Please consider the files below as the final release for 0.12.x.[/b]
If you want to remove CC from your maps before upgrading to 0.13, you can use the remover in version 0.12 to reset all objects back to their non colored versions.
Loading maps that use CC in 0.13 without CC installed will result in the loss of all colored objects.[/b]
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in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
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The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
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Long description
Long description
This is a mod I put together by request for FireBlade212 on Twitch.
It adds sets of color-coded locomotives, indicator lamps, and concrete types to the game, which can be researched after their base technologies are unlocked.
The primary purpose of the mod is to help organize and color code your factories, though it could also be used decoratively, and the colored lamps may have interesting uses with the circuit network.
The included colors are red, orange, yellow, green, cyan, blue, purple, magenta, white, and black.
Third Party Credits
Third Party Credits
* FireBlade212 - Original concept / mod request
* Hitzu - Spritesheets for white and black locomotives, hazard concrete
* Neotix - Hazard concrete idea
* Lishget - German Translation
* TRauMa - Lite Version
Version history
Version history
TO DO:
* Add colored stone paths.
* Add lights-only download version.
1.0.7 (2015-09-16) - Hotfix for 0.12.8
* Adjusted crafting energy from 0 to 0.01 for compatibility with 0.12.8 update.
1.0.6 (2015-08-16) - Optional update. This update has no immediate gameplay effects aside from adding german language support. If 1.0.5 is working fine for you, you can skip this one.
* Added german translation (thanks, Lishget!)
* Added component toggles to config.lua -- if you edit that file, you can now individually disable or enable trains, lamps, and concrete. Disabling trains saves about 200-300MB of VRAM on low-end machines. (I strongly discourage changing this setting when you're already using the mod, your save may be broken if you remove items that are actively being used in the world.)
* Optimized PNG compression to save ~10% on spritesheet file sizes
1.0.5 (2015-08-08)
* Fixed that recipes were inadvertently unlocking every time the mod is updated.
* This update will re-lock coloring recipes that you haven't researched.
1.0.4 (2015-08-06)
* Centered all lamps to the tile grid, including stock. (I hadn't noticed it until I saw this reddit post, then I couldn't un-see it...)
* Reduced size and saturation of halos around indicator lamps to prevent 'blooming' and over-saturation when using them in dense lines or clusters for data display
* Reduced power consumption of indicator lamps by 95% (5KW --> 250W).
* Slightly increased maximum range of circuit network connections for indicator lamps (7.5-->10). This makes them reachable anywhere within a substation's coverage.
1.0.3 (2015-08-04)
* Fixed green trains not staying green at certain angles (graphical error in one of the spritesheets)
* Added hazard marking concretes (yellow/black and white/red in both diagonal orientations)
1.0.2 (2015-07-27)
* Moved all easily-adjustable settings to a central file (./prototypes/config.lua). If you want to customize the mod, just unzip it, delete the zip, and then edit this file.
* Fixed transparency artifacts around concrete
* Fixed transparency artifacts around lamps
* Fixed colored concrete recipe
- Used to be 1 concrete yields 10 colored concrete. Whoops!
- Now 10 concrete yields 10 colored concrete
- Doing it in batches of 10 reduces clicking to craft significant amounts of the stuff
- May change the batch size +/- based on feedback, for now i've added it as a config option in config.lua
* Fixed crafting speed of colored item recipes -- all are now instant; this can be changed in the config file
* Fixed research sorting so that each research comes directly after the technology that unlocks it now
* Improved lamp sprites significantly; now only the lamp lenses are tinted; the frame of the light is not colored.
* Improved lamp glow sprites; they don't all look white anymore and are much more distinct during the day.
* Replaced inventory tab icon with something less distracting
* Replaced brown concrete with white
* Replaced brown locomotive with white, and updated black locomotive to better match the set (thanks hitzu!)
* Added black indicator lamp by popular request; I tried to make it look similar to a UV blacklight.
* Added white indicator lamp -- it is identical to the stock lamp but has the smaller light radius of the rest of the indicators
* Added tinted glow mask to indicator lamps to make them more distinct from normal lamps during the day
* Added sprite replacement for stock locomotives because the faint red on them was not distinct enough from the red train.
* Added inventory icon replacement for stock trains to match their new appearance
* Added glowing inventory icon replacement for stock lamps (to keep all icons consistent, when the official lamp icon is updated I will make mine match.)
* Added a few missing locale strings
* Slightly reduced saturation of concrete colors
* Slightly reduced saturation of locomotive colors
* Adjusted research costs and prerequisites to fit in better with the rest of the tech tree
- Lamps need optics + circuit network and cost 20R+20G+15sec
- Colored trains still only need railway, but cost 30R+30G+20sec
- Colored concrete still only needs concrete, but costs 50R+50G+30sec
1.0.1 (2015-07-24):
* Mod has been renamed to "Color Coding" and now supports lights and concrete in addition to trains
* Moved crafting recipes of colored items to a dedicated inventory tab
* Picking up colored items now 'uncrafts' them, reverting them to stock. This minimizes inventory clutter while making it possible to recover and re-color objects without crafting new ones. Works with construction bots too!
* Renamed "Unmarked" train to "black" to be consistent with the rest of the objects.
* Pink color removed and replaced with cyan. (Cyan sprite sheets were already created, I just forgot to put them in. Pink and magenta weren't distinct enough, so I swapped in cyan for pink.)
Locomotives (Bottom right "unmarked" is the appearance of stock trains):
Indicator Lamps (Daytime):
Indicator Lamps (Nighttime)
Inventory / Crafting screen:
Stock lamp and train inventory icons: ...
Pixel art!
How to safely remove:
To be on the safe side, back up your /mods/ and /saves/ folders before you begin.
Download the remover tool version of the mod above ("color-coding_9.9.9.zip") and place it in your /mods/ folder.
Delete the color-coding_1.x.x.zip file from your /mods/ folder (or just move it somewhere else).
Launch Factorio.
Load and re-save the save(s) that you want to remove color coding from. All colored entities will be replaced with their stock equivalents when you load them -- you will get a popup on load confirming this. After you save, THIS CANNOT BE UNDONE! Make sure you have backed up your saves before doing this!
Close Factorio.
Delete color-coding_9.9.9.zip from your /mods/ folder.
Color coding is now uninstalled, and you will not have lost any concrete, lamps, or locomotives in the saves you did this process on -- they will all have reverted to stock colors instead.
Re: [MOD 0.12] Colored Trains
Posted: Thu Jul 23, 2015 2:43 am
by OBAMA MCLAMA
1st! and can't wait to try it out! going to be nice having trains fly by, knowing that that one is a coal.. that one is copper.. and that.. THATS A .. A MIGHTY FINE RARE PAX TRAIN!
edit: 105mb zipped.. can we get masks on trains now? lol.
Re: [MOD 0.12] Colored Trains
Posted: Thu Jul 23, 2015 7:17 am
by Choumiko
The yellow one looks like FARL
OBAMA MCLAMA wrote:edit: 105mb zipped.. can we get masks on trains now? lol.
There is something in the 0.12 changelog, that sounds like it could be used:
Added new blend modes for sprites using "blend_mode" property. Possible values: "normal", "additive", "multiplicative".
Haven't gotten around to test it out.
Re: [MOD 0.12] Colored Trains
Posted: Fri Jul 24, 2015 3:51 am
by Blu3wolf
OBAMA MCLAMA wrote:THATS A .. A MIGHTY FINE RARE PAX TRAIN!
Blue TF is best TF
Re: [MOD 0.12] Color Coding
Posted: Sat Jul 25, 2015 9:04 am
by d3phoenix
1.0.1 Update:
* Mod has been renamed to "Color Coding" and now supports small-radius indicator lights and concrete in addition to trains.
* The crafting of colored items has all been moved to a dedicated inventory tab to keep things clean.
* Reverting a color change is now as easy as picking up the colored item. It will switch back to a stock part in your inventory. This makes it easier to remove the mod later if you decide you don't want it, and also minimizes inventory clutter. Picking up loads of colored items will no longer clog your inventory.
* Pink color removed and replaced with cyan
* An automatic migration script is included. Move your old ColoredTrains zip file out of your mod folder and put the new color-coding one in, and the next time you load a save, any existing colored trains on your map will be imported into the updated mod automatically.
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Posted: Sat Jul 25, 2015 11:34 am
by MasterBuilder
This is awesome. No more guessing which train is which.
Is it possible to change the gray/black one to actually have a dark/black ring around the top? It's sort of an all gray colorless thing and I'd rather have a 'coal' colored ring.
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Posted: Sat Jul 25, 2015 3:02 pm
by iUltimateLP
Its a great mod! I always wanted colored lights and concrete, so really thanks for that great mod! Super useful.
Edit: one not so cool thing is that actually the, idk how they are called, those "Drop Shadows" on the ground have a colored mask too so its laying over the ground (see screenshot)
Picture
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Posted: Sat Jul 25, 2015 8:11 pm
by d3phoenix
Is it possible to change the gray/black one to actually have a dark/black ring around the top? It's sort of an all gray colorless thing and I'd rather have a 'coal' colored ring.
The way I made these is by hue-shifting the existing sprite-sheet with a photo editor. The unmarked train is what you get when you fully desaturate the image. I have tried a couple alternate techniques for the black train, but all of them resulted in artifacting while the train traveled around corners. (strange 'shimmering' of the color stripe that looked really bad). I will play around with the photo editor a bit more to see if I can find something that works, but don't get your hopes up This has been fixed for the 1.0.2 release, due out when the game updates to 0.12.2.
Edit: one not so cool thing is that actually the, idk how they are called, those "Drop Shadows" on the ground have a colored mask too so its laying over the ground (see screenshot)
I noticed this on the lights, too. This is an artifact from the photo editing process. It's on my to-do list to fix. This has been fixed for the 1.0.2 release, due out when the game updates to 0.12.2.
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Posted: Sun Jul 26, 2015 8:27 am
by d3phoenix
The shadows around concrete and lamps have been fixed for the next version, and the sprites for the lamps have been dramatically improved.
However, I am withholding release until 0.12.2 due to save corruption issues with 0.12.1 when upgrading mods. Expect a more polished release shortly after 0.12.2 is available
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Posted: Sun Jul 26, 2015 12:23 pm
by hitzu
Great mod! But don't you think that colors of the locos are a bit oversaturated?
Also I did a white version for trains. In my mind it went out fairly well.
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Posted: Sun Jul 26, 2015 7:09 pm
by d3phoenix
Wow, awesome. Just play-tested the white train and it looks great. I'm not the best at photo editing, clearly
I will include this in the next version.
Would you mind detailing your method, or applying the same effect to the diesel locomotive icon? I'll need a white stripe version of it for the inventory icon. It's the 32x32 one @ ./data/base/graphics/icons/diesel-locomotive.png.
I'm also looking for a way to do a black stripe version instead of the 'unmarked' looking one, if you have any ideas on that.
And as far as the saturation goes... well, the idea was to make the trains very visible even at a glance, but I do think I overdid it. I'm toning it down slightly for the next release.
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Posted: Mon Jul 27, 2015 1:25 am
by hitzu
It is fairly simple. I just selected a mask using a "color range" then desaturated, adjusted brightness and decreased contrast. Pretty simple, especially using the automation tools of PS.
I made a black version with an icon and added another icon for the white loco.
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Posted: Mon Jul 27, 2015 2:15 am
by d3phoenix
You are awesome, thank you so much! I don't have photoshop; I've been mostly using a combination of GIMP and Pinta, and i'm no expert with either of them.
This is all going into the 1.0.2 update when 0.12.2 comes out. They look great in-game!
I've added a credit to you on the original post, as well as within the zip file in both affected folders.
Now that I have a complete set, I'm going to make the mod replace the stock locomotive sprites with my old "unmarked" one, giving a total of 11 distinct train colors (the base game's faded red is not different enough from the saturated red train imo).
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Posted: Mon Jul 27, 2015 11:49 am
by hitzu
No problem
In my mind the black color isn't very effective for lighting. A lamp that doesn't produce any light it's a bit strange thing. I don't quite sure how to fix this issue, because this is a conceptual and not technical problem. What do you think?
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Posted: Mon Jul 27, 2015 5:57 pm
by d3phoenix
I agree -- people wanted a complete set so I added it anyway (nobody has to craft them after all).
I'm still playing with the graphics for it. Black and its weird darkening effect is interesting, but not really useful. I'm working on an updated sprite that mimics a "UV black light" appearance.
EDIT: The UV ended up coming out so well (imo) that I've made the final zip and am releasing v1.0.2, complete with the black and white trains. =D
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Posted: Mon Jul 27, 2015 8:08 pm
by hitzu
UV looks cool!
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Posted: Tue Jul 28, 2015 4:30 pm
by Xterminator
This is awesome for many reasons! I have wanted colored lights for the longest time, and having the colored locos and concrete is even better in addition. I would like to do a mod spotlight on this if you wouldn't mind?
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Posted: Tue Jul 28, 2015 4:59 pm
by Peter34
Xterminator wrote:This is awesome for many reasons! I have wanted colored lights for the longest time, and having the colored locos and concrete is even better in addition. I would like to do a mod spotlight on this if you wouldn't mind?
There was a Coloured Lights mod for alpha 11.
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Posted: Tue Jul 28, 2015 7:10 pm
by d3phoenix
Xterminator wrote:This is awesome for many reasons! I have wanted colored lights for the longest time, and having the colored locos and concrete is even better in addition. I would like to do a mod spotlight on this if you wouldn't mind?
Absolutely, I'm glad you like the mod!
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Posted: Fri Jul 31, 2015 4:31 pm
by Marconos
Was on the 1.0.0 version of the mod. Updated to factorio 0.12.2 and had no issues upgrading to the latest version of the mod. Great mod, simple clean and no game functionality changes.