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Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

Posted: Thu Apr 28, 2016 12:40 pm
by y.petremann
Supercheese wrote:
JasonC wrote:Bug: When you mine a colored indicator lamp, you do not receive it back. Instead you receive a white "Lamp" ("base->color-coding").
I believe that's intentional, because all you need to craft a colored lamp is a regular lamp, so you can just craft it right back -- and if you craft the wrong color by mistake, you can just plop it down and pick it back up again to fix your error.
It's intentionnal, it can be disabled in config file and it permit to return back the component that permit to make them all.

Imagine you made 1000 blue lamps and finally you decide black lamps are better ... here you need to place them all but permit tu return them back

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

Posted: Thu Apr 28, 2016 6:00 pm
by JasonC
y.petremann wrote:
Supercheese wrote:
JasonC wrote:Bug: When you mine a colored indicator lamp, you do not receive it back. Instead you receive a white "Lamp" ("base->color-coding").
I believe that's intentional, because all you need to craft a colored lamp is a regular lamp, so you can just craft it right back -- and if you craft the wrong color by mistake, you can just plop it down and pick it back up again to fix your error.
It's intentionnal, it can be disabled in config file and it permit to return back the component that permit to make them all.

Imagine you made 1000 blue lamps and finally you decide black lamps are better ... here you need to place them all but permit tu return them back
Yeah, I've actually grown to really like that it does that. After using the mod for a while, it makes a ton of sense that it works that way.

Btw, @d3phoenix, this mod is freakin' awesome. The colored lamps, the caution striped concrete... *swoon*.

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

Posted: Thu Apr 28, 2016 7:47 pm
by d3phoenix
Confirmed -- this behavior is intentional. This way I don't have to worry about cluttering up the crafting menus with 'uncrafting' recipes. Also, it works with construction bots too. Anytime any colored item gets picked up it reverts to the base game equivalent. The crafting times are also super short, with the idea being that you only store the base game items, and you walk around and just color them in your inventory as you need to use them. It saves a lot of inventory slots and crafting menu entries doing it this way.

If you ever accidentally craft way too many lamps or concrete of a particular color, try using construction bots and blueprints to fix it. You can place hundreds of colored lamps at once, then have the bots deconstruct them. They will end up back in your storage chests (or inventory for personal robots) as the stock items.

@JasonC I'm glad you enjoy it :)

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

Posted: Fri Apr 29, 2016 7:14 am
by Neotix
Where can I change lamps glow/light radius? I find out that when I use color lamp as digit display, that display have too low contrast. The glow cause that disabled lamps also become brighter when few lamps near them are lighted up.

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

Posted: Fri Apr 29, 2016 2:30 pm
by JasonC
Neotix wrote:Where can I change lamps glow/light radius? I find out that when I use color lamp as digit display, that display have too low contrast. The glow cause that disabled lamps also become brighter when few lamps near them are lighted up.
In the mod's prototypes/config.lua, you can change LAMP_FLOOD_DIAMETER to be something smaller. It's 5 by default (and the game's usual lamps are 40).

Incidentally...
d3phoenix wrote:Confirmed -- this behavior is intentional.
Ha, there's even an UNCRAFT_ITEMS_ON_PICKUP in config.lua; I guess I could have looked first. :oops:

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

Posted: Fri Apr 29, 2016 3:09 pm
by Neotix
Thanks.

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

Posted: Sat Apr 30, 2016 6:57 pm
by zytukin
Thank you for this great mod :)


But, is it possible to add a way recoler stuff that has already been colored? Or just to remove the color and return the item to the default color?

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

Posted: Sat Apr 30, 2016 11:59 pm
by Smoovious
Could always set it up so that if one of the mods that has a scrapper/recycler is present, then the mod will disable pick-up-as-white behavior.

Personally, I think pick-up-as-white should be disabled by default, but that's just me.

-- Smoov

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

Posted: Sun May 08, 2016 7:11 pm
by y.petremann
From what I've seen in the Factorio GFX Wiki, they would implement the concrete part of the mod in future versions.

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

Posted: Sat May 28, 2016 5:09 pm
by credomane
How hard would it be to add in color coded pipes? It is perfectly fine if all the colors interconnect. Really want to colorize all my pipes.

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

Posted: Sat May 28, 2016 8:37 pm
by y.petremann
credomane wrote:How hard would it be to add in color coded pipes? It is perfectly fine if all the colors interconnect. Really want to colorize all my pipes.
THeorycally ... really easy, like other stuff,

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

Posted: Sat May 28, 2016 11:33 pm
by Shrooblord
This is freaking awesome. Thank you so much for this mod.

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

Posted: Sun May 29, 2016 7:38 am
by steinio
If the author decides to implement colored pipes, maybe he can orientate at better fluid colors?
viewtopic.php?f=144&t=23284

Greetings steinio

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

Posted: Sun May 29, 2016 9:45 am
by bNarFProfCrazy
There is also the flow control mod with its special shaped pipes. Don't forget them or suggest the feature there as well.

viewtopic.php?f=94&t=20645

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

Posted: Mon May 30, 2016 1:09 am
by MiniMe943
steinio wrote:If the author decides to implement colored pipes, maybe he can orientate at better fluid colors?
I think if colored pipes are implemented in this mod, they're going to follow the same color scheme as everything already present in the mod.

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

Posted: Thu Jun 02, 2016 2:18 pm
by TRauMa
Only problem is that connections between pipes of different colors would look really bad - as you can see when you try it with bob's mods. The game adds connectors/end segments and the graphics overlap to match the perspective of the pipe images. That's all fine as long as every pipe looks the same, but with different colors it really looks wonky.

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

Posted: Sun Jun 26, 2016 11:00 am
by MiniMe943
When 0.13 drops on Monday, what's going to happen with this mod? How long before this mod is compatible with the new trains?

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

Posted: Sun Jun 26, 2016 11:03 am
by steinio
Colored lamps are not needed anymore because it's implemented in 0.13.

The yellow black striped concrete also ;)

Maybe the 0.13 branch gets the hole mod in vanilla.

Until then it could be called 'Color Coding - Concrete'

Greetings steinio

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

Posted: Mon Jun 27, 2016 3:05 am
by d3phoenix
I have updated the OP. Unfortunately due to personal health concerns I will not be able to update this to 0.13 any time soon. Please see the main post for details :(

If you want to move your existing CC maps to 0.13 immediately, you can use the remover in version 0.12 to reset all objects back to their non colored versions.

Loading the mod in 0.13 without CC installed will result in the loss of all colored objects.

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

Posted: Mon Jun 27, 2016 4:03 am
by steinio
Oh really bad.

Get well soon. Best wishes.