Friday Facts #297 - New resource icons

Regular reports on Factorio development.
ukilop
Manual Inserter
Manual Inserter
Posts: 3
Joined: Sun Apr 14, 2019 3:05 pm
Contact:

Re: Friday Facts #297 - New resource icons

Post by ukilop »

assuming the random icon generation could be used by modders?
would love to see random icons like that for all of bob's and angels' ores
User avatar
Gergely
Filter Inserter
Filter Inserter
Posts: 616
Joined: Sun Apr 10, 2016 8:31 pm
Contact:

Re: Friday Facts #297 - New resource icons

Post by Gergely »

:D :D
Love the new icons!
Engimage
Smart Inserter
Smart Inserter
Posts: 1069
Joined: Wed Jun 29, 2016 10:02 am
Contact:

Re: Friday Facts #297 - New resource icons

Post by Engimage »

Klonan wrote: Fri May 31, 2019 12:31 pm The new icons are not ready just yet, but we hope to have them for the 0.17 stable
Which is when? Looks pretty stable to me :)
blizgerg
Inserter
Inserter
Posts: 31
Joined: Thu Apr 28, 2016 11:18 pm
Contact:

Re: Friday Facts #297 - New resource icons

Post by blizgerg »

I see one artifact in that image that would want to be fixed, on the curve from going up to going left it looks like it chooses new random icons.

Otherwise, I think that looks beautiful. Love it.
User avatar
Gergely
Filter Inserter
Filter Inserter
Posts: 616
Joined: Sun Apr 10, 2016 8:31 pm
Contact:

Re: Friday Facts #297 - New resource icons

Post by Gergely »

PacifyerGrey wrote: Fri May 31, 2019 12:44 pm
Klonan wrote: Fri May 31, 2019 12:31 pm The new icons are not ready just yet, but we hope to have them for the 0.17 stable
Which is when? Looks pretty stable to me :)
It will definitely be declared stable when the bug report forum is free of any pests. I don't think anyone is willing to give you a more detailed answer.
Silden
Inserter
Inserter
Posts: 47
Joined: Thu Sep 10, 2015 3:59 pm
Contact:

Re: Friday Facts #297 - New resource icons

Post by Silden »

Is it just me, or when the ore goes on a bend to the right, there's a bit of a glitch in the appearance where the bend goes into the straight?
Mathematician
Inserter
Inserter
Posts: 36
Joined: Fri Jan 18, 2019 6:58 pm
Contact:

Re: Friday Facts #297 - New resource icons

Post by Mathematician »

Belts look fantastic with randomized resources!
Some people say math is useless in life. I say life is useless in math.
User avatar
V453000
Factorio Staff
Factorio Staff
Posts: 274
Joined: Fri Sep 04, 2015 5:51 pm
Contact:

Re: Friday Facts #297 - New resource icons

Post by V453000 »

blizgerg wrote: Fri May 31, 2019 12:47 pm I see one artifact in that image that would want to be fixed, on the curve from going up to going left it looks like it chooses new random icons.

Otherwise, I think that looks beautiful. Love it.
That's because they switch layering in the corner. :(
User avatar
eradicator
Smart Inserter
Smart Inserter
Posts: 5207
Joined: Tue Jul 12, 2016 9:03 am
Contact:

Re: Friday Facts #297 - New resource icons

Post by eradicator »

The uranium icons have an uncanny tendency to be too either too sharp or too blurred for my taste. The other resources looks really nice.

uraniblurrrr.png
uraniblurrrr.png (125.89 KiB) Viewed 16936 times
Author of: Belt Planner, Hand Crank Generator, Screenshot Maker, /sudo and more.
Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.
Tahg
Manual Inserter
Manual Inserter
Posts: 1
Joined: Fri May 31, 2019 12:47 pm
Contact:

Re: Friday Facts #297 - New resource icons

Post by Tahg »

I'm surprised integers weren't used for inserters, and anything else that shouldn't accumulate error.
glee8e
Inserter
Inserter
Posts: 31
Joined: Sat Dec 30, 2017 7:26 am
Contact:

Re: Friday Facts #297 - New resource icons

Post by glee8e »

Downward facing underground belt exit seems on the wrong layer
glitch.png
glitch.png (53.57 KiB) Viewed 16879 times
Twinsen
Factorio Staff
Factorio Staff
Posts: 1348
Joined: Tue Sep 23, 2014 7:10 am
Contact:

Re: Friday Facts #297 - New resource icons

Post by Twinsen »

Tahg wrote: Fri May 31, 2019 12:58 pm I'm surprised integers weren't used for inserters, and anything else that shouldn't accumulate error.
I used to do game logic with integers only for a previous job and it was a pain. It's a huge game design limitation that is not worth it.
Avoiding floating point problems is not a big deal.
Tinkytinkz
Manual Inserter
Manual Inserter
Posts: 1
Joined: Fri May 31, 2019 1:14 pm
Contact:

Re: Friday Facts #297 - New resource icons

Post by Tinkytinkz »

Hi,
Love the new resources on the belt. Feels much more natural and fun to look at after awhile.

Since you're asking for our help on thoughts..
On the gif, after the turn of the belt, it seems the resource converts to a different random resource after the bend, creating a tear. Could that be smoothed out?

Thank you!
User avatar
Deadlock989
Smart Inserter
Smart Inserter
Posts: 2529
Joined: Fri Nov 06, 2015 7:41 pm

Re: Friday Facts #297 - New resource icons

Post by Deadlock989 »

Love the look of the new ores.

Hopefully modders can use this for other kinds of resource icon as well? I already have 300+ new icons ready on a big project which includes ore "gravels" and other pre-smelting ore products which would benefit from looking a little randomised. There are also some very common items which spend a lot of screen time on belts - plates and stacked plates come to mind.

How does it work for inventory stacks - presumably there's still a "default" icon which gets used in crafting tabs etc.?
voddan
Fast Inserter
Fast Inserter
Posts: 124
Joined: Sat Jun 03, 2017 9:22 pm
Contact:

Re: Friday Facts #297 - New resource icons

Post by voddan »

Love the new ores!
Do you think you could make different ores of different grain? That would make them even more distinct. In the current version iron and uranium look like the same thing of different colour, despite you using different pictograms for them. Having, say, iron, a finer grain would really distinguish its look.
User avatar
fishycat
Filter Inserter
Filter Inserter
Posts: 315
Joined: Thu Apr 09, 2015 7:38 pm
Contact:

Re: Friday Facts #297 - New resource icons

Post by fishycat »

PacifyerGrey wrote: Fri May 31, 2019 12:44 pm
Klonan wrote: Fri May 31, 2019 12:31 pm The new icons are not ready just yet, but we hope to have them for the 0.17 stable
Which is when? Looks pretty stable to me :)

We are past stable, only a little more squashing until we reach "kovarex-stable" :D
chris13524
Fast Inserter
Fast Inserter
Posts: 207
Joined: Thu Jun 04, 2015 12:20 am
Contact:

Re: Friday Facts #297 - New resource icons

Post by chris13524 »

Oh god why is the first GIF actually a GIF and not a video? 4M file here we come...
Jonathan88
Fast Inserter
Fast Inserter
Posts: 180
Joined: Tue Jan 20, 2015 7:49 pm
Contact:

Re: Friday Facts #297 - New resource icons

Post by Jonathan88 »

That video at the end looks amazing! Like a real life ore belt - can't wait to see a huge smelting set up with these textures...
FactoriOh No: when it's accidentally 2am, again
J-H
Fast Inserter
Fast Inserter
Posts: 122
Joined: Fri Apr 21, 2017 11:48 pm
Contact:

Re: Friday Facts #297 - New resource icons

Post by J-H »

They look really good. I didn't even realize that the uniform resource icons could be improved on.
Post Reply

Return to “News”