Abandoned graphics / directed network graphs (image heavy)

Place to share your custom game graphics.
User avatar
Deadlock989
Filter Inserter
Filter Inserter
Posts: 558
Joined: Fri Nov 06, 2015 7:41 pm

Abandoned graphics / directed network graphs (image heavy)

Post by Deadlock989 » Wed Mar 21, 2018 1:24 pm

These graphics were from an overhaul mod project that I've now abandoned. They're in a zip file attached to this post.

Some examples of how they look in-game are posted below, and in other posts throughout this thread. There is also a guide to visualising Factorio research trees by creating a directed network graph with Gephi on page 4.

The zip contains:

- 5 skins each for 2 different kinds of 2x2 furnace (burner and electric), with working visualisations (working vis are half the width, centred on shift{0,0}, 1 row per machine)
- 5 skins for a 2x2 "grinder" machine (working vis ditto)
- 3 skins for 3x3 miners (1 burner, 2 electric in different speeds)
- 3 skins for 3x3 labs (1 burner, 2 electric)
- Skins for inserters
- Lots of icons in 64x64 and 32x32
- Some other sketchier stuff (from unpolished WIP to actual placeholders)

There's no license attached so they're free for use but if you do use them, a credit would be nice, it was tens of hours of work.

Image

Image

Image

Image

Image

Image

Image

Image
Attachments
DIR.zip
(35.99 MiB) Downloaded 66 times
Last edited by Deadlock989 on Thu May 24, 2018 10:20 am, edited 37 times in total.


User avatar
Deadlock989
Filter Inserter
Filter Inserter
Posts: 558
Joined: Fri Nov 06, 2015 7:41 pm

Re: WIP: Deadlock's Industrial Revolution (image heavy)

Post by Deadlock989 » Thu Mar 22, 2018 7:24 pm

Players can now disassemble things by hand without risk of "building stuff to take it apart", thanks to the new allow_intermediates flag added to the base game.

Image

User avatar
Deadlock989
Filter Inserter
Filter Inserter
Posts: 558
Joined: Fri Nov 06, 2015 7:41 pm

Re: WIP: Deadlock's Industrial Revolution (image heavy)

Post by Deadlock989 » Sun Mar 25, 2018 9:56 am

I had a massive geek-out. When you make a lot of changes to production, the technology tree very rapidly becomes whack.

So I tried to write some algorithms that would recursively rebuild all the prerequisites for me, based on what unlocked recipes have as ingredients and then another pass to remove everything redundant (you don't need both X and Y as a prereq if X also has Y as a prereq). It needs a bit of help but it at least makes things sane, if not really balanced yet.

Before the prereqs pass (vanilla dependencies with some new techs added):

Image

After the prereqs pass. I guess electronics is going to be a thing.

Image

As well as all the ingredient changes I made, it makes a few changes automatically that people have commented on in the past, such as personal solar panels requiring solar panels.

orzelek
Smart Inserter
Smart Inserter
Posts: 3285
Joined: Fri Apr 03, 2015 10:20 am

Re: WIP: Deadlock's Industrial Revolution (image heavy)

Post by orzelek » Sun Mar 25, 2018 10:30 am

Smallish question:
Would you consider releasing those nice belt graphics in separate mod?
Preferably with bob's compatibility from the start :)

I'm also looking forward to see the total conversion :D

User avatar
Deadlock989
Filter Inserter
Filter Inserter
Posts: 558
Joined: Fri Nov 06, 2015 7:41 pm

Re: WIP: Deadlock's Industrial Revolution (image heavy)

Post by Deadlock989 » Sun Mar 25, 2018 10:35 am

orzelek wrote:Smallish question:
Would you consider releasing those nice belt graphics in separate mod?
Preferably with bob's compatibility from the start :)

I'm also looking forward to see the total conversion :D
A slightly different version of the belt graphics (same thing but always a grey background, some of the DIR belts are bronze-coloured) is available now in Compact Loaders: https://mods.factorio.com/mod/DeadlockLoaders. You can't turn the loaders off unfortunately, I could add that if it was wanted.

I will need to hit you up, orzelek, for RSO support at some point ...

orzelek
Smart Inserter
Smart Inserter
Posts: 3285
Joined: Fri Apr 03, 2015 10:20 am

Re: WIP: Deadlock's Industrial Revolution (image heavy)

Post by orzelek » Sun Mar 25, 2018 10:39 am

Deadlock989 wrote:
orzelek wrote:Smallish question:
Would you consider releasing those nice belt graphics in separate mod?
Preferably with bob's compatibility from the start :)

I'm also looking forward to see the total conversion :D
A slightly different version of the belt graphics (same thing but always a grey background, some of the DIR belts are bronze-coloured) is available now in Compact Loaders: https://mods.factorio.com/mod/DeadlockLoaders. You can't turn the loaders off unfortunately, I could add that if it was wanted.

I will need to hit you up, orzelek, for RSO support at some point ...
I was reading in order so found the compact loaders later :)

As for RSO support - take a look at vanilla.lua in resourceconfigs folder. It has some explanations about generation parameters. Let me know if you have more questions. If you can prepare the config file I'll add it to RSO.

User avatar
Deadlock989
Filter Inserter
Filter Inserter
Posts: 558
Joined: Fri Nov 06, 2015 7:41 pm

Re: WIP: Deadlock's Industrial Revolution (image heavy)

Post by Deadlock989 » Mon Mar 26, 2018 4:13 pm

The tech rebuilder now works pretty well. If I change a recipe then it updates all the sciences automatically. It's interesting that it does two things without being told: lots of stuff is gated behind electronics, and it has unconsciously made Automation research (1-5) the backbone of the whole thing, so much so that research costs can be worked out relative to that alone. Science has been reworked with 3 tiers of lab, 5 tiers of main pack and 2 more "add-ons" (military and production). Need to add space back in (it was tier 5 but turns out we need that to build rocket silos) and I might add a third specialism for logistics.

You monster.

Image

New problems: going to need bronze tier turrets (burner shotgun turret?), ammo, hand weapons and an offshore pump or a well.

User avatar
Deadlock989
Filter Inserter
Filter Inserter
Posts: 558
Joined: Fri Nov 06, 2015 7:41 pm

Re: WIP: Deadlock's Industrial Revolution (image heavy)

Post by Deadlock989 » Tue Mar 27, 2018 10:54 pm

Still wrong, but better, and seeing the whole tree at once lets you spot problems more intuitively instead of hunting through lists. Too much green here means too many dependencies on steel.

Image

If anyone's interested in how to make these, the software is called Gephi and it's for making directed network graphs.

User avatar
Deadlock989
Filter Inserter
Filter Inserter
Posts: 558
Joined: Fri Nov 06, 2015 7:41 pm

Re: WIP: Deadlock's Industrial Revolution (image heavy)

Post by Deadlock989 » Thu Mar 29, 2018 10:22 am

Prototype burner miners and burner inserters. Not happy with the inserters. Built the miners to have the "furnace glow" - I wanted that for all burner machines - but turns out that some entity types can't have working visualisations so the furnace would "freeze" when the machine stops. So that had to go.

Might even be able to start a game soon.

Image

fiery_salmon
Fast Inserter
Fast Inserter
Posts: 119
Joined: Wed Dec 13, 2017 1:20 pm

Re: WIP: Deadlock's Industrial Revolution (image heavy)

Post by fiery_salmon » Thu Mar 29, 2018 11:58 am

Deadlock989 wrote:Prototype burner miners and burner inserters. Not happy with the inserters. Built the miners to have the "furnace glow" - I wanted that for all burner machines - but turns out that some entity types can't have working visualisations so the furnace would "freeze" when the machine stops. So that had to go.
Have you tried requesting mod support for that (or is it already requested and rejected)?

User avatar
Deadlock989
Filter Inserter
Filter Inserter
Posts: 558
Joined: Fri Nov 06, 2015 7:41 pm

Re: WIP: Deadlock's Industrial Revolution (image heavy)

Post by Deadlock989 » Thu Mar 29, 2018 4:50 pm

fiery_salmon wrote:Have you tried requesting mod support for that (or is it already requested and rejected)?
It's minor, and I've had a lucky streak recently with getting things added, don't want to jinx it. When I got the smoke positioned correctly it looks much more burner-y.

Edited to add: and it's not as weird when LEDs just stop moving, so the higher tier mining drills can keep their sparklies. Just gotta bite that tier 3 drill with acid fluid boxes bullet, then the drills are done.

Image

User avatar
Deadlock989
Filter Inserter
Filter Inserter
Posts: 558
Joined: Fri Nov 06, 2015 7:41 pm

Re: WIP: Deadlock's Industrial Revolution (image heavy)

Post by Deadlock989 » Fri Mar 30, 2018 12:56 pm

Second pass on inserters. Same scheme as vanilla with an added long burner inserter. Better, but not chunky enough and I don't really like the blue and purple for the fast and filter versions. How to differentiate them otherwise?

Image
Last edited by Deadlock989 on Fri Mar 30, 2018 1:10 pm, edited 2 times in total.

morfledouille
Burner Inserter
Burner Inserter
Posts: 7
Joined: Mon Jan 08, 2018 5:15 pm

Re: WIP: Deadlock's Industrial Revolution (image heavy)

Post by morfledouille » Fri Mar 30, 2018 1:07 pm

Deadlock989 wrote:Second pass on inserters. Same scheme as vanilla with an added long burner inserter. Better, but not chunky enough and I don't really like the blue and purple for the fast and filter versions. How to differentiate them otherwise?

Image
Maybe by having two different colours? For example one for the arm to indicate tier and one for base for type (long, filter, stack)?

It all looks great by the way. Looking forward to it!

User avatar
Deadlock989
Filter Inserter
Filter Inserter
Posts: 558
Joined: Fri Nov 06, 2015 7:41 pm

Re: WIP: Deadlock's Industrial Revolution (image heavy)

Post by Deadlock989 » Fri Mar 30, 2018 1:12 pm

morfledouille wrote:Maybe by having two different colours? For example one for the arm to indicate tier and one for base for type (long, filter, stack)?

It all looks great by the way. Looking forward to it!
Thanks. And that's definitely an option.

Options:

1. Kill filter inserters. Make all electric inserters have filters. In the new tech tree you can't build them until you've researched Electronics anyway, so they're already unlocked at the same time. (Edited to add: no, won't work, too finicky setting up default filters).
2. Kill fast inserters. Make electric inserters just intrinsically better than burner. I gather lots of people never use a yellow inserter once blue are available anyway. Also, loaders are available, so do we need loads of different speeds to take things off belts?
3. Don't colour them, use only the base metal colours (copper, iron, steel), but make their designs instantly recognisable. A red Borg laser on the head of the filters? Wings on the base of the fast inserter?
4. As morfledouille suggests, only colour the base. (Edited to add: stack inserters are currently tier 4 because they have advanced electronics in them. If they were tier 5, stack inserters could have gold plated bling - iron is only a few shades darker/bluer than steel so the contrast isn't great).
5. Good enough, get on with other stuff.

User avatar
Deadlock989
Filter Inserter
Filter Inserter
Posts: 558
Joined: Fri Nov 06, 2015 7:41 pm

Re: WIP: Deadlock's Industrial Revolution (image heavy)

Post by Deadlock989 » Fri Mar 30, 2018 5:24 pm

Much better. Made the bases bigger and got rid of all the very fine struts. Added glowy red "eyes" and a stripy head to filter inserters. Added a new intermediate product, sensors, which are combined with inserters to make the filter version (and also used in gates and laser turrets).

Image

RIP yellow inserter. Standard electric inserters are equivalent to blue, the long version stays equivalent to red (i.e. slow), the long burner inserter is even slower.

dood
Filter Inserter
Filter Inserter
Posts: 314
Joined: Wed Mar 21, 2018 8:36 am

Re: WIP: Deadlock's Industrial Revolution (image heavy)

Post by dood » Sat Mar 31, 2018 4:48 pm

Don't go too crazy on the contrast.
Pronze and iron just look dreary and could maybe use a coat of paint and those white inserters have whites and blacks right next to each other all over them, it makes the whole thing look busy and hard to recognize.
Their design also looks very fragile because of those tapered supports near their joints.
The weight of the much wider arm would just make it snap off on the thin base joint which doesn't communicate very will that this is, I presume, the highest tier, largest volume inserter.

Maybe go for more chunk and some white plates on them to make them look beefy.
If something tapers, it should probably do so uniformly towards the head to suggest a stable, triangular shape.

Those spools on the long-handed inserters suffer from the same problem, it looks very heavy in the middle and dinky on the joints.
Your previous version that went from thick at the base to thin towards the head didn't have this problem.

Nice idea with the red eyes for filter inserters.
Stands out right away and it won't take long for people to make the connection that everything with those red eyes is "looking for something".

User avatar
Deadlock989
Filter Inserter
Filter Inserter
Posts: 558
Joined: Fri Nov 06, 2015 7:41 pm

Re: WIP: Deadlock's Industrial Revolution (image heavy)

Post by Deadlock989 » Sat Mar 31, 2018 9:30 pm

It's not easy.

Inserters are unlike any other entity in the game. Only the tripod base works anything like the other entity sprites. The arms themselves are top-down 2D pictures which are squeezed and stretched by the game engine to simulate 3D movement, and modders have no control over how that's done. The lower arm is specified as thinner than the upper.

They have to be distinguishable against a variety of backgrounds from dark brown dirt through various tans and greens up to the very light grey of refined concrete. This doesn't leave a lot of colour choices: you can go rainbow, which is what Wube did, and that works. But I wanted a change: I want factories to look like the "age" they're in, at a glance. So they have to be copper, iron and steel to match the tech tiers. Steel has to be much whiter than it would otherwise be - it can't have proper reflections because this isn't proper 3D, and if it's grey it just looks like iron again. Those stack inserters above are actually white and brown but against a green background and with imgur's high compression it just looks black and white. I tried light grey and medium grey and it just looks washed out. The only other option is gold, but that would lock stack inserters behind tier 5 which seems harsh. I'll do another pass but it probably won't change much.

As for realism and weight-bearing etc., I'm not really bothered. The vanilla inserters all have much thicker upper limbs, stack inserters around triple. If it's good enough for Wube it's good enough for me. This is a game, not a reality simulator. That's why an oil refinery is less than twice the height of a person.

To misquote Terry Pratchett, sometimes things that look like things look more like things than things.

dood
Filter Inserter
Filter Inserter
Posts: 314
Joined: Wed Mar 21, 2018 8:36 am

Re: WIP: Deadlock's Industrial Revolution (image heavy)

Post by dood » Sun Apr 01, 2018 1:16 am

Here's a horrible edit, hope it helps.

Image

I'm just saying the steel inserters look a bit too busy due to their contrast which is probably the result of you trying to convey "steel" with a steel girder shape that creates harsh shadows and then applying it to a complex, 2 pronged form.
Something a bit softer would improve readability.

User avatar
Deadlock989
Filter Inserter
Filter Inserter
Posts: 558
Joined: Fri Nov 06, 2015 7:41 pm

Re: WIP: Deadlock's Industrial Revolution (image heavy)

Post by Deadlock989 » Sun Apr 01, 2018 9:45 am

I did another pass yesterday afternoon before you posted and this was how they ended up. More or less a copy of the vanilla form, which is meh. Less busy on the eye, but now the steel/stack inserters are hard to see against concrete. You do need some contrast because it insulates you against monotone backgrounds. I sort of like what you posted, but the lower arm can't really go much thicker, a pixel or two at best. I'll have another go next weekend. Need more rivets.

Image

Post Reply

Return to “Texture Packs”