[1.1] - Artisanal Reskins: Bob's Mods

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

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Re: [1.0] - Artisanal Reskins: Bob's Mods

Post by Arch-kain »

Hi!
First of all, gorgeous mod! :)

I suppose this is not normal, given the screens on the mod portal?
Image

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Re: [1.0] - Artisanal Reskins: Bob's Mods

Post by kirazy »

It's a bit of a complicated situation. I'm working on Artisanal Reskins: Angel's Mods in the background, so prefer to handle Angel's overwriting plate graphics in that mod.

Angel's smelting does plate icons in data-final-fixes whereas Bob's MCI does it in data, so Artisanal Reskins: Bob's Mods is overwritten by Angel's Smelting.

Artisanal Reskins: Angel's Mods will do plate graphics (I am currently planning, anyways) the way that Angel's does, but in a vanilla-ish style.

I suppose I could get that working and release AR: Angel's Mods...

Edit: Essentially the design philosophy is that AR: Bob's Mods only reskins Bob's mods, and anything that Angels changes will be handled in AR: Angel's Mods.

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Re: [1.0] - Artisanal Reskins: Bob's Mods

Post by Arch-kain »

It seems logical ^^ I supposed it was an oversight.

I saw you're working on future "Artisanal Reskins: Angel's Mods" ! 'Can't wait to see it :D

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Re: [1.0] - Artisanal Reskins: Bob's Mods

Post by kirazy »

Arch-kain wrote: ↑
Mon Sep 07, 2020 2:24 am
It seems logical ^^ I supposed it was an oversight.

I saw you're working on future "Artisanal Reskins: Angel's Mods" ! 'Can't wait to see it :D
Yap. Angel's has been very generous and is allowing me to re-rendering their sprites into HR:
Image

So, soon. :)

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Re: [1.0] - Artisanal Reskins: Bob's Mods

Post by bobrpetr »

here are icons for laser rifle and rocket technologieszip archive

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Re: [1.0] - Artisanal Reskins: Bob's Mods

Post by mowfax »

Is it an oversight that the Blue Electronic Circuit Board has the exact same icon as the Processing unit? The red board is different than advanced Circuits so you can easily differentiate them.

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Re: [1.0] - Artisanal Reskins: Bob's Mods

Post by kirazy »

mowfax wrote: ↑
Sat Sep 19, 2020 9:35 pm
Is it an oversight that the Blue Electronic Circuit Board has the exact same icon as the Processing unit? The red board is different than advanced Circuits so you can easily differentiate them.
Can you post a screenshot of what you're seeing? None of the circuits/boards should be sharing an icon:

Image

Additionally, by default Bob's mods does not have advanced circuits/processing units, so you have some additional mods at play that are impacting which circuits are present. If you post a save I can perhaps improve compatibility for whatever mod is causing the issue.

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Re: [1.0] - Artisanal Reskins: Bob's Mods

Post by mowfax »

Yes you are right, there are other mods at play. I'm playing the seablock modpack with angels. Here are screens of the two sections:
Image
Image

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Re: [1.0] - Artisanal Reskins: Bob's Mods

Post by kirazy »

mowfax wrote: ↑
Sat Sep 19, 2020 10:20 pm
Yes you are right, there are other mods at play.
Hm. I'm not sure how best to approach this. There's two independent lines of circuits when Circuit Processing is installed, Bob's series and the vanilla series.

I'm not interested in changing Bob's circuit icons just because Circuit Processing is present, so the option here I'm looking at is to change the CP circuit icons. I could retain the general style/shape (3 contacts, 3 connectors) but move them and position them in a way that they form unique icons.

Alternatively if you want you could disable the circuit reskin to return to Bob's circuit icons to make them clearly different from the CP circuits.

Thoughts?

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Re: [1.0] - Artisanal Reskins: Bob's Mods

Post by mowfax »

kirazy wrote: ↑
Sun Sep 20, 2020 5:34 am
I'm not interested in changing Bob's circuit icons just because Circuit Processing is present, so the option here I'm looking at is to change the CP circuit icons. I could retain the general style/shape (3 contacts, 3 connectors) but move them and position them in a way that they form unique icons.
Yes just changing the layout a bit, so it isn't 100% identical would help enough in my opinion. No need to change something more drastic.

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Re: [1.0] - Artisanal Reskins: Bob's Mods

Post by Tharagon »

Hi folks,
really love this mod - makes it worth starting with Factiorio yet again!
Is there a reason why the god modules are not reskinned (v1.0.2)?

Adding

Code: Select all

[line 22]        ["god"] = {"gray"},
into modules.lua fixed the issue for me.

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Re: [1.0] - Artisanal Reskins: Bob's Mods

Post by kirazy »

Tharagon wrote: ↑
Sun Sep 20, 2020 6:02 pm
Is there a reason why the god modules are not reskinned (v1.0.2)?
You can do what you did as a temporary solution if you like, but I'm planning to do something a bit different for God modules and just haven't finished with that yet:
god-module-experiment.png
god-module-experiment.png (8.75 KiB) Viewed 1498 times

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Re: [1.0] - Artisanal Reskins: Bob's Mods

Post by Tharagon »

Uuuuuh - nice!

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Re: [1.0] - Artisanal Reskins: Bob's Mods

Post by bobrpetr »

Hello, in fashion I see three color options for electrical circuits, circuits, circuits-name and circuits-progression. The problem is that I can't think of a way to enable circuits coloring, to enable it reskins.lib.setting ("bobmods-colorupdate") should return false, but there is no checkbox with this option either in the mod setting or in the library settings.

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Re: [1.0] - Artisanal Reskins: Bob's Mods

Post by kirazy »

bobrpetr wrote: ↑
Sun Oct 04, 2020 11:42 am
Hello, in fashion I see three color options for electrical circuits, circuits, circuits-name and circuits-progression. The problem is that I can't think of a way to enable circuits coloring, to enable it reskins.lib.setting ("bobmods-colorupdate") should return false, but there is no checkbox with this option either in the mod setting or in the library settings.
In a future update I am going to decouple circuit coloring from Bob's setting (as part of a larger overhaul for how I handle what works when...), but for the moment the setting you are looking for is "Color updates" and is a startup setting under Bob's Metals, Chemicals and Intermediaries (and if not there, one of three other Bob's mods that try to add the setting).

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Re: [1.0] - Artisanal Reskins: Bob's Mods

Post by bobrpetr »

Thanks for the help, this is really the setting I was looking for.

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Re: [1.0] - Artisanal Reskins: Bob's Mods

Post by Illiander42 »

Hi, I'm using your library to help with angelbob intergration for some of my mods, and I've run into a bug when icon sprites aren't 64x64.

Here's the fix:

icon-handling.lua

Code: Select all

function reskins.lib.append_tier_labels(tier, inputs)
    -- Inputs required by this function
    -- icon             - Table containing an icon/icons definition
    -- tier_labels      - Determines whether tier labels are appended

    if settings.startup["reskins-lib-icon-tier-labeling"].value == true and tier > 0 and inputs.tier_labels == true then
        -- Ensure inputs.icon is the right format
        if type(inputs.icon) ~= "table" then
            inputs.icon = {{icon = inputs.icon}}
        end

        -- Append the tier labels
        local icon_style = settings.startup["reskins-lib-icon-tier-labeling-style"].value
        table.insert(inputs.icon, {icon = reskins.lib.directory.."/graphics/icons/tiers/"..icon_style.."/"..tier..".png", icon_size = 64})
        table.insert(inputs.icon, {
            icon = reskins.lib.directory.."/graphics/icons/tiers/"..icon_style.."/"..tier..".png",
            tint = reskins.lib.adjust_alpha(reskins.lib.tint_index["tier-"..tier], 0.75),
            icon_size = 64,
        })
    end
end

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Re: [1.0] - Artisanal Reskins: Bob's Mods

Post by kirazy »

Illiander42 wrote: ↑
Mon Nov 09, 2020 3:48 pm
Hi, I'm using your library to help with angelbob intergration for some of my mods, and I've run into a bug when icon sprites aren't 64x64.
Fixed and published.

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Re: [1.0] - Artisanal Reskins: Bob's Mods

Post by Illiander42 »

kirazy wrote: ↑
Mon Nov 09, 2020 6:42 pm
Fixed and published.
Thank you :)

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