[MOD 0.12.x] Enhanced Map Colors

Topics and discussion about specific mods
osldgoth
Long Handed Inserter
Long Handed Inserter
Posts: 88
Joined: Thu Feb 26, 2015 3:52 am
Contact:

[MOD 0.12.x] Enhanced Map Colors

Post by osldgoth » Sat Apr 02, 2016 4:04 am

Type: Mod
Name: Enhanced Map Colors
Description: Enhanced factorio map and minimap color changes
License: MIT License
Version: 1.4.7
Compatible: Bob's mods, 5dim, Yuoki Industries, MoMods, Cartmen's Complete Overhaul, KS Power
Incompatible: ZTStrike's Expansion Mod (request support and I'll look into it again)
Release: 2018-04-2
Tested-With-Factorio-Version: 0.17.2
Category: Non-Game-Changing
Tags: map, mini-map, color, belt colors, Bob's mods, 5dim, Yuoki Industries, MoMods, Cartmen's Complete Overhaul, KS Power.
Factorio Mod protal: https://mods.factorio.com/mods/osldgoth ... Map_Colors
Download-Url: https://github.com/osldgoth/Enhanced_Ma ... s/releases

License
Pictures
Version History
Last edited by osldgoth on Thu Feb 28, 2019 6:06 pm, edited 19 times in total.

Supercheese
Filter Inserter
Filter Inserter
Posts: 834
Joined: Mon Sep 14, 2015 7:40 am
Contact:

Re: [MOD 0.12.x] Enhanced Map Colors

Post by Supercheese » Sat Apr 02, 2016 5:15 am

Cool idea to differentiate the map colors of different tiers of belts!

orzelek
Smart Inserter
Smart Inserter
Posts: 3575
Joined: Fri Apr 03, 2015 10:20 am
Contact:

Re: [MOD 0.12.x] Enhanced Map Colors

Post by orzelek » Sat Apr 02, 2016 9:04 pm

Can you make mod change all the steam engines and solar panels/

I'm thinking about bob's mods where there are more of those. And maybe support for bob's faster belts but thats a bonus :D

vaultdweller
Burner Inserter
Burner Inserter
Posts: 9
Joined: Mon Mar 28, 2016 4:08 pm
Contact:

Re: [MOD 0.12.x] Enhanced Map Colors

Post by vaultdweller » Sat Apr 02, 2016 10:34 pm

http://imgur.com/IKHkVG1

Looks like the mod is packaged with an incorrect filename.

osldgoth
Long Handed Inserter
Long Handed Inserter
Posts: 88
Joined: Thu Feb 26, 2015 3:52 am
Contact:

Re: [MOD 0.12.x] Enhanced Map Colors

Post by osldgoth » Sun Apr 03, 2016 5:02 am

vaultdweller wrote:http://imgur.com/IKHkVG1

Looks like the mod is packaged with an incorrect filename.
oops, uploaded the zip with an incorrect info.json file. I've fixed it. let me know if you encounter any other issues.

osldgoth
Long Handed Inserter
Long Handed Inserter
Posts: 88
Joined: Thu Feb 26, 2015 3:52 am
Contact:

Re: [MOD 0.12.x] Enhanced Map Colors

Post by osldgoth » Sun May 01, 2016 11:36 pm

orzelek wrote:Can you make mod change all the steam engines and solar panels/

I'm thinking about bob's mods where there are more of those. And maybe support for bob's faster belts but thats a bonus :D
Finally got around to completing that. new release, v1.1, support for bobsmods. let me know if you find something that doesn't work

orzelek
Smart Inserter
Smart Inserter
Posts: 3575
Joined: Fri Apr 03, 2015 10:20 am
Contact:

Re: [MOD 0.12.x] Enhanced Map Colors

Post by orzelek » Mon May 02, 2016 12:31 am

osldgoth wrote:
orzelek wrote:Can you make mod change all the steam engines and solar panels/

I'm thinking about bob's mods where there are more of those. And maybe support for bob's faster belts but thats a bonus :D
Finally got around to completing that. new release, v1.1, support for bobsmods. let me know if you find something that doesn't work
Thanks, it seems to work nicely. Not all entities on the map updated after loading save - might be game issue with not updating minimap.
Stuff near me updated but not in main base.

Those new colors will need some getting used to :D

osldgoth
Long Handed Inserter
Long Handed Inserter
Posts: 88
Joined: Thu Feb 26, 2015 3:52 am
Contact:

Re: [MOD 0.12.x] Enhanced Map Colors

Post by osldgoth » Mon May 02, 2016 1:05 am

orzelek wrote:
osldgoth wrote:
orzelek wrote:Can you make mod change all the steam engines and solar panels/

I'm thinking about bob's mods where there are more of those. And maybe support for bob's faster belts but thats a bonus :D
Finally got around to completing that. new release, v1.1, support for bobsmods. let me know if you find something that doesn't work
Thanks, it seems to work nicely. Not all entities on the map updated after loading save - might be game issue with not updating minimap.
Stuff near me updated but not in main base.

Those new colors will need some getting used to :D
you can type

Code: Select all

/c game.forces.player.rechart()
to redraw the map to the new colors; the colors will slowly update as the game progresses if you don't type the code (not everything on the map is updated all the time). not a game issue.

scherzeking
Burner Inserter
Burner Inserter
Posts: 10
Joined: Sat May 07, 2016 10:00 am
Contact:

Re: [MOD 0.12.x] Enhanced Map Colors

Post by scherzeking » Tue May 17, 2016 8:44 pm

nice update ! I use bobs mods and 5dim in my new world too. So nice to see this update. Will you add 5dim too?

osldgoth
Long Handed Inserter
Long Handed Inserter
Posts: 88
Joined: Thu Feb 26, 2015 3:52 am
Contact:

Re: [MOD 0.12.x] Enhanced Map Colors

Post by osldgoth » Fri Jul 08, 2016 6:03 am

Updated to work with factorio version 0.13.x; code for belts, etc in other mods may/may not work at this time (until they are all updated and they are tested with this mod) https://mods.factorio.com/mods/osldgoth ... Map_Colors

xtertristl
Burner Inserter
Burner Inserter
Posts: 10
Joined: Sat Jun 11, 2016 4:24 pm
Contact:

Re: [MOD 0.12.x] Enhanced Map Colors

Post by xtertristl » Tue Jul 12, 2016 3:24 am

How does this effect ore's for example I'm always having problems differentiating between Iron & Tin in bob's mods on the map. This is just one example there are more that I have problems differentiating between.

User avatar
SuicidalKid
Filter Inserter
Filter Inserter
Posts: 251
Joined: Thu Jan 29, 2015 9:58 pm
Contact:

Re: [MOD 0.12.x] Enhanced Map Colors

Post by SuicidalKid » Sun Aug 28, 2016 3:50 pm

I got bored, so I update this mod to 0.14, enjoy!

https://www.dropbox.com/s/5guspeud5j086 ... 1.zip?dl=1
I have no idea what I'm doing.

osldgoth
Long Handed Inserter
Long Handed Inserter
Posts: 88
Joined: Thu Feb 26, 2015 3:52 am
Contact:

Re: [MOD 0.12.x] Enhanced Map Colors

Post by osldgoth » Fri Sep 02, 2016 2:26 am

My 0.14.x released now - https://mods.factorio.com/mods/osldgoth ... Map_Colors
or
https://github.com/osldgoth/Enhanced_Ma ... s/releases

v1.3.5 - Now with a GUI legend which updates as you research. Newly colored items are roboport, radar, and pipes(both pipe to ground, straight pipe and storage tanks). As before bobs belts and 5dim belts are colored and in the legend (if mod is installed and tech is researched). DyTech belts however while still would be colored, are not in the legend until that mod is updated for factorio version 0.14.x The mod now also runs rechart() if you add the mod to existing saves or update to a new version (IE: 1.3 > 1.3.5), however, if you remove the mod, you will need to run rechart() yourself to revert the colors back to factorio default.

Disclaimer: I still have a few tweaks to make and multiplayer has not been fully tested. As always please report issues here.

User avatar
ZombieMooose
Fast Inserter
Fast Inserter
Posts: 238
Joined: Mon Feb 09, 2015 7:23 am
Contact:

Re: [MOD 0.12.x] Enhanced Map Colors

Post by ZombieMooose » Fri Sep 09, 2016 9:47 pm

Don't know if this is possible, but it would be cool if you could change lights that are "on" a different color?

osldgoth
Long Handed Inserter
Long Handed Inserter
Posts: 88
Joined: Thu Feb 26, 2015 3:52 am
Contact:

Re: [MOD 0.12.x] Enhanced Map Colors

Post by osldgoth » Mon Sep 12, 2016 9:14 pm

diongham wrote:Don't know if this is possible, but it would be cool if you could change lights that are "on" a different color?
I am sure this is possible to a point. At least having the code 'know' when the light is on/off, setting a color for each state... is easy. but getting the map to show the color isn't as easy. You wouldn't want to redraw the entire map every time a light blinks. On large maps rechart() takes a while. There is a way to update just the chunk an entity (the light) is in; However, I think having an icon on the map would be better in cases like this instead of changing the color of the entity. A map icon is outside the bounds of this mod. I would like to figure out how (if it's possible) to add icons to the map for future mods. Of-course one could always just skip the icons on the map and instead use a gui or write something to the console!

hyspeed
Long Handed Inserter
Long Handed Inserter
Posts: 54
Joined: Sun Jun 05, 2016 10:18 pm
Contact:

Re: [MOD 0.12.x] Enhanced Map Colors

Post by hyspeed » Sun Oct 02, 2016 12:31 am

Hi,

How can I change the color of turrets?

thanks,
jon

osldgoth
Long Handed Inserter
Long Handed Inserter
Posts: 88
Joined: Thu Feb 26, 2015 3:52 am
Contact:

Re: [MOD 0.12.x] Enhanced Map Colors

Post by osldgoth » Sun Oct 02, 2016 6:03 am

similar to how I've done it for this mod.

data.raw[entity-type][entity-name].map_color = {whatever color you want} or use .friendly_map_color if you need

you can look through data.raw for the turrets
viewtopic.php?f=28&t=32473&hilit=data.raw#p208436 it takes a while to load in browser (for me anyway - save it to a file on your computer)

put your changes into a file, create a mod ...

does that help?

hyspeed
Long Handed Inserter
Long Handed Inserter
Posts: 54
Joined: Sun Jun 05, 2016 10:18 pm
Contact:

Re: [MOD 0.12.x] Enhanced Map Colors

Post by hyspeed » Wed Oct 05, 2016 12:00 am

Hi,

Yes, that is good information. I was kinda hoping you would add it to this mod. Is that on your road map for this?

thanks,
jon

osldgoth
Long Handed Inserter
Long Handed Inserter
Posts: 88
Joined: Thu Feb 26, 2015 3:52 am
Contact:

Re: [MOD 0.12.x] Enhanced Map Colors

Post by osldgoth » Thu Oct 06, 2016 9:29 pm

for turrets, typically I find that they are nicely lined up in one or two rows usually behind one or more layers of walls and so are easy to spot :)

hyspeed
Long Handed Inserter
Long Handed Inserter
Posts: 54
Joined: Sun Jun 05, 2016 10:18 pm
Contact:

Re: [MOD 0.12.x] Enhanced Map Colors

Post by hyspeed » Mon Oct 17, 2016 8:09 pm

Ahh, I don't use walls.

I use turret creep, so they get lost in trees often.

Post Reply

Return to “Mods”

Who is online

Users browsing this forum: No registered users