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 ...
Search found 15 matches
- Tue Aug 30, 2016 8:08 am
- Forum: Bob's mods
- Topic: Bob's Mod Graphics Update Discussion
- Replies: 132
- Views: 95397
- Wed May 11, 2016 10:02 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 126495
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.
EDIT: corrected an issue with a white translucent shape behind the basic circuit board.
- Mon May 09, 2016 7:58 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 367476
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 ...
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 ...
- 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: 2109
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.
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.
- Thu Apr 28, 2016 11:13 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 382427
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
.

- Wed Apr 27, 2016 4:47 pm
- Forum: Atomic Power
- Topic: Uranium Power
- Replies: 307
- Views: 262571
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!
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!
- Sun May 31, 2015 2:33 pm
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 254776
Re: Support - Uranium Power
32x32, but yeah, absolutely! Just tested, and mine is really not feasibly readable in-game.
- Sun May 31, 2015 1:34 pm
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 254776
Re: Support - Uranium Power
Something like this is my suggestion, although obviously more polished and readable.
- Sun May 31, 2015 1:08 pm
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 254776
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?
I'll cook up a suggestion sometime, and you can decide if you like it, if that's okay?
- Sat May 30, 2015 3:22 pm
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 254776
Re: Support - Uranium Power
So it's intended that the recipe icons are matched to the input?
- Sat May 30, 2015 9:19 am
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 254776
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="uranium-hexafluoride-02", amount ...
...
icon = "__UraniumPower__/graphics/icons/uranium-hexafluoride.png",
...
results=
{
{type="item", name="empty-barrel", amount=1},
{type="fluid", name="uranium-hexafluoride-02", amount ...
- Sat May 30, 2015 6:29 am
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 254776
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 ...
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 ...
- Fri May 29, 2015 8:55 am
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 254776
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.
- Thu May 28, 2015 10:19 am
- Forum: Mods
- Topic: [0.12.x]Cartmen's Mods Information
- Replies: 285
- Views: 100374
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 ...
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 ...
- Thu May 21, 2015 10:08 pm
- Forum: Mods
- Topic: [0.12.x]Cartmen's Mods Information
- Replies: 285
- Views: 100374
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 ...
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 ...