[MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Now it would be amazing to be able to split and differentiate logistic networks basing on the color of the floor.
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
That would be awesome, unfortunately i don't think it's possible with the current modding API. Most of the logistics stuff is hard coded into the base game.
Of course, you could make colored concrete floors bigger than 50x50, and just always leave green space around the edges to achieve a similar effect manually.
Of course, you could make colored concrete floors bigger than 50x50, and just always leave green space around the edges to achieve a similar effect manually.
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Could you add some danger/warning painted concrete?
Yellow/Black and White/Red, something like that:
Yellow/Black and White/Red, something like that:
Image
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
This is definitely doable, but is going to require photo editing work with an attention to detail that is a little beyond my capabilities.
If someone with better photoshop skills than me can grab concrete1.png, concrete2.png, and concrete4.png out of the yellow and black folders in the mod, and stitch them together into a nice, tile-able caution stripe textures that look decent in-game, I'll happily add them to the mod.
Bonus points if you can do the same for red/white, and make both orientations for both color sets.
Whoever creates the resources will obviously get credit both in the original post and within the ZIP file itself.
If someone with better photoshop skills than me can grab concrete1.png, concrete2.png, and concrete4.png out of the yellow and black folders in the mod, and stitch them together into a nice, tile-able caution stripe textures that look decent in-game, I'll happily add them to the mod.
Bonus points if you can do the same for red/white, and make both orientations for both color sets.
Whoever creates the resources will obviously get credit both in the original post and within the ZIP file itself.
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Here you go Yellow-black and red-white striped concrete (right and left). They don't 100% match solid colored slabs because I don't know how the color was corrected. On the other hand they are more contrast and noticable as the caution signs should be.
Also I made two natural looking shades for stone: red and yellow. You may include them also if you want.
Also I made two natural looking shades for stone: red and yellow. You may include them also if you want.
- Attachments
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- Colored_Stone.zip
- (695.4 KiB) Downloaded 319 times
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- Striped_Concrete.zip
- (1.63 MiB) Downloaded 341 times
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
I created files in gimp (.xcf) with concrete colors and layers with strips. If someone will need mix any color, just add mask in top layer and paste strips layer on that mask.
- Attachments
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- warning concrete.zip
- Sprites
- (1.32 MiB) Downloaded 340 times
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- concrete.zip
- Gimp files
- (2.1 MiB) Downloaded 304 times
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Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Green locomotive 03.png bottom 2 rows are... not green.
When i stream twitch i always answer questions and try to help, come visit me.
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Dangit. This is a bug with Pinta. sometimes CTRL+A doesn't select the whole image properly and you have to press it again. I thought I had caught all these.OBAMA MCLAMA wrote:Green locomotive 03.png bottom 2 rows are... not green.
It will be fixed in 1.0.3.
Neotix wrote:I created files in gimp (.xcf) with concrete colors and layers with strips. If someone will need mix any color, just add mask in top layer and paste strips layer on that mask.
Thank you! Both of you did amazing jobs. I'm going to playtest both options later this evening, and add in whichever one I think works best.hitzu wrote:Here you go Yellow-black and red-white striped concrete (right and left). They don't 100% match solid colored slabs because I don't know how the color was corrected. On the other hand they are more contrast and noticable as the caution signs should be.
Also I made two natural looking shades for stone: red and yellow. You may include them also if you want.
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
I like Hitzu's bright-color interpretation. It does stand out quite a bit better in game than what I originally had in mind. It definitely makes sense for hazard markings to be a bit more saturated. However there is one minor issue:
See how the textures don't "mesh" well on the horizontal line? I think that if you can shift the stripes so that the corners are centered on a black stripe rather than on the line between stripes, it would work better, by lining up in all 4 directions (forming a solid yellow or black 'X' passing through the center).
If it's not too much work, I think that change would be a nice bit of polish for the mod.
In the mean time, here's a beta version so you can more easily test in-game. Thanks!
https://www.dropbox.com/s/tmxga9lche8os ... _1.0.3.zip
See how the textures don't "mesh" well on the horizontal line? I think that if you can shift the stripes so that the corners are centered on a black stripe rather than on the line between stripes, it would work better, by lining up in all 4 directions (forming a solid yellow or black 'X' passing through the center).
If it's not too much work, I think that change would be a nice bit of polish for the mod.
In the mean time, here's a beta version so you can more easily test in-game. Thanks!
https://www.dropbox.com/s/tmxga9lche8os ... _1.0.3.zip
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
You're right, my bad. Being self-confident, I didn't save PSD file, so now I have to redo all the work again. This would probably lead to other tints of colors, so you can make suggestions on that.d3phoenix wrote:If it's not too much work, I think that change would be a nice bit of polish for the mod.
What colors you prefer to be in the center of an X-sign?
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
You don't have to redo all work. You can take my .xcf file and adjust colors.
EDIT: I made adjustments:
EDIT: I made adjustments:
- Attachments
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- concrete.zip
- Sprites
- (844.22 KiB) Downloaded 285 times
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- concrete GIMP.zip
- .xcf files for GIMP
- (2.24 MiB) Downloaded 285 times
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
My corrected version
- Attachments
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- Striped_Concrete.zip
- (1.59 MiB) Downloaded 302 times
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Well TIL these lights are not good for displaying circuit network information:
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Hmm. Looks like the blending's too additive even with 0.1 transparency. TIL.
I'll make some adjustments and try to improve this while still providing enough color to be distinct.
I'll also add grids of lamps to my test world.
EDIT: It's fixed in 1.0.4, as well as a handful of other small lamp-related annoyances.
I'll make some adjustments and try to improve this while still providing enough color to be distinct.
I'll also add grids of lamps to my test world.
EDIT: It's fixed in 1.0.4, as well as a handful of other small lamp-related annoyances.
Last edited by d3phoenix on Fri Aug 07, 2015 8:04 pm, edited 1 time in total.
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Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Here's your reminder to add stone brick paths.
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Iron reserves at 3% and falling, copper reserves at 5% and increasing, I love this mod
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
I'm using 1.0.2 (yes, I'm a lazy updater), and I was able to build colored trains without researching the Colored Trains technology. Not really a big deal, but kinda wonky.
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Aw crap. I've left a debug option on this entire time. *facepalm* I wrote a migration script that should fix it when you update to 1.0.5.Vin wrote:I'm using 1.0.2 (yes, I'm a lazy updater), and I was able to build colored trains without researching the Colored Trains technology. Not really a big deal, but kinda wonky.
That's amazing! I haven't had a chance to dive into combinators yet. The level readout seems pretty straightforward... but how do you determine if the levels are increasing or falling?Alvin853 wrote:Iron reserves at 3% and falling, copper reserves at 5% and increasing, I love this mod
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Well first of all I set up a pulse that is triggered every minute. Then I use some arithmetic combinators to store the current fill level every time the minute pulse is coming, and I'm propagating that fill level forward 5 times, so I have a total of 5 minutes history on the fill level. Finally compare the current level to the level from 5 minutes ago, to see if level is going up or down.d3phoenix wrote:That's amazing! I haven't had a chance to dive into combinators yet. The level readout seems pretty straightforward... but how do you determine if the levels are increasing or falling?
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Thank you for this mod
Is there a way to contribute ( github or bitbucket ? I made some local changes and added a config option to disable trains if they are not needed or to save some video RAM.
Is there a way to contribute ( github or bitbucket ? I made some local changes and added a config option to disable trains if they are not needed or to save some video RAM.