Friday Facts #295 - New design for the chemical plant

Regular reports on Factorio development.

ske
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Re: Friday Facts #295 - New design for the chemical plant

Post by ske » Fri May 17, 2019 6:37 pm

Sometimes I wonder how the backsides of the buildings look like.

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BattleFluffy
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Re: Friday Facts #295 - New design for the chemical plant

Post by BattleFluffy » Fri May 17, 2019 6:39 pm

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 :>
Last edited by BattleFluffy on Fri May 17, 2019 6:42 pm, edited 1 time in total.

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Re: Friday Facts #295 - New design for the chemical plant

Post by Asm_nh » Fri May 17, 2019 6:39 pm

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

Post by Quarnozian » Fri May 17, 2019 6:40 pm

Looks fantastic. Good work design team. :)
Basically every rotation is like a new entity that tries to look like its other rotations, but somehow rotated (!?).
Hahaha... I get what you're saying, but that was a hilarious way to say it. :lol:

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Re: Friday Facts #295 - New design for the chemical plant

Post by 5thHorseman » Fri May 17, 2019 6:46 pm

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, just to stick it to the man as an homage to the original battery color.
"So you completed the game with a spaghetti factory? Well I hand crafted a rocket and threw it into space with my bare hands!"

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Re: Friday Facts #295 - New design for the chemical plant

Post by boksiora » Fri May 17, 2019 6:47 pm

now i want windows for my assembly machines too :shock: :shock: :shock: :shock:

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Re: Friday Facts #295 - New design for the chemical plant

Post by TheoMarque » Fri May 17, 2019 6:57 pm

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

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Re: Friday Facts #295 - New design for the chemical plant

Post by DaveMcW » Fri May 17, 2019 7:02 pm

5thHorseman wrote:
Fri May 17, 2019 6:46 pm
I love the look of the chemical plant. What color will the water be when making batteries? I say copper, just to stick it to the man as 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
    },
primary
secondary
tertiary

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Re: Friday Facts #295 - New design for the chemical plant

Post by darkfrei » Fri May 17, 2019 7:04 pm

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. :idea:
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2019-05-17T20_52_24-Friday Facts_01.png
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Re: Friday Facts #295 - New design for the chemical plant

Post by peet1993 » Fri May 17, 2019 7:08 pm

5thHorseman wrote:
Fri May 17, 2019 6:46 pm
I love the look of the chemical plant. What color will the water be when making batteries? I say copper, just to stick it to the man as an homage to the original battery color.
Currently, it looks like this (lower right):
Image

EDIT: DaveMcW beat me to it!

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Re: Friday Facts #295 - New design for the chemical plant

Post by malecord » Fri May 17, 2019 7:14 pm

Wow. That's a very cool piece of entity. I like it!

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Re: Friday Facts #295 - New design for the chemical plant

Post by Ludwig234 » Fri May 17, 2019 7:19 pm

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.
Image

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Re: Friday Facts #295 - New design for the chemical plant

Post by TheRaph » Fri May 17, 2019 7:20 pm

TheoMarque wrote:
Fri May 17, 2019 6:57 pm
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
+ 1 for this!

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Re: Friday Facts #295 - New design for the chemical plant

Post by PhasmaNL » Fri May 17, 2019 7:25 pm

Very nice! :) Was hoping it would already be in the game, but sadly no.

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Re: Friday Facts #295 - New design for the chemical plant

Post by DaveMcW » Fri May 17, 2019 7:28 pm

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.

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Re: Friday Facts #295 - New design for the chemical plant

Post by Deadlock989 » Fri May 17, 2019 7:30 pm

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.

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Re: Friday Facts #295 - New design for the chemical plant

Post by eradicator » Fri May 17, 2019 7:31 pm

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.
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Re: Friday Facts #295 - New design for the chemical plant

Post by TatsuZZMage » Fri May 17, 2019 7:37 pm

So does this new chem plant have its own remants as well?
It looks freaking great.
^_^

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Re: Friday Facts #295 - New design for the chemical plant

Post by Koub » Fri May 17, 2019 7:38 pm

This is a seriously sexy chem plant, I love it.
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