[0.17.x] Bob's Mods: Alternate Textures mod

Some mods, made by Bob. Basically streaks every Factroio-area.

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Necriptos
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[0.17.x] Bob's Mods: Alternate Textures mod

Post by Necriptos » Mon May 08, 2017 3:27 pm

Hello everyone, i'm making a full topic for my mod that was previously being discussed in Bob's Mod Graphics Update Discussion

Download : mod portal

GitHub : https://github.com/Ncrpts/bobmods_gfxtweak

Image

New animated sprites for Construction and Logistics robots mk2 mk3 and mk4 made by CitizenJoe :

Construction idle/moving :
Image Image Image
working :
Image
Image
Image

Logistics :
Image Image Image

(Sorry for bad gif quality, used a script to make them they dont have this white outline ingame)

new Research icons for Advanced Robots 1, 2 & 3 :
Image Image Image



Description :

This is a set of alternate textures for Bob's mods the goal was to make them more "vanilla friendly" while keeping bob's spirit in them, you can configure wich textures you'd like to use in the mods settings menu.

Bob's Electronics new components [/img]are based on vanilla Factorio components.
Bob's Warfare new textures were made by CitizenJoe.
Bob's Logistics new textures were also made by CitizenJoe. (note: removed in 0.17+)
More textures to come later, if you'd like to contribute to this project please show us what you got in here, if it fits vanilla more than what bob's mod currently use we would love to add it to this project.

Also, all the textures are unlicensed, feel free to use them anywhere you'd like.

Changelog :

15.1 - Added to mod portal (previously known as Bob's Electronics alternate textures), Added Bob's Warfare icons made by CitizenJoe, added mod settings in settings menu.
15.2 - Added the new icons to their corresponding tech (you were still seeing the old tech icons wich was creating inconsistency in the color scheme)
15.3 - Added new animated sprites for Construction and Logistic robots MK2, MK3 and MK4 made by CitizenJoe, see gifs in the post
16.0 - Updated to version .16, nothing new has been added yet, they are new robots (logistics and construction mk4) that will not be retextured yet. everything else should looks the same as it did in .15
17.0 - Updated to version .17, very late update i'm sorry, removed robots because the ones in bob's mode are of higher quality, updated code to allow my lower res picture to overwrite the higher res one from bob's.

Upcoming Features :
- Nothing new really planned anymore, i'll try to keep the mod updated to newer versions when someone reminds me and I'm open for requests.

Other:
- Note that the mod is not compatible with Shiny mod, as of right now shiny mod will overwrite all the textures by default because it will be loaded last, you can get the components textures if you disable the component textures from shiny bob's in it's mod settings, but when both mods are active at the same time there is no way to get the other textures because shiny mod's warfare textures are not disableable. I strongly recommend you to pick one or the other.
Last edited by Necriptos on Mon Nov 11, 2019 10:23 am, edited 6 times in total.

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Re: [0.15.x] Bob's Mods: Alternate Textures mod

Post by Necriptos » Fri Jun 02, 2017 7:28 am

Updated to 15.2 : Added the new icons to their corresponding tech (you were still seeing the old tech icons wich was creating inconsistency in the color scheme)

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Re: [0.15.x] Bob's Mods: Alternate Textures mod

Post by Necriptos » Sat Jun 10, 2017 7:22 pm

Updated to 15.3 : Added new animated sprites for Construction and Logistic robots MK2, MK3 and MK4 made by CitizenJoe, see gifs in the top post

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Re: [0.15.x] Bob's Mods: Alternate Textures mod

Post by Air » Sun Jun 11, 2017 11:43 am

Great mod!
I used shinybob before. But it hasn't been updated to 0.15. And for some reason it also changes a lot of logic along with the textures. (which is why I couldn't simple modify it myself to support 0.15)
Your mod has been a saver for me. I hope in the future you add textures for poles, mines, radars etc. Having all tier1-tier4 pictures be the same - sucks.

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Re: [0.15.x] Bob's Mods: Alternate Textures mod

Post by Zombiee » Mon Jun 19, 2017 10:30 am

Greetings,

Any chance your upcoming textures would include some differentiation on the parts to build the robots? Mk1 thru Mk4 tools/weapons in particular because there are no visual differences and it bothers me. A lot.

I've recently revived the original ShinyBob pattern in ShinyBobGFX and my plans have been limited to tinting on-map entities so I could tell them apart (and their icons). Our changes don't seem to have much crossover (just circuits for now) and what you've done already looks better than anything I could imagine creating. Would you mind me putting a link to your mod in my mod description?

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Re: [0.15.x] Bob's Mods: Alternate Textures mod

Post by zgrillo2004 » Mon Jun 26, 2017 4:51 am

Hi. Can this mod be reverse compatible with 0.14.23?

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Re: [0.15.x] Bob's Mods: Alternate Textures mod

Post by Necriptos » Mon Jul 03, 2017 4:09 am

Zombiee wrote:Greetings,

Any chance your upcoming textures would include some differentiation on the parts to build the robots? Mk1 thru Mk4 tools/weapons in particular because there are no visual differences and it bothers me. A lot.

I've recently revived the original ShinyBob pattern in ShinyBobGFX and my plans have been limited to tinting on-map entities so I could tell them apart (and their icons). Our changes don't seem to have much crossover (just circuits for now) and what you've done already looks better than anything I could imagine creating. Would you mind me putting a link to your mod in my mod description?
Hello, the robot components part had been on my radar for a while now but the truth is i don't really know how to change them to make them more "vanilla" themed, once i came up with an idea or someone make some cool looking ones i'll make sure to add them.

I myself only did the components and the code, all credits for the rest to CitizenJoe's amazing work. And you can link this mod anywhere, also it's unlicensed so feel free to pick up textures or code and put it anywhere you see fit :)
zgrillo2004 wrote:Hi. Can this mod be reverse compatible with 0.14.23?
Hello,

there as been some changes with some of the stuff during the transition to 0.15 so you could just try to change the versions in the info.json and see if that works, or you could download the old mod wich is still up in the portal for that purpose : https://mods.factorio.com/mods/Necripto ... s_gfxtweak it's final version is 0.14 but it only has the components.

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Re: [0.15.x] Bob's Mods: Alternate Textures mod

Post by Zombiee » Mon Jul 03, 2017 4:46 am

Necriptos wrote:you can link this mod anywhere,
Groovy, I'll do so. I really like what your mod does and the look of the graphics CitizenJoe made. Creating new graphics from nothing is not something I can do. That said, if I feel froggy I might clean up the recolors I've done for my personal play and send em your way. That sort of change doesn't fit in ShinyBobGFX and I'm trying to be really careful to keep it limited to it's current scope.
Necriptos wrote:feel free to pick up textures or code and put it anywhere
Once I'm done with my current to-do list, I might steal the robot stuff and recolor it since it's different than my color progression but I doubt it. I rather like the look of them as is.

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Re: [0.15.x] Bob's Mods: Alternate Textures mod

Post by Necriptos » Fri Mar 16, 2018 4:12 pm

Just bumping the thread to let you all know i updated the mod to 0.16 sorry for being late to the party

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Re: [0.16.x] Bob's Mods: Alternate Textures mod

Post by Zombiee » Sat Mar 17, 2018 1:23 am

Welcome back! I ended up doing my own recolor of robots and ammo bits but clearly took inspiration from yours. I look forward to any further changes you may make.

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Re: [0.16.x] Bob's Mods: Alternate Textures mod

Post by Necriptos » Sat Mar 17, 2018 1:58 pm

Zombiee wrote:Welcome back! I ended up doing my own recolor of robots and ammo bits but clearly took inspiration from yours. I look forward to any further changes you may make.
Thank you for your support :D, Yeah i noticed you ShinyBobGFX looks really great, i want to add an optional dependency to it and make a checkbox in the mod option menu to allow the user to choose wich version they prefer for the textures both mods changed so they can coexist in the same environnement, i haven't tried to launch both and see what happen at the moment, with no clear dependancy i assume the texture picked is choosed by either alphabetical order or at random wich can be annoying for someone who wants only certain textures from each, as for future changes i planed to add the new robot tier and change some of the new modules textures to make them match the base ones more.

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Re: [0.17.x] Bob's Mods: Alternate Textures mod

Post by Necriptos » Mon Nov 11, 2019 10:26 am

Hey everyone, just updated to 0.17. changelog:

17.0 - Updated to version .17, very late update i'm sorry, removed robots because the ones in bob's mode are of higher quality, updated code to allow my lower res picture to overwrite the higher res one from bob's.

Another note, this mod is not compatible with ShinyBobGFX, have both enabled and you won't see this mod's texture, only components can be toggled in ShinyBobGFX mod settings.

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