Abandoned graphics / directed network graphs (image heavy)

Place to share your custom game graphics.
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 11:46 am

Oh dear, now that there's a chest on the screenshot for size comparison, how do those inserters look 1 tile apart?
How does something like a train unloading station look with them zoomed out?

You may need a more 1 tile friendly base there.
One idea I just had is that maybe only steel inserters get fancy tripods while everything else is bolted to the floor?

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 11:59 am

dood wrote:Oh dear, now that there's a chest on the screenshot for size comparison
That's not a chest. It's a loose chest item.
One idea I just had is that maybe only steel inserters get fancy tripods while everything else is bolted to the floor?
Tried that (see further up the page), didn't like it. I like the steel quinquepods.

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 12:15 pm

Ah ok, never mind then.
The old base was fine btw, no need to get rid of the ridge there imo it looked pretty neat.
Just the arm needed some fixing. If it is brighter than the base that way, it should stand out adequately against any background.

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 4:55 pm

Nice icons make me happy. All the new icons in the mod can optionally be 64x64, so they look nice and crisp in alt-view and on belts (and your inventory tabs if you're scaling the UI over 100%). I even replaced a couple of vanilla ones for the hell of it - for example the flying robot frame which I only just noticed is the logistics-robot-before-last with a black square on it.

Image

Image

Image

aklesey1
Smart Inserter
Smart Inserter
Posts: 1464
Joined: Sun May 18, 2014 3:45 pm

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

Post by aklesey1 » Sun Apr 01, 2018 5:24 pm

Wow dat plasticine graphics, looks so pretty bellyful

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 7:36 pm

aklesey1 wrote:Wow dat plasticine graphics, looks so pretty bellyful
Right. Sure, if you say so.

aklesey1
Smart Inserter
Smart Inserter
Posts: 1464
Joined: Sun May 18, 2014 3:45 pm

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

Post by aklesey1 » Sun Apr 01, 2018 8:21 pm

Deadlock989 wrote:
aklesey1 wrote:Wow dat plasticine graphics, looks so pretty bellyful
Right. Sure, if you say so.
Ouch sorry for my english - i wanted to write *beautiful* - itэs not very convenient to write from a smartphone for sometimes :?

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 10:56 pm

Oh - thank you - the "plasticine" bit threw me as well ...

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 » Mon Apr 02, 2018 10:47 am

I see wooden planks, sticks and gears.
Is there a way to automate wood production?
If not, you might want to reconsider.

There's more fun things to do than chopping down trees and the vanilla wood intermediate is pretty annoying already.

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 Apr 02, 2018 11:17 am

dood wrote:I see wooden planks, sticks and gears.
Is there a way to automate wood production?
If not, you might want to reconsider.

There's more fun things to do than chopping down trees and the vanilla wood intermediate is pretty annoying already.
At the moment the wood products are barely used after the "stone age", which I'm aiming to have no longer than half an hour of play, ideally 15-30 minutes before you have your first bronze furnace. The only mass-produced thing in tiers 2-5 that currently uses wood is small electric poles, same as vanilla, and medium electric poles are a bit cheaper to make and easier to reach than in vanilla. I like AAI Industry for example which gives you small iron poles, but I'm trying hard not to copy AAI too much. When I get as far as properly balancing electricity, I'll look at it again, that's at least a fortnight away. I don't have any plans to create early automated wood farming - except some very fuzzy thoughts about steampunk bronze construction bots.

Some of the things in that screenshot above (e.g. the wooden gear-wheels) probably won't make the final cut, the auto-gen system reports to me on things that aren't used and eventually I'll disable anything that doesn't appear in any recipe or is chronically under-used. At present the system of 11 materials and 12 basic products auto-generates everything that makes sense (i.e. it could make coal cables and glass gears but doesn't) so that I've got the options, but they won't all make 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 » Mon Apr 02, 2018 12:22 pm

LOL - burner roboports

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 » Mon Apr 02, 2018 1:42 pm

Deadlock989 wrote:some very fuzzy thoughts about steampunk bronze construction bots.
Do power armor things have the capability for consumables?
Could do with some janky bronze suit that powers roboports with burnables.

aka13
Fast Inserter
Fast Inserter
Posts: 213
Joined: Sun Sep 29, 2013 1:18 pm

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

Post by aka13 » Mon Apr 02, 2018 4:15 pm

As always, your graphic style is impressive. I love how coherent it all is to eachother, and how well you work with shadows. For a change, an overhaul mod looks really good.
Pony/Furfag avatar? Opinion discarded.

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 Apr 02, 2018 6:13 pm

dood wrote:
Deadlock989 wrote:some very fuzzy thoughts about steampunk bronze construction bots.
Do power armor things have the capability for consumables?
Could do with some janky bronze suit that powers roboports with burnables.
Dunno. Ask these guys

- massive gif removed -

PS. This was a test, got a more interesting model of steambot in the works.
Last edited by Deadlock989 on Tue Apr 03, 2018 9:43 pm, edited 1 time in total.


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 » Wed Apr 04, 2018 6:50 am

Has anyone tried making bots that appear like they travel on the ground yet?
That would be suitably low-tech. Maybe instead of a handful of slow, floating bots, you have fast ones zipping around like cockroaches but you can only have 1-2.
It would be unique.

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 » Wed Apr 04, 2018 9:10 am

dood wrote:Has anyone tried making bots that appear like they travel on the ground yet?
That would be suitably low-tech. Maybe instead of a handful of slow, floating bots, you have fast ones zipping around like cockroaches but you can only have 1-2.
It would be unique.
You have almost no control over their animations, it's hard-coded. You could move the shadow closer and move them lower but you can't change the way they bob up and down or the way they appear to shrink and drop into your inventory or a roboport from above. You can't change the rendering layer either, so if you shifted them and their shadow to look vaguely like they're on the floor, they'd destroy perspective and look very bad when they moved over buildings. You also can't control which bots get the effect of upgrades, so your fast bots would become insanely fast when you got to movement speed research, and you can't stop them from being used in vanilla roboports so they'd just end up as a massive buff over actual bots. You can only control the number of active bots indirectly, i.e. by limiting equipment and roboport capacity. Not a lot of scope here.

aklesey1
Smart Inserter
Smart Inserter
Posts: 1464
Joined: Sun May 18, 2014 3:45 pm

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

Post by aklesey1 » Wed Apr 04, 2018 10:01 am

Deadlock989 wrote:Better ...

Image
WOAH :)
Iron Bat Drone
Cool

McDuff
Fast Inserter
Fast Inserter
Posts: 123
Joined: Sun Jan 11, 2015 11:09 am

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

Post by McDuff » Wed Apr 04, 2018 11:02 am

Has anyone tried to use the train logic to make smaller "carts" that would work like little mini bots on the ground, burning coal and going down narrow gauge tracks?

McDuff
Fast Inserter
Fast Inserter
Posts: 123
Joined: Sun Jan 11, 2015 11:09 am

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

Post by McDuff » Wed Apr 04, 2018 11:02 am

Oh, also, love the look of the bronze bots. :D

Post Reply

Return to “Texture Packs”