Search found 416 matches
- Fri Feb 28, 2020 1:11 am
- Forum: Bob's mods
- Topic: [0.18] Need suggestions/feedback for a WIP reskin mod...
- Replies: 141
- Views: 31541
Re: [0.18] Need suggestions/feedback for a WIP reskin mod...
You know I've been considering using some of the things you've posted in my own mods, would you want that? Which things in particular? I dunno, a lot of them look good. I mean, the turrets would probably be a good idea to help make them look more unique between types. A lot of them look like they'd...
- Thu Feb 27, 2020 12:48 pm
- Forum: Bob's mods
- Topic: [0.18] Need suggestions/feedback for a WIP reskin mod...
- Replies: 141
- Views: 31541
Re: [0.18] Need suggestions/feedback for a WIP reskin mod...
Which things in particular?bobingabout wrote: ↑Thu Feb 27, 2020 8:49 amYou know I've been considering using some of the things you've posted in my own mods, would you want that?
- Thu Feb 27, 2020 1:32 am
- Forum: Bob's mods
- Topic: [0.18] Need suggestions/feedback for a WIP reskin mod...
- Replies: 141
- Views: 31541
Re: [0.18] Need suggestions/feedback for a WIP reskin mod...
what are you plans for Laser turrets, and sniper/plasma turrets which are basically just the gun turret on laser base, or laser turret on gun base? Laser turrets, I'm not sure. Will have to play with that, there's so little to work with there. Sniper turret is going to be fun, I have some nebulous ...
- Wed Feb 26, 2020 7:57 pm
- Forum: Won't implement
- Topic: Add "overlay" as a supported blending mode
- Replies: 21
- Views: 4355
Re: Add "overlay" as a supported blending mode
Ah. Guess it's separate colored layers for me then. :c Or actually, what's more performance friendly here? Case 1: Single base-game sprite with all the details, then an image that's only the colored parts laid over it. Case 2: Single colored image. If they're not baked, I'm guessing that Case 2 is m...
- Wed Feb 26, 2020 7:34 pm
- Forum: Won't implement
- Topic: Add "overlay" as a supported blending mode
- Replies: 21
- Views: 4355
Re: Add "overlay" as a supported blending mode
Unfortunatelly, it is not possible(*) implement in reasonably efficient way. ... Sorry for getting triggered over your simple request. xD Not a problem. Are sprites that are composited of multiple layers during the startup phase of the game baked? My use case is tinting various sprites during start...
- Wed Feb 26, 2020 5:51 pm
- Forum: Bob's mods
- Topic: [0.18] Need suggestions/feedback for a WIP reskin mod...
- Replies: 141
- Views: 31541
Re: [0.18] Need suggestions/feedback for a WIP reskin mod...
It... does. There's not a lot to work with on the turrets if I want them to be able to be force-masked. :C
- Wed Feb 26, 2020 4:15 am
- Forum: Bob's mods
- Topic: [0.18] Need suggestions/feedback for a WIP reskin mod...
- Replies: 141
- Views: 31541
Re: [0.18] Need suggestions/feedback for a WIP reskin mod...
I think I'm going to go with this:
It's readable when zoomed all the way out (the gun barrels were not), and sufficiently removed from the color mask to not interfere in a negative way:
It's readable when zoomed all the way out (the gun barrels were not), and sufficiently removed from the color mask to not interfere in a negative way:
- Wed Feb 26, 2020 2:29 am
- Forum: Bob's mods
- Topic: [0.18] Need suggestions/feedback for a WIP reskin mod...
- Replies: 141
- Views: 31541
Re: [0.18] Need suggestions/feedback for a WIP reskin mod...
You make an interesting point:bobingabout wrote: ↑Wed Feb 26, 2020 2:16 amI actually liked the barrel tint, more so than the tint on the base. Perhaps because the tint on the base is in contact with the main tinted area, it feels to me like it's colour clashing.
- Wed Feb 26, 2020 1:24 am
- Forum: Bob's mods
- Topic: [0.18] Need suggestions/feedback for a WIP reskin mod...
- Replies: 141
- Views: 31541
Re: [0.18] Need suggestions/feedback for a WIP reskin mod...
Hmm. https://i.imgur.com/AfthjgE.png All the default colors, plus white, plus the 5 colors I use in photoshop to tint everything in the first place. Looking at that my instinct is to strip out the gun barrel tinting and just tint the planetary gear. Edit: And done: https://i.imgur.com/dHmTUHd.png
- Tue Feb 25, 2020 10:15 pm
- Forum: Won't implement
- Topic: Add "overlay" as a supported blending mode
- Replies: 21
- Views: 4355
Add "overlay" as a supported blending mode
Is it possible to add overlay as a supported blending mode under https://wiki.factorio.com/Types/Animation#blend_mode?
Specifically the formula as presented here: https://en.wikipedia.org/wiki/Blend_modes under overlay.
Specifically the formula as presented here: https://en.wikipedia.org/wiki/Blend_modes under overlay.
- Tue Feb 25, 2020 9:46 pm
- Forum: Bob's mods
- Topic: [0.18] Need suggestions/feedback for a WIP reskin mod...
- Replies: 141
- Views: 31541
- Tue Feb 25, 2020 4:19 pm
- Forum: Bob's mods
- Topic: [0.18] Please post bugs and balance issues here.
- Replies: 185
- Views: 50360
Re: [0.18] Please post bugs and balance issues here.
I also find it funny how my icons look crisp and clean, but the base game icons look like a blurry mess. especially the uranium, it's just a green splotch. I don't think they've actually made high res icons in most cases, just resized a 32x image to a 64x image with the expectation they'll go back ...
- Tue Feb 25, 2020 7:28 am
- Forum: Bob's mods
- Topic: [0.18] Need suggestions/feedback for a WIP reskin mod...
- Replies: 141
- Views: 31541
Re: [0.18] Need suggestions on assigning tiers for a WIP reskin mod...
Thoughts? Goal is to support the ability to have player colors while indicating tiers.
- Mon Feb 24, 2020 11:39 pm
- Forum: Bob's mods
- Topic: [0.18] Please post bugs and balance issues here.
- Replies: 185
- Views: 50360
Re: [0.18] Please post bugs and balance issues here.
I just started a new save after 0.18 was released. And this time I'm doing a bobs mod only run instead of angels + bobs. I also had the mod "nuclear fuel" in my previous run. Then it appeared to me that even though nuclear rocket fuel exists in my current save but there isn't any recipe t...
- Mon Feb 24, 2020 9:05 pm
- Forum: Bob's mods
- Topic: [0.18] Please post bugs and balance issues here.
- Replies: 185
- Views: 50360
Re: [0.18] Please post bugs and balance issues here.
I lurk this thread, so I'm looking into it.
Edit: Is fixed. The dangers of copy pasting code and then not testing splitters by running items through them...
Edit: Is fixed. The dangers of copy pasting code and then not testing splitters by running items through them...
- Mon Feb 24, 2020 12:30 am
- Forum: Bob's mods
- Topic: [0.18.x] Bob's Mods: General Discussion
- Replies: 149
- Views: 53647
Re: [0.18.x] Bob's Mods: General Discussion
Bob - Do you have plans to update your ore graphics with the new "randomized" ore icons that the base game gave to Iron/Copper/Stone/etc.? Looks like most of your ores still have the old "flat" icons. no current plans to do anything additional, I already did the random pictures ...
- Sat Feb 22, 2020 4:40 pm
- Forum: Bob's mods
- Topic: [0.18] Please post bugs and balance issues here.
- Replies: 185
- Views: 50360
Re: [0.18] Please post bugs and balance issues here.
It's also my reksin mod and I'm betting 0.17. Lemme go fix that.
Edit: And fixed. Explicitly defined sizes now; Bob's logistics is using an older version of the splitter graphic. The base game has a newer one for 0.17 with a different resolution and I had used that.
Edit: And fixed. Explicitly defined sizes now; Bob's logistics is using an older version of the splitter graphic. The base game has a newer one for 0.17 with a different resolution and I had used that.
- Sat Feb 22, 2020 1:17 am
- Forum: News
- Topic: Friday Facts #335 - Scenario changes, Damage effect filtering
- Replies: 57
- Views: 23618
Re: Friday Facts #335 - Scenario changes, Damage effect filtering
There is no item available to place color concrete, but players will be able to access them in the editor mode. People would appreciate being able to use that in normal gameplay. A mod to unlock them will be released in about 0.12 seconds after the update. Maybe slightly longer, but realistically s...
- Thu Feb 20, 2020 7:57 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1217521
Re: Bugs & FAQ
Hey Angels, per viewtopic.php?p=480799#p480799, your fluid definitions are omitting the crafting_machine_tint property, and as such all Chemical Plant animations are a generic flame color.
- Thu Feb 20, 2020 7:26 pm
- Forum: Bob's mods
- Topic: [0.18.x] Bob's Mods: General Discussion
- Replies: 149
- Views: 53647
Re: [0.18.x] Bob's Mods: General Discussion
I'm actually 99.99% sure this is something Angel's is doing. Because I've spent the last couple days reskinning Bob's chemical plants without Angels, and the colors work just fine, but as a response to this question I turned Angel's back on and they're all just standard flame colors. Edit: I investi...