Friday Facts #295 - New design for the chemical plant
Re: Friday Facts #295 - New design for the chemical plant
Sometimes I wonder how the backsides of the buildings look like.
- BattleFluffy
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Re: Friday Facts #295 - New design for the chemical plant
I absolutely *love* the new graphics for the chemical plant, and I think colourful smoke sounds awesome ! :D
By the way, thanks for continuing to resolve the bugs ! I will just provide another weekly reminder that Factorio is incredibly stable and bug-free for the most part, and it's entirely because of you guys and your dilligence. Thanks for being awesome :>
By the way, thanks for continuing to resolve the bugs ! I will just provide another weekly reminder that Factorio is incredibly stable and bug-free for the most part, and it's entirely because of you guys and your dilligence. Thanks for being awesome :>
Last edited by BattleFluffy on Fri May 17, 2019 6:42 pm, edited 1 time in total.
Re: Friday Facts #295 - New design for the chemical plant
Imagine the rainbow of tinted smoke from full Angel's petrochem. Can't wait.
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Re: Friday Facts #295 - New design for the chemical plant
Looks fantastic. Good work design team.
Hahaha... I get what you're saying, but that was a hilarious way to say it.Basically every rotation is like a new entity that tries to look like its other rotations, but somehow rotated (!?).
- 5thHorseman
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Re: Friday Facts #295 - New design for the chemical plant
I cannot remember the last time a FF came out AFTER I woke up.
I love the look of the chemical plant. What color will the water be when making batteries? I say copper, justto stick it to the man as an homage to the original battery color.
I love the look of the chemical plant. What color will the water be when making batteries? I say copper, just
Re: Friday Facts #295 - New design for the chemical plant
now i want windows for my assembly machines too
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Re: Friday Facts #295 - New design for the chemical plant
Very nice chemical plant, but I see second chimney, maybe for steam? How you think about add some white steam from this pipe when water is used to procesing?
And one thing, solid fuel and plastics - maybe change color of procesing type into mixed of ingriedents? not full tint but significant? Mayeby if items are produced - change rotation animation to hydraulic press?
https://i.imgur.com/Y8tINeN.gifv
And one thing, solid fuel and plastics - maybe change color of procesing type into mixed of ingriedents? not full tint but significant? Mayeby if items are produced - change rotation animation to hydraulic press?
https://i.imgur.com/Y8tINeN.gifv
Re: Friday Facts #295 - New design for the chemical plant
5thHorseman wrote: ↑Fri May 17, 2019 6:46 pmI love the look of the chemical plant. What color will the water be when making batteries? I say copper, justto stick it to the manas an homage to the original battery color.
Code: Select all
battery = {
crafting_machine_tint =
{
primary = {r = 0.970, g = 0.611, b = 0.000, a = 0.000}, -- #f79b0000
secondary = {r = 0.000, g = 0.680, b = 0.894, a = 0.357}, -- #00ade45b
tertiary = {r = 0.430, g = 0.805, b = 0.726, a = 0.000}, -- #6dcdb900
},
secondary
tertiary
Re: Friday Facts #295 - New design for the chemical plant
It would be nice if you can render some mask for painted surfaces, that doesn't used by vanilla, but will be available for modders.
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- 2019-05-17T20_52_24-Friday Facts_01.png (116.62 KiB) Viewed 15372 times
Re: Friday Facts #295 - New design for the chemical plant
Currently, it looks like this (lower right):5thHorseman wrote: ↑Fri May 17, 2019 6:46 pmI love the look of the chemical plant. What color will the water be when making batteries? I say copper, justto stick it to the manas an homage to the original battery color.
EDIT: DaveMcW beat me to it!
Re: Friday Facts #295 - New design for the chemical plant
Wow. That's a very cool piece of entity. I like it!
Re: Friday Facts #295 - New design for the chemical plant
The window is a really good idea. looks awesome!
Last edited by Ludwig234 on Fri May 17, 2019 7:20 pm, edited 1 time in total.
But whenever I say that I will do this or that, it looks very different when the time comes.
Re: Friday Facts #295 - New design for the chemical plant
+ 1 for this!TheoMarque wrote: ↑Fri May 17, 2019 6:57 pmVery nice chemical plant, but I see second chimney, maybe for steam? How you think about add some white steam from this pipe when water is used to procesing?
And one thing, solid fuel and plastics - maybe change color of procesing type into mixed of ingriedents? not full tint but significant? Mayeby if items are produced - change rotation animation to hydraulic press?
https://i.imgur.com/Y8tINeN.gifv
Re: Friday Facts #295 - New design for the chemical plant
Very nice! Was hoping it would already be in the game, but sadly no.
Re: Friday Facts #295 - New design for the chemical plant
The second "chimney" is an air intake. You can tell because it has a curved cover at the end. This helps prevent soot from flowing through it.
Exhaust pipes do not have a cover because you want the soot to flow through it.
Exhaust pipes do not have a cover because you want the soot to flow through it.
- Deadlock989
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Re: Friday Facts #295 - New design for the chemical plant
Really like the redesign. I never see the current plant's chemical colour, you have to be really zoomed in and also have alt-info off to even register it.
If I were going to really nitpick, it doesn't quite look like there is any glass on that window, like the swirling clouds are butting up against an invisible forcefield. In the still pictures with no chemical swirl, it looks like a hole.
If I were going to really nitpick, it doesn't quite look like there is any glass on that window, like the swirling clouds are butting up against an invisible forcefield. In the still pictures with no chemical swirl, it looks like a hole.
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Re: Friday Facts #295 - New design for the chemical plant
It's a really nice design, but especially in the animation the "window" looks more like a hole. Maybe the glass should be dirty somehow? Also the huge window makes it painfully obvious that the rotated versions are completely different buildings.
One question though: How will the starting of crafting be handled? I've experimented with working_visualizations for smoke before, but the "problem" is that visualizations are either completely off or completely on. So when a plant works in stock-motion because the output is is consumed slower than the production, the visualization causes a rapid on/off flickering smoke instead of a smooth animation.
One question though: How will the starting of crafting be handled? I've experimented with working_visualizations for smoke before, but the "problem" is that visualizations are either completely off or completely on. So when a plant works in stock-motion because the output is is consumed slower than the production, the visualization causes a rapid on/off flickering smoke instead of a smooth animation.
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My code in the post above is dedicated to the public domain under CC0.
Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.
- TatsuZZMage
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Re: Friday Facts #295 - New design for the chemical plant
So does this new chem plant have its own remants as well?
It looks freaking great.
^_^
It looks freaking great.
^_^
Re: Friday Facts #295 - New design for the chemical plant
This is a seriously sexy chem plant, I love it.
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