0? I've been abstaining on Factorio until 1.0 and I plan to dive in headfirst with a Bob's+Angel's campaign. The same rule applies, as for Bob's mods...
by valneq
Wed Aug 05, 2020 11:30 pm
Forum: Bob's mods
Topic: [0.18.x] Bob's Mods: General Discussion
Replies: 149
Views: 53304

Re: [0.18.x] Bob's Mods: General Discussion

I'm sure this has been asked before, but what are the plans for 1.0? And is there a timeframe for when Bob's mods will be fully ready to use with 1.0? I've been abstaining on Factorio until 1.0 and I plan to dive in headfirst with a Bob's+Angel's campaign. In case kirazy’s answer did not make it cl...
by valneq
Wed Aug 05, 2020 6:41 pm
Forum: Bob's mods
Topic: [1.1] - Artisanal Reskins: Bob's Mods
Replies: 78
Views: 34302

Re: [0.18] - (BETA) Artisanal Reskins: Bob's Mods

I had a look at the locale translations on Crowdin and did a first iteration of translation into German. While doing so, I realized that something was broken with one of the strings on Crowdin. I guess the semicolon confused a parser or something. Can you please check this source string: https://cro...
by valneq
Wed Aug 05, 2020 5:59 pm
Forum: Translations
Topic: Crowdin Status Unclear
Replies: 12
Views: 3564

Re: Crowdin Status Unclear

I don't really want to, it is quite an embarrassing situation on both sides, and at this time we still don't have any resolution with Altagram about it, I don't want to bring more attention to a bad situation Fair enough. Maybe you can discuss the status once you have a resolution with Altagram. Ma...
by valneq
Tue Aug 04, 2020 3:08 pm
Forum: Translations
Topic: Crowdin Status Unclear
Replies: 12
Views: 3564

Re: Crowdin Status Unclear

Klonan wrote:
Tue Aug 04, 2020 10:25 am
I think at this point it is too late to integrate the work Altagram has provided,
Sorry to hear that. Would it be possible to have this briefly discussed in the next FFF?
Klonan wrote:
Tue Aug 04, 2020 10:25 am
Please if you are willing begin contributing to Crowdin once again
Will do. Thanks for the answers, by the way :-)
by valneq
Mon Aug 03, 2020 4:32 pm
Forum: Translations
Topic: Crowdin Status Unclear
Replies: 12
Views: 3564

Re: Crowdin Status Unclear

Thanks for taking care of it. Now it is actually the way I remember it.

But does that also mean that there will never actually be any changes suggested by Altagram which will be incorporated into the game? I'd be glad to read some explanation / status update in the next FFF, need not be here.
by valneq
Sat Aug 01, 2020 3:43 am
Forum: News
Topic: Friday Facts #356 - Blueprint library for real
Replies: 123
Views: 55421

Re: Friday Facts #356 - Blueprint library for real

The new library fixes most, if not all, of the problems of blueprint management. You can nest blueprint books now, you can store upgrade and deconstruction planners as well, and most importantly, the interaction has been reworked to be identical to standard inventories. You can even setup an empty ...
by valneq
Fri Jul 31, 2020 10:32 pm
Forum: News
Topic: Friday Facts #356 - Blueprint library for real
Replies: 123
Views: 55421

Re: Friday Facts #356 - Blueprint library for real

I was playing around with the new blueprint features. I love it ^^ Thanks @Wube
by valneq
Fri Jul 31, 2020 8:21 pm
Forum: News
Topic: Friday Facts #358 - Alien decoratives & Polluted water
Replies: 71
Views: 33176

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

Food for thought for post 1.0: If the water will be just tinted, why have only two colors for tinting the 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 hi...
by valneq
Fri Jul 31, 2020 2:49 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1377182

Re: Development and Discussion

Is nobody using steam cracking for oil or gas?
I usually need more steam …
by valneq
Thu Jul 30, 2020 6:35 pm
Forum: Angels Mods
Topic: [BUG] Missing recipe and reasearch
Replies: 2
Views: 1581

Re: [BUG] Missing recipe and reasearch

I cannot reproduce this. Does it also happen in a new game with the same settings? If not, it is probably a migration issue with an existing save. If it works fine in a new game, you can load your map and execute the following command on your game console / chat: /c game.player.force.technologies['w...
by valneq
Tue Jul 28, 2020 8:42 pm
Forum: Translations
Topic: Crowdin Status Unclear
Replies: 12
Views: 3564

Re: Crowdin Status Unclear

Hope this will be sorted out sooner than later. Release of 1.0 is approaching, after all.

I am starting to get a bit more worried because people still contribute via Crowdin, messing around with the state even more.
by valneq
Mon Jul 27, 2020 12:05 pm
Forum: News
Topic: Friday Facts #353 - Trailer update
Replies: 38
Views: 19870

Re: Friday Facts #353 - Trailer update

Considering that their proofreading was supposed to hit Crowdin, and nothing has happened on Crowdin in that regard, we might get an update on that topic in the next FFF. Looking forward to it. And even more so looking forward to their corrections to the locales. https://i.imgur.com/dnKV2Mm.png See...
by valneq
Mon Jul 27, 2020 3:50 am
Forum: Translations
Topic: Crowdin Status Unclear
Replies: 12
Views: 3564

Crowdin Status Unclear

I saw that there was some activity on Crowdin by "Factorio Team". However, I don't understand what happened, nor why. Considering that it has been a while since we were told that altagram was supposed to translate and proofread the locales, I'd like to request an update on the status of th...
by valneq
Sat Jul 25, 2020 7:28 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1377182

Re: Development and Discussion

cheshire_cat wrote:
Sat Jul 25, 2020 12:39 pm
Well the second plan actually doesn't use carbon monoxide at all, as input or intermediate product.
My bad, on the scaled down screenshot I mistook the oxygen for carbon monoxide ^^

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