[MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Hotfix released: v1.0.7 works with 0.12.8. Original post has been updated.
- LuziferSenpai
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Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Ähm yea, if you choose one of this recipes in a Assembler you get the Item for free so you can cheat really OP. Pls fix thanks.
- StoneLegion
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Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
I like it and also hate it. Because of the need to load even more sprites. I wonder besides GPU Memory if there is much performance hit on so many models.
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
This isn't a problem with the mod, it's a bug in the base game that has been fixed in recent patches. Please make sure you're running the latest version of Factorio.CookieGamerTV wrote:Ähm yea, if you choose one of this recipes in a Assembler you get the Item for free so you can cheat really OP. Pls fix thanks.
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Would you consider adding support for the MK2, MK3, and armored trains in Bob's Mods? I had all my trains color-coded, and went to upgrade to the next set of trains, but couldn't keep my coloring
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
I'm not planning on adding support for anything but the vanilla game in my mods. (I don't use the big overhaul mods myself, and supporting them would add quite a bit of extra work and testing requirements to each release.)Colossus wrote:Would you consider adding support for the MK2, MK3, and armored trains in Bob's Mods? I had all my trains color-coded, and went to upgrade to the next set of trains, but couldn't keep my coloring
This mod is MIT licensed, so if you would like to work on a bob's mod compatible version, feel free to take apart and reuse anything you find here.
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Fair enough, I'll try my hand at making a mod for this.
Have you considered adding color options to the cargo wagons?
Have you considered adding color options to the cargo wagons?
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
please keep this mod uptodate ( 12.20 ) and upcoming steam release
i realy like this mod
thay should make this stock game...
i realy like this mod
thay should make this stock game...
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Due to the way that the mod works, very little version-dependent code is present. It should continue working unless the devs change something significant with the way mods load or the way crafting recipes work.silver_26 wrote:please keep this mod uptodate ( 12.20 ) and upcoming steam release
Unfortunately I have not had much time for games or modding lately, but I will probably be back in time for 0.13. Even if not, the mod is MIT licensed, and anyone in the community is more than welcome to patch it or modify it for newer versions. It should be very easy to maintain with the way I have it structured.
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Itook the liberty to make a trainless version for those using WaiTex and/or concerned about file size/gfx memory. Licence remains MIT.
https://www.dropbox.com/s/0p7iu12gffsjf ... 7.zip?dl=0
https://www.dropbox.com/s/0p7iu12gffsjf ... 7.zip?dl=0
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Thanks! I added a link to the main post to direct people to your comment, so you can update your download link if necessary.TRauMa wrote:I took the liberty to make a trainless version for those using WaiTex and/or concerned about file size/gfx memory. Licence remains MIT.
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Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Quick question: What did you use to recolor these?
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Not the original author, but there's a script inside that uses ImageMagick to tint the concrete tiles automatically. The trains were done by hand IIRC, with some image editor, the post is buried somewhere here in this thread.
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Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Alright, that's what I was looking for. The only reason I wask is because I'm making a mod that's basically just an expansion for everything
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Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Do you still have the save for this? Or a thread showing how this all works in detail? I wanted to know, because it could have some very interesting uses in futureAlvin853 wrote:Iron reserves at 3% and falling, copper reserves at 5% and increasing, I love this mod
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Tools used included Geany (a text editor), ImageMagick, GIMP, Pinta, and bash.
I didn't create all the assets, however. Hitzu submitted several sets of graphics that turned out much better than anything I knew how to make.
IIRC they used PhotoShop to do it. If you review the whole thread you can find more details.
I didn't create all the assets, however. Hitzu submitted several sets of graphics that turned out much better than anything I knew how to make.
IIRC they used PhotoShop to do it. If you review the whole thread you can find more details.
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Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Cool. I'll get those, and see what I can do for my mode
- Dr. Walrus
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Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Nice mod! Here's a couple pixel arts I've made with the colored concrete. I'm not an artist, I'm just ahead of the curve.
The Joker (not my original artwork)
The Joker (not my original artwork)
Blueprint
Hatsune Miku (also not my original art)Blueprint
My Snail Avatar (I made this one!)Blueprint
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
These are awesome! Thanks for sharing =D
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Just updated again, but not the base mod itself.
I've added a remover utility, in case you ever want to remove the mod from your saves, now you can. The remover will convert all colored entities back to their stock form.
See the first post for detailed instructions on how to use it.
I've added a remover utility, in case you ever want to remove the mod from your saves, now you can. The remover will convert all colored entities back to their stock form.
See the first post for detailed instructions on how to use it.