So .. I fiddled some with the new (and now optional) Bob's tiers of inserters. Here's is my first pass, I'm hoping for some feedback before I make you use them. =]
The darker are normal inserters and the bright are filter. Rows are tiers if you haven't played with the new logistics yet.
I'm pretty sure the fusion cell is just a smaller less efficient version of the reactor. So, more customization of the grid. That and the large one doesn't fit in mk1 grids at all.
I'm believe Bob talked about the belts in the feedback thread. The derpy slow belt allowed him to increase the cost of ...
Bob - tiny bug report, the base of the red stack inserter uses the blue platform instead of a red one.
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Mobius - I've read your post many times and am still not following what you're saying. I'm assuming you're talking about a modification of my powerbars concept.
The button - I love it, add an option so others can hide it, but I love the button.
The inserter tiers - I need time to play with them to decide how I feel. Right now they're new and scary. The colors are an issue though, running around you tend to carry a full load of whatever tier ...
Current color progression is (grey)-yellow-red-blue-purple-(green) and that carries across ShinyBobGFX/ShinyAngelGFX as well as a couple of other mods. But I agree, there can be an awful lot of purple in a late game base.
Issue 1 - Refining 0.9.8 has a -1 where it needed a 1 to make that output pipe work on the leaching plant. So that's an Angel problem, but he already fixed it in refining 0.9.9, so update Angel's refining.
Issue 2 - My fix copied the fluidbox info from 0.9.8 ...
Just to make sure I understand what this is doing: When I create a new picture set ICONS, I should clear the old definition so that dynamic mods don't find it by accident? Makes sense, I'll make the change and include in the next update. Thanks for the tip.
Thanks for the heads up nastyslave. I thought I had run all the graphics I fiddled with through pngquant (possibly at a lower compression than you did) but it's pretty clear I must have missed some, the strand casting machine for sure. I'm ashamed now at how sloppy the liquifier is and will fix for ...
Uhh, oops? I'll have to take a swing through my code and make it so that can't happen again, but update is up now so that specific one should work. Thanks for the bug report and finding the problem for me Irwon. I have some time again so updated colorations should be soon and I can glance at the ...
Lines are 10 long at max, so the logistic line of chests is full. I guess I could put at the top with basic chests, though it doesn't make sense as it's not a chest really. I'll pick something and 50% will hate it. =]
Next release will have the void/lootchests/beltbuffer moved. I seem to recall not ...
Any plans to update this for 0.16? I expect it's probably going to be a headache with the changes so I'm very much NOT asking for an eta, just a note that you do plan on updating it or not. Merry Xmas.
That's an incredible amount of work, thank you for them. I WILL be stealing them. Just need to change to colours of my low res and your hi-res a little so they're consistent. Mine have always been too bold on assemblers but I might need to tweak yours to be a little less faded.
As the the chests, it's certainly possible that ShinyBob added them originally. But, I'm trying to limit this mod to graphical/icon changes only. No added items so I don't have any plans to add them in. ShinyIcons will happily sort someone else's chests if someone wants it done though.
I dunno. I remember them existing, but I don't have them in any of my games. Tell me what mod adds them so I can find the internal name and I'll happily sort them to be with the iron and steel.
I'll have to think on the greenhouse thing, I kept it separate because it looks like a lab but isn't one. I will think about moving it though.
Currently that line is a placeholder for solo buildings that don't fit elsewhere (Greenhouses, compression factory, fuel processor, distillery) maybe I can ...