[MOD 0.12] Happy Factorio

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taw
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[MOD 0.12] Happy Factorio

Post by taw »

Hello everyone. Not sure what's the right format for such announcements.

I was fairly unhappy with bleak looks of factorio, so I made a simple mod that just increases saturation of all images, by a lot.
The mod is fairly simple, but the way it is built might be of interest to other people, as it loads lua engine and all data into memory, hacks that, and generates .lua file to do changes I want.

I'll setup some permanent URL for the mod on github.io or somewhere later.
Last edited by taw on Thu Apr 28, 2016 9:10 pm, edited 5 times in total.

ares0027
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Re: [MOD 0.12] Happy Factorio

Post by ares0027 »

well at last! something to enhance graphics. nice idea. and downloading atm.


but i dont think that base game looks bad. it is the idea of bleakness associated with industrialism. and you know factorio is what industrialism is :D yours (watching part 01 now) looks better but again i dont think vanilla is bad.

btw maybe you can take this further and make some better tree and grass textures to make it happier? i am with you and that decayed/brownish grass and desert depresses me. i am waiting for updates :)

taw
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Re: [MOD 0.12] Happy Factorio

Post by taw »

Better grass and trees sound like an interesting idea, but it's probably a bit too complex for my art skill :-)

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Re: [MOD 0.12] Happy Factorio

Post by Cooolaid »

I can understand what you are saying.
You would like the graphics to have a bit more fidelity and be a bit more vibrant.
But the changes YOU made are a bit over saturated and looks a bit weird.

Maybe the Factorio Dev's will bump into this thread and understand the point you are trying to convey.
But what you are really looking for is more fidelity and vibrant colors , with not so much saturations.

I tested your mod for a couple of hours, and found that YOUR version (since it was over saturated) started to hurt my eyes,
due to the oversaturation.

There is a BIG difference between Over saturation and Fidelity with Vibrant colors.
the rest ill leave to the Factorio Devs.
:D :geek:

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SHiRKiT
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Re: [MOD 0.12] Happy Factorio

Post by SHiRKiT »

I really liked this idea, great mod! Congratulations!

Now I don't think the devs would implement this since I think they want to pass a darker, dry and dead idea of ambient, where the player kills the environment.

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Re: [MOD 0.12] Happy Factorio

Post by eleng »

Big thanks!

I really hate dark theme.

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Re: [MOD 0.12] Happy Factorio

Post by Evilness »

I updated from 12.6 to 12.8 and mod doesnt work anymore. shows this when starting the game:
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taw
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Re: [MOD 0.12] Happy Factorio

Post by taw »

Evilness wrote:I updated from 12.6 to 12.8 and mod doesnt work anymore. shows this when starting the game:
Yes, Steel Furnace model changed. I'll upload updated version as soon as I double check that it works.

And uploaded.

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Re: [MOD 0.12] Happy Factorio

Post by Evilness »

So there is another issue.
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taw
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Re: [MOD 0.12] Happy Factorio

Post by taw »

Are you playing with other mods too? It's been working for me with 0.12.8.

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Re: [MOD 0.12] Happy Factorio

Post by Evilness »

Yes, am using :
Natural-Evolution_4.3.0
air-filtering_0.3.1
clock_0.12.0
CORE-DyTech-Core_1.2.1
EvoGUI_0.4.1
Expanded_Robot_Tech_0.3.0
Explosive Termites_1.1.6
FARL_0.4.1
Landfill_2.1.6
MAIN-DyTech-Machine_1.1.1
MAIN-DyTech-Power_1.1.1
MAIN-DyTech-War_1.1.1
Ore Expansion_1.0.1
RailTanker_1.0.1
SupremeWarfare_1.0.5
test-mode_0.12.7
Treefarm-AC_0.2.1
Treefarm-Lite_0.2.0
upgrade-planner_1.1.6
UraniumPower_0.6.2

taw
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Re: [MOD 0.12] Happy Factorio

Post by taw »

Sounds like tree-related conflict, so maybe it's treefarm?

I tested it with a bunch of mods (mostly Bob's mods and some random small ones that add extra stuff) and I didn't have any conflicts so far. Mods that try to replace vanilla textures instead of just adding stuff might not be compatible.

I'm not sure what's the best way to deal with this kind of problems - I'd probably need to detect that texture has been replaced and try to not replace it again. I'll take a look at it next time I upate the mod, but no promises I'll find a good solution.

Vittorio
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Re: [MOD 0.12] Happy Factorio

Post by Vittorio »

Could anybody say how to fix it?
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daniel34
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Re: [MOD 0.12] Happy Factorio

Post by daniel34 »

Vittorio wrote:Could anybody say how to fix it?
I'm getting the same error, looks like the mod needs to be updated.

Quick fix:
Open the file data.lua (extract the mod to do that) and delete or comment out line 1897 (put -- in front of the line).
Image
quick links: log file | graphical issues | wiki

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Re: [MOD 0.12] Happy Factorio

Post by taw »

Yeah, every time game updates a single image I need to do a new release. I'll take a look at it.

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Re: [MOD 0.12] Happy Factorio

Post by sporefreak »

This mod seems to break the Base Research pictures by zooming in (Setting them to the wrong size? I don't think its a mod conflict but it could be. I have 50+ mods installed)
Image
I just did a quick fix and removed all the Tech pictures from being replaced.

taw
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Re: [MOD 0.12] Happy Factorio

Post by taw »

Released version for 0.12.31.

The mod will need updates pretty much every time graphics change, it would be nice if they simply included saturation slider is options instead.

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Re: [MOD 0.12] Happy Factorio

Post by sporefreak »

Still having problems with research images :C (Probably because of 0.12.35)

taw
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Re: [MOD 0.12] Happy Factorio

Post by taw »

Version for 0.12.31 works just as well on 0.12.35 for me.

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