Search found 89 matches
- Sat Mar 24, 2018 11:49 am
- Forum: News
- Topic: Friday Facts #235 - 0.16 stable
- Replies: 122
- Views: 58216
Re: Friday Facts #235 - 0.16 stable
Pliss implement waving trees efect viewtopic.php?f=6&t=53640
- Fri Oct 27, 2017 6:52 pm
- Forum: Implemented Suggestions
- Topic: Waving trees efect
- Replies: 1
- Views: 2336
Waving trees efect
Hi guys, in game called "Balrum" (izometric RPG) trees sprites waving, it's giving effect of life i think it's will be look very nice in factorio. If any one can do gif from balrum it will clearly shows how nice looks this efect.
- Tue Dec 27, 2016 2:00 pm
- Forum: Ideas and Requests For Mods
- Topic: [MOD REQUEST] Swaying trees.
- Replies: 0
- Views: 825
[MOD REQUEST] Swaying trees.
Hi guys, recently I played in game called Balrum ,it's izometric style RPG. I noticed the trees in this game which also is sprites like factorio, sways and gives the effect of wind and very revives environment. It someone of you have any idea how to implement this in factori? I can write to Balcony ...
- Sun Dec 25, 2016 3:56 pm
- Forum: Ideas and Suggestions
- Topic: Train horn .
- Replies: 3
- Views: 2048
Train horn .
I think that it would be nice to hear the train horn when the locomotive stops and starts muves from the station.
I wanted to remind also this viewtopic.php?f=6&t=19257
I wanted to remind also this viewtopic.php?f=6&t=19257
- Mon Sep 05, 2016 6:21 pm
- Forum: News
- Topic: Friday facts #154 - Challenge us
- Replies: 61
- Views: 32554
Re: Friday facts #154 - Challenge us
hey Kovarex about graphic, can u look for trees in game called Balrum, i don't have time to create gif now but i think this the efect of waves trees interesting you it's make game look more livelier.
- Sun May 22, 2016 9:32 am
- Forum: Mods
- Topic: [Mod 0.12.22]Enemies+ V: 0.0.1 Open testing -Tunnel digger
- Replies: 31
- Views: 28123
Re: [Mod 0.12.22]Enemies+ V: 0.0.1 Open testing -Tunnel digger
Greate job man i must test this mod listen do u thing about add harp emiter? Harp emiter? Could you describe what it is :)? i mean machine like half lifa 2 antilions miss this machines it's work like big humer punch earth in mod to factori called eletric walls is harp emiter i dont know for what bu...
- Sat Mar 26, 2016 11:07 am
- Forum: Mods
- Topic: [Mod 0.12.22]Enemies+ V: 0.0.1 Open testing -Tunnel digger
- Replies: 31
- Views: 28123
Re: [Mod 0.12.22]Enemies+ V: 0.0.1 Open testing -Tunnel digger
Greate job man i must test this mod listen do u thing about add harp emiter?
- Sun Feb 28, 2016 10:35 pm
- Forum: News
- Topic: Friday Facts #127 - Steam Status III: Thank You
- Replies: 89
- Views: 45975
Re: Friday Facts #127 - Steam Status III: Thank You
About new trailer, it's again It looks better than in last build u use pre alpha 13 or script graphic to game by more detail i mean grass rock etc?
- Sun Feb 28, 2016 10:27 pm
- Forum: Ideas and Requests For Mods
- Topic: Two new enemies
- Replies: 2
- Views: 6768
Re: Two new enemies
I be very happy you are interested in my idea if i can any help you plis, write thanks for coperating
- Sun Jan 17, 2016 9:55 pm
- Forum: Ideas and Suggestions
- Topic: Train wheel sparks
- Replies: 2
- Views: 5399
Train wheel sparks
Hi ,can u add sparks appear randomly between train wheels when train rides, and apper all the time when train brakes.
Sparks apper when logistic robot repair something look very good.
Sparks apper when logistic robot repair something look very good.
- Sun Jan 17, 2016 9:21 pm
- Forum: Mods
- Topic: [MOD 0.12.20] Concrete Lamppost
- Replies: 37
- Views: 50671
Re: [MOD 0.12.20] Concrete Lamppost
imagine the streets where one lamp shines on the streets and the other shines on the sidewalk, it looks like the Russian middle of nowhere. secondly, I can not illuminate point what i want, because the lamp set her back. these lamps look great, but set improperly they look pointless. :cry: but if it...
- Sun Jan 17, 2016 9:07 pm
- Forum: Mods
- Topic: [MOD 0.12.20] Concrete Lamppost
- Replies: 37
- Views: 50671
Re: [MOD 0.12.20] Concrete Lamppost
whether this is due construction lamps? or if the cable would be connected to inside point of lamp, not like now to behinde point ther can by still be power pole and can by rotated?
what you think about this?
what you think about this?
- Sun Jan 17, 2016 8:45 pm
- Forum: Mods
- Topic: [MOD 0.12.20] Concrete Lamppost
- Replies: 37
- Views: 50671
Re: [MOD 0.12.20] Concrete Lamppost
Well its not useless for me, and it doesnt rotate, and i dont plan to change the mod atm So no trouble for you not to use it Oh pliss do not be like this, you know that this is not my point, I respect you and respect you work mod is very good but It is not finite, do not be offended. Why do not you...
- Sun Jan 17, 2016 5:02 pm
- Forum: Mods
- Topic: [MOD 0.12.20] Concrete Lamppost
- Replies: 37
- Views: 50671
Re: [MOD 0.12.20] Concrete Lamppost
listen mod is useless without this option maybe there is any way to implement rotation maybe others moder can help? Can you tell my where is problem, i know il be layman but maybe someone reat this and make help?
It's very important for me that this mod work properly.
It's very important for me that this mod work properly.
- Sun Jan 17, 2016 3:08 pm
- Forum: Mods
- Topic: [MOD 0.12.20] Concrete Lamppost
- Replies: 37
- Views: 50671
Re: [MOD 0.12.20] Concrete Lamppost
Oh man why?
- Sun Jan 17, 2016 1:14 pm
- Forum: Mods
- Topic: [MOD 0.12.20] Concrete Lamppost
- Replies: 37
- Views: 50671
Re: [MOD 0.12.20] Concrete Lamppost
Kloan are u read post? you can not rotate the lamp and mod becomes useless plis do something with this man. i can tolerate izometric lamp but i can't tolerate fact i cant rotate to standing proprly.
- Sun Jan 17, 2016 12:59 pm
- Forum: Ideas and Requests For Mods
- Topic: Train poles and end truck
- Replies: 4
- Views: 13600
Re: Train poles and end truck
What post ? Yes i mean elctic trains and poles like normal live, i see mod with electric rails but thats mod is not ended because electic rail only look electric but not working ,and train connects cable with pole and its look strange. if i good remember its 5dims but i can wrong. will be wery nise ...
- Mon Jan 11, 2016 12:42 pm
- Forum: News
- Topic: Friday Facts #120 - Spidertron
- Replies: 123
- Views: 123799
Re: Friday Facts #120 - Spidertron
he concrete texture in the game at the time of me writing this (January 11th) looks too cleans, square, and shiny. You have actually played the game yourself, right? Just in case you didn't notice, you have landed/crashed/whatevered onto a hostile alien world. You literally start with almost nothin...
- Mon Jan 11, 2016 12:22 pm
- Forum: News
- Topic: Friday Facts #119 - Happy 2016
- Replies: 34
- Views: 40366
Re: Friday Facts #119 - Happy 2016
It might be better if you send the emails to us, so we can actually send them email as well as the game. I wanted to propose this but I did not know how will be you reaction. Maybe could we start a list of all youtubers we know that could make a review of Factorio, like that, it would take off from...
- Sun Jan 10, 2016 10:53 pm
- Forum: News
- Topic: Friday Facts #120 - Spidertron
- Replies: 123
- Views: 123799
Re: Friday Facts #120 - Spidertron
But it is a decision the Devs have done. Yes but our opinions also are important, we are beta tester, it's necessary that everything was done from the beginning to the end, sometimes a small idea can be big challenge if we want to working properly. And at this moment arises a question is it priorit...