Friday Facts #179 - New resource graphics & concrete

Regular reports on Factorio development.
wlfbck
Inserter
Inserter
Posts: 47
Joined: Wed Nov 30, 2016 7:04 pm
Contact:

Re: Friday Facts #179 - New resource graphics & concrete

Post by wlfbck »

Might i throw in a suggestion for the new oil graphic? Make it a fountain coming out of the ground (animated ofc)! Like: https://thumbs.dreamstime.com/x/oil-fou ... 375076.jpg
Looks silly, but that's exactly what's great about it ;) It also helps with finding those, they are sometimes hard to find under biter corpses or forestry.

I also like the new ore look, nice work!
Vornicus
Burner Inserter
Burner Inserter
Posts: 12
Joined: Sat Sep 13, 2014 8:05 pm
Contact:

Re: Friday Facts #179 - New resource graphics & concrete

Post by Vornicus »

Titan21 wrote:The new ores really look great, but will it make miner-placing more difficult because the boundaries of an ore-patch are harder to spot?
One way I can envision making it easier and still keeping the pretty is, when you are holding a drill for placement, to tint ore-filled squares according to their resource.
Creat
Inserter
Inserter
Posts: 41
Joined: Sun Jun 22, 2014 4:35 pm
Contact:

Re: Friday Facts #179 - New resource graphics & concrete

Post by Creat »

I really hope you find a way to make the generation not be entirely in-house (I presume it is at least for the moment). Mods being able to use this to the full effect, not just recolor the existing ores, would be phenomenal! Mostly thinking about Bob's and Angel's obviously, but it's an important part of basically every complete overhaul mod.

I'll keep hoping :)
User avatar
V453000
Factorio Staff
Factorio Staff
Posts: 274
Joined: Fri Sep 04, 2015 5:51 pm
Contact:

Re: Friday Facts #179 - New resource graphics & concrete

Post by V453000 »

Creat wrote:I really hope you find a way to make the generation not be entirely in-house (I presume it is at least for the moment). Mods being able to use this to the full effect, not just recolor the existing ores, would be phenomenal! Mostly thinking about Bob's and Angel's obviously, but it's an important part of basically every complete overhaul mod.

I'll keep hoping :)
I'm already considering releasing masks for tinting ... they will most likely not give as great result, but at least something, and much easier to use than 3D files and stuff. For vanilla it makes no sense to add the masks but for modding it would be useful.
Zeblote
Filter Inserter
Filter Inserter
Posts: 973
Joined: Fri Oct 31, 2014 11:55 am
Contact:

Re: Friday Facts #179 - New resource graphics & concrete

Post by Zeblote »

V453000 wrote:The issue is that even with the tools it still needs insane amount of effort and fanatical attention to detail to make it look nice.
I'm not trying to say "yo I am the only one who knows how to use it", just trying to point to the fact that people tend to think just clicking the button with The Tools is all there is. :P
I see, but someone will definitely get it working! Many modders already spend huge amounts of time to improve quality of their mods, so having these tools available can only make it better.

Also, if you were to release all the source models and part libraries you make them from, it would be possible to reuse them for mods that fit in the default style :D
Imagine trying to add a new type of train as a mod... basically impossible without the correct setup you made for the default graphics.
User avatar
Proxy
Fast Inserter
Fast Inserter
Posts: 165
Joined: Mon Mar 30, 2015 11:10 am
Contact:

Re: Friday Facts #179 - New resource graphics & concrete

Post by Proxy »

to be Honest. Now the Resources just Look like a Spare Pile of Stuff Lying on the Ground...
could't it look more like it was Sticking out if the Ground, or More Solid in the Middle?
large Drawing
User avatar
Dr. Walrus
Long Handed Inserter
Long Handed Inserter
Posts: 96
Joined: Fri Nov 20, 2015 6:30 am
Contact:

Re: Friday Facts #179 - New resource graphics & concrete

Post by Dr. Walrus »

Vornicus wrote:
Titan21 wrote:The new ores really look great, but will it make miner-placing more difficult because the boundaries of an ore-patch are harder to spot?
One way I can envision making it easier and still keeping the pretty is, when you are holding a drill for placement, to tint ore-filled squares according to their resource.
I support this idea.
eidolonFIRE_XI
Inserter
Inserter
Posts: 21
Joined: Wed Mar 04, 2015 9:38 pm
Contact:

Re: Friday Facts #179 - New resource graphics & concrete

Post by eidolonFIRE_XI »

Uranium ore is yellow...
picture
User avatar
Betep3akata
Inserter
Inserter
Posts: 40
Joined: Fri Sep 30, 2016 10:31 am
Contact:

Re: Friday Facts #179 - New resource graphics & concrete

Post by Betep3akata »

Hi, V453000,
Why this uranium so toxic green? I see emeralds here.

And just an idea about the blue/purple glow around the large uranium patches: https://en.wikipedia.org/wiki/Cherenkov_radiation. :!:
Not green glow, I'm begging! :mrgreen:

Thanks for interesting post,
Alex
My mods: Scorched Earth, Will-o-the-wisps
//My nickname is some kind of transliteration from Cyrillic to Latin. Betep3akata stands for WindOfSunset.
devilwarriors
Filter Inserter
Filter Inserter
Posts: 311
Joined: Sat Jan 09, 2016 1:11 am
Contact:

Re: Friday Facts #179 - New resource graphics & concrete

Post by devilwarriors »

Oh shit the new concrete is back!!!!! fuck yeah :D
Riph
Burner Inserter
Burner Inserter
Posts: 17
Joined: Fri Jun 10, 2016 11:47 pm
Contact:

Re: Friday Facts #179 - New resource graphics & concrete

Post by Riph »

That new ore looks _fantastic_

Like, no kididng, you should license this stuff out so that other games can look this good.
xeln4g4
Long Handed Inserter
Long Handed Inserter
Posts: 53
Joined: Fri Oct 28, 2016 2:42 pm
Contact:

Re: Friday Facts #179 - New resource graphics & concrete

Post by xeln4g4 »

I like that toxic green! Nice post, looking foeward to 0.15!
Rseding91
Factorio Staff
Factorio Staff
Posts: 14339
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: Friday Facts #179 - New resource graphics & concrete

Post by Rseding91 »

eidolonFIRE_XI wrote:Uranium ore is yellow...
picture
We don't care. It's going to be green in Factorio because that looks better.
If you want to get ahold of me I'm almost always on Discord.
Omarflyjoemacky
Fast Inserter
Fast Inserter
Posts: 104
Joined: Tue Nov 15, 2016 10:56 pm
Contact:

Re: Friday Facts #179 - New resource graphics & concrete

Post by Omarflyjoemacky »

Jeez - you guys over there are really hitting home runs. I can wait for .015, but GD you are making it hard.
"And then Bender ran."
sekanz
Inserter
Inserter
Posts: 26
Joined: Sat Aug 08, 2015 12:15 am
Contact:

Re: Friday Facts #179 - New resource graphics & concrete

Post by sekanz »

Rhamphoryncus wrote: I think that there should be an option to choose which ore you want to mine in the mining drill window.
No, I dont think there should. I enjoy the challenge of it.

And I love the new visuals. I can hardly wait for 15!
devilwarriors
Filter Inserter
Filter Inserter
Posts: 311
Joined: Sat Jan 09, 2016 1:11 am
Contact:

Re: Friday Facts #179 - New resource graphics & concrete

Post by devilwarriors »

Rseding91 wrote:
eidolonFIRE_XI wrote:Uranium ore is yellow...
picture
We don't care. It's going to be green in Factorio because that looks better.
It would look pretty nice with that shade of yellow (it's uranium oxide)
picture
Last edited by devilwarriors on Sat Feb 25, 2017 2:03 am, edited 1 time in total.
SaintFlow
Inserter
Inserter
Posts: 48
Joined: Fri Mar 18, 2016 6:13 pm
Contact:

Re: Friday Facts #179 - New resource graphics & concrete

Post by SaintFlow »

Rseding91 wrote:
eidolonFIRE_XI wrote:Uranium ore is yellow...
picture
We don't care. It's going to be green in Factorio because that looks better.
I think that sums up the way the devs are communicating often quite nicely :'D


That said, finally an FFF for me to look at things! Looks splendid! Awesome idea to use python for that as well, python rocks.
User avatar
LotA
Fast Inserter
Fast Inserter
Posts: 117
Joined: Fri Oct 10, 2014 11:41 am
Contact:

Re: Friday Facts #179 - New resource graphics & concrete

Post by LotA »

Astonishing new graphics.. :shock:
Green ore really reminds me of C&C's tiberium

Lately I'm not playing factorio much, that allows me to play other games, but as soon as 0.15 will be released, I'll just throw any other games out ^^
chakrit
Burner Inserter
Burner Inserter
Posts: 8
Joined: Tue Nov 08, 2016 9:25 am

Re: Friday Facts #179 - New resource graphics & concrete

Post by chakrit »

LotA wrote:Astonishing new graphics.. :shock:
Green ore really reminds me of C&C's tiberium

Lately I'm not playing factorio much, that allows me to play other games, but as soon as 0.15 will be released, I'll just throw any other games out ^^
Same for me. Everytime I try to hit the "New Game" button there's a little devil whispering in my ears that all my efforts are gonna be wasted when Nuclear Power hits, science pack recipe changes and whatnots. Plus the improved signals are gonna change how outposts and supply depots will be made so no point in going big now.
ospeovedos
Burner Inserter
Burner Inserter
Posts: 17
Joined: Mon Aug 22, 2016 3:42 pm
Contact:

Re: Friday Facts #179 - New resource graphics & concrete

Post by ospeovedos »

eidolonFIRE_XI wrote:Uranium ore is yellow...
picture
I have some green uranium ore:
uranium with a side of uranium
It's the one on the left. OK, so most of it is yellow, but there's definitely some green in the middle. The one on the right is also uranium, and it's nearly black.

0.15 is looking good! It's getting hard to wait for with all these Friday teasers!
Post Reply

Return to “News”