My Player Color
Now on the mod portal!
Do you wish you had more colors to choose from? My Player Color lets you describe any color you want, in words, then does all the math and console stuff for you. Why just be "red", if you could be "dark red", "kinda faded red", "very very vivid red", even ...
Search found 50 matches
- Tue Aug 14, 2018 4:44 am
- Forum: Mods
- Topic: [MOD 16.x] My Player Color
- Replies: 0
- Views: 1238
- Sun Aug 12, 2018 9:30 pm
- Forum: Not a bug
- Topic: [0.16.51] Can't change map color of rails (not a bug, TY :)
- Replies: 1
- Views: 1144
[0.16.51] Can't change map color of rails (not a bug, TY :)
While working on my mod, it came to my attention that straight_rail and curved_rail both seem to ignore map_color AND friendly_map_color! Am I missing something, or have I found a bug?
- Sun Aug 12, 2018 9:01 pm
- Forum: Mods
- Topic: [MOD 0.16] Useful Map Colors
- Replies: 19
- Views: 12598
Re: [MOD 0.16] Useful Map Colors
If it's exactly like that, you're missing a closing curly bracket at the end:
return {
{ "electric-pole", "big-wooden-pole", HSL(.1, 1.0, .8, part) },
{ "tile", "wood-floor", HSL(.1, .5, .3, full) },
{ "straight-rail", "straight-rail", { r= .8, g= .43, b= .8, a=slight} },
{ "curved-rail ...
return {
{ "electric-pole", "big-wooden-pole", HSL(.1, 1.0, .8, part) },
{ "tile", "wood-floor", HSL(.1, .5, .3, full) },
{ "straight-rail", "straight-rail", { r= .8, g= .43, b= .8, a=slight} },
{ "curved-rail ...
- Tue Aug 07, 2018 8:14 am
- Forum: Mods
- Topic: [MOD 0.16] Useful Map Colors
- Replies: 19
- Views: 12598
Re: [MOD 0.16] Useful Map Colors
I finally got around to updating this thing, lol. It has colors for all the new stuff, as well as a few in-game options. For example, you can toggle between Oil Wells being high-visibility purple or the old realistic color. I hope you all enjoy it as much as I've enjoyed making it. 

- Wed Nov 30, 2016 10:45 pm
- Forum: Mods
- Topic: [MOD 0.16] Useful Map Colors
- Replies: 19
- Views: 12598
Re: [MOD 0.13.x+] Useful Map Colors
That mod has more support for coloring items from other mods out-of-the-box. It was also the inspiration for UMC - I loved the idea, but wanted to improve everything. Mine is more aesthetically pleasing, more informative, and lets you override colors / add your own mod support.
If oil needs better ...
If oil needs better ...
- Tue Nov 29, 2016 5:32 pm
- Forum: Mods
- Topic: [MOD 0.16] Useful Map Colors
- Replies: 19
- Views: 12598
Re: [MOD 0.13.x+] Useful Map Colors
Double-check that the mod is enabled. It should automatically redraw the map when you load a game, but the redraw can be a little slow and may need a few minutes to finish (especially in big games). If you load and open your map, you should see explored sectors lighting up one at a time, with the ...
- Tue Nov 29, 2016 3:45 am
- Forum: Mods
- Topic: [MOD 0.16] Useful Map Colors
- Replies: 19
- Views: 12598
Re: [MOD 0.13.x+] Useful Map Colors
Hi there. It can be a bit technical, but please allow me to explain how to specify colors. You should avoid changing anything except config.lua, just to be safe. For simplicity sake, each number should be a decimal between 0 and 1.
By default, Factorio uses RGB color where the first three numbers ...
By default, Factorio uses RGB color where the first three numbers ...
- Mon Oct 31, 2016 9:59 pm
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 99258
Re: [MOD 12.11+] Train Outposts
Really loving this mod! I'm enjoying this more than I enjoyed RSO - in RSO, I didn't need to expand until almost the end of the game, while in TO it was profitable to abandon my starting area early in the game. 20x train rails may be a little OP, but it's awfully helpful.
Unfortunately, it's making ...
Unfortunately, it's making ...
- Mon Oct 31, 2016 8:32 pm
- Forum: Mods
- Topic: [MOD 0.16] Useful Map Colors
- Replies: 19
- Views: 12598
Re: [MOD 0.13.x+] Useful Map Colors
When the new version is out (soon), you won't have to use that command to update your map - it automatically does it for you.
It also has a config file to let you specify colors for new stuff.

It also has a config file to let you specify colors for new stuff.
- Fri Oct 28, 2016 6:42 am
- Forum: Mods
- Topic: Better Science
- Replies: 1
- Views: 3211
Better Science
Check it out on the Mod Portal!
https://dl.dropboxusercontent.com/u/3713769/web/Factorio/mods/betterscience/new%20tech%20tree%20to%20silo.png
Someone asked for a forum thread for discussion, so here you go! I'm definitely interested in hearing opinions on its balance, and I can't wait to see ...
https://dl.dropboxusercontent.com/u/3713769/web/Factorio/mods/betterscience/new%20tech%20tree%20to%20silo.png
Someone asked for a forum thread for discussion, so here you go! I'm definitely interested in hearing opinions on its balance, and I can't wait to see ...
- Sun Sep 18, 2016 5:50 pm
- Forum: Mods
- Topic: [MOD 0.16] Useful Map Colors
- Replies: 19
- Views: 12598
Re: [MOD 0.13.x+] Useful Map Colors
Currently, I've only hard-coded support for two modded items: Wooden floors and big wooden powerpole. I have yet to figure out a good way for mod items to get correct custom colors, but I'm open to suggestions.
- Sat Sep 17, 2016 3:55 am
- Forum: Mods
- Topic: [MOD 0.16] Useful Map Colors
- Replies: 19
- Views: 12598
Re: [MOD 0.13.x+] Useful Map Colors
I'm going to release a 0.14 version when either A) 0.14 becomes the stable version, or B) Factorio allows mods to work with more than one version. If you need it now, you can extract the mod and edit info.json, changing 0.13 to 0.14. But if you use 0.14, then most mods on the portal will be disabled ...
- Wed Sep 14, 2016 12:34 am
- Forum: Mods
- Topic: Utility function: data.raw trawler
- Replies: 0
- Views: 1275
Utility function: data.raw trawler
Working with Factorio's data.raw schema, it can be easy to change more than you intended. For example, if we wanted to change Productivity Module 3's infamously inconsistent recipe, we could simply write to our data.lua:
data.raw.recipe["productivity-module-3"].ingredients =
{
{"productivity ...
data.raw.recipe["productivity-module-3"].ingredients =
{
{"productivity ...
- Sat Sep 10, 2016 3:43 am
- Forum: Mods
- Topic: [MOD 0.16.x] Auto Deploy Destroyers 0.1.6
- Replies: 10
- Views: 8794
Re: [MOD 0.13.x] Auto Deploy Destroyers 0.1.3
I was planning on making something like this (including needing a modular armor gadget), but it looks like you beat me to it.
How about making it throw surplus lower-grade combat capsules if you're out of Destroyers?

How about making it throw surplus lower-grade combat capsules if you're out of Destroyers?
- Fri Sep 09, 2016 10:30 pm
- Forum: Mods
- Topic: [MOD 0.16] Useful Map Colors
- Replies: 19
- Views: 12598
[MOD 0.16] Useful Map Colors
Hello, everyone. I've updated my mod to work with the latest version of the game. :) You can get it on the mod portal: Useful Map Colors
This cosmetic mod changes the colors of resources and constructions on the minimap to a consistent scheme which makes it easy to identify everything. Electricity ...
This cosmetic mod changes the colors of resources and constructions on the minimap to a consistent scheme which makes it easy to identify everything. Electricity ...
- Tue Jun 14, 2016 4:10 am
- Forum: Modding discussion
- Topic: Ready to release a mod, but...
- Replies: 3
- Views: 1857
Ready to release a mod, but...
The mod is ready and fine. It changes the colors of objects on the minimap so you can tell what they are.
https://dl.dropboxusercontent.com/u/3713769/web/Factorio/mods/factorio-mapcolor-preview2old.png https://dl.dropboxusercontent.com/u/3713769/web/Factorio/mods/factorio-mapcolor-preview2.png ...
https://dl.dropboxusercontent.com/u/3713769/web/Factorio/mods/factorio-mapcolor-preview2old.png https://dl.dropboxusercontent.com/u/3713769/web/Factorio/mods/factorio-mapcolor-preview2.png ...
- Thu Apr 28, 2016 7:28 pm
- Forum: Ideas and Suggestions
- Topic: Signs?
- Replies: 2
- Views: 2121
Re: Signs?
What I often do is go to where I want a sign, put down a piece of rail and a train stop, rename it to whatever, and remove the rail. In the map, the name will be displayed. 

- Tue Apr 26, 2016 8:21 pm
- Forum: Mods
- Topic: [MOD 0.12.30] Automatic Belt Planner (old version archive)
- Replies: 33
- Views: 20732
Re: [MOD 0.12.30] Automatic Belt Planner v0.4.0
A* is certainly doable in Lua, and it's fast even without LuaJIT. Further, Lua's flexibility enables a few optimizations which other languages make obtuse. I say this from experience . IIRC, my implementation was only 120 lines or so.
That being said, I, too, easily see much better paths in those ...
That being said, I, too, easily see much better paths in those ...
- Tue Apr 26, 2016 7:16 pm
- Forum: Not a bug
- Topic: Wrong icon in electric network window
- Replies: 7
- Views: 2961
Re: Wrong icon in electric network window
Mining an entity can result in multiple items (beside anything "contained" in it such as ore or modules)? Isn't data.raw[type][item].mineable.result a string, not a table?
- Tue Apr 26, 2016 6:54 pm
- Forum: Modding help
- Topic: Trying to make a Solar Water Heater, code help please?
- Replies: 2
- Views: 1841
Trying to make a Solar Water Heater, code help please?
Hi, all. I'm still getting used to modding Factorio, and my latest little endeavour has me stumped. I'm trying to make an early-game version of the Solar Panel which doesn't make electricity directly, rather, during the day it acts as a boiler for powering steam engines. My naive guess was that I ...