Thanks, I made the grey signal darker to fit better between white and black.
I've been thinking about the special each/anything/everything signals to be different than just yellow/green/red. I'll do something but I need some more time to think about it.
Search found 263 matches
- Tue Jun 02, 2020 3:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.27] Low contrast for circuit signal icons
- Replies: 13
- Views: 4991
- Tue Jun 02, 2020 3:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.27] Mining Productivity research icon shows old electric mining drill
- Replies: 3
- Views: 1260
Re: [0.18.27] Mining Productivity research icon shows old electric mining drill
The plan is that before we relase 1.0, we will visit the icons which include designs of old entities, or placeholder icons, hopefully we will have enough time for it.
- Fri May 29, 2020 2:45 pm
- Forum: News
- Topic: Friday Facts #349 - The 1.0 plan
- Replies: 59
- Views: 30809
Re: Friday Facts #349 - The 1.0 plan
Gonna be epic when Cyberpunk inevitably honors its tradition of never releasing and shunts itself into 2021. Well I guess if you know you're gonna make it without adjusting your current rate of development, it shouldn't really matter. Except to all the people whose window of opportunity to snag the...
- Thu May 28, 2020 1:26 pm
- Forum: Not a bug
- Topic: [0.18.27] Icons are blurry on 100% scale
- Replies: 6
- Views: 1940
Re: [0.18.27] Icons are blurry on 100% scale
As Murzik say, I think this is to be expected. To explain a bit further: Most of the icons are downscaled using "Bicubic sharper" in Photoshop, some of them are scaled with other methods partially by accident or convenience/speed. Then there are often at least some adjustments on the 32px ...
- Sat May 23, 2020 6:02 am
- Forum: News
- Topic: Friday Facts #348 - The final GUI update
- Replies: 143
- Views: 54312
Re: Friday Facts #348 - The final GUI update
The engine icon is definitely one of the top candidates for another iteration, but so far there've been many iterations of this one, and basically I was getting reasonable "engines", but none of them was also a nice icon. The one shown in FFF is not really an engine, but is a nice icon, ev...
- Mon May 04, 2020 8:13 am
- Forum: Resolved Problems and Bugs
- Topic: Graphical splitter glitch
- Replies: 1
- Views: 2169
Re: Graphical splitter glitch
Fixed for next release 0.18.23, thank you very much for report. I didn't notice somehow.
- Mon Apr 27, 2020 8:58 am
- Forum: News
- Topic: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
- Replies: 59
- Views: 25337
Re: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
...If u want to speedrun an jump'n'run u cannot actually do the jumps before the run starts. But if u preplan a factorio game it is like u could do the jumps before the timer starts... I'm actually pretty sure that's what for example Quake speedrunners do. Meticulous planning and doing math on exac...
- Mon Mar 23, 2020 9:38 am
- Forum: Minor issues
- Topic: [0.18.15] Normal Graphics, South-facing Pump has visual issues
- Replies: 1
- Views: 861
Re: [V453000] [0.18.15] Normal Graphics, South-facing Pump has visual issues
I'm aware of this small glitch, but I'm pretty sure that if I fix it, more problems will crop up regarding the pump connector to fluid wagons. And I really don't want to touch that bee hive right now.
- Mon Mar 16, 2020 4:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [V453000] [0.18.10] gun-turret-shooting-4.png, 14th row, both columns are identical
- Replies: 1
- Views: 3769
Re: [V453000] [0.18.10] gun-turret-shooting-4.png, 14th row, both columns are identical
I'm puzzled and weirdly amused! Wow, that's some serious mystery right there. The two shooting frames are rendered out of Blender and then alternated between by a simple expression in After Effects. However, why does the +1 %2 break exactly on frame 123, is beyond me. :D The two columns aren't actua...
- Sat Mar 14, 2020 5:30 pm
- Forum: News
- Topic: Friday Facts #338 - The (real) Character GUI
- Replies: 89
- Views: 52469
Re: Friday Facts #338 - The (real) Character GUI
(But for real, Spidertron is not coming in 1.0 nor before) Has this been decided officially by Wube or is this just an expectation for now? - We don't know what exactly would be the use for the spidertron. The original idea was it would be a late game vehicle, with almost unrestricted movement. Tha...
- Fri Feb 28, 2020 3:47 pm
- Forum: News
- Topic: Friday Facts #336 - Offshore pump redesign
- Replies: 51
- Views: 22006
Re: Friday Facts #336 - Offshore pump redesign
I would be very , very, very, VERY interested in that time lapse mod please. Did I say very yet. just in case... VERY. I have a lot of save games and the previous time lapse mod does not work anymore and an automated one would make my life.....unimaginably more easy. Hope you get to finish and rele...
- Mon Jan 27, 2020 9:25 am
- Forum: Resolved Problems and Bugs
- Topic: [gfx] [0.18.0] Highlights blown out on map view
- Replies: 1
- Views: 2169
Re: [gfx] [0.18.0] Highlights blown out on map view
Hi, thank you for the report. I'm pretty sure this was a complete accident and the night.png was left forgotten.
I made the night.png to be the same LUT as lut-night.png but with +35% brightness so night in zoomed-in-map-view is still brighter as it used to be.
Fixed for next release, thanks!
I made the night.png to be the same LUT as lut-night.png but with +35% brightness so night in zoomed-in-map-view is still brighter as it used to be.
Fixed for next release, thanks!
- Tue Jan 21, 2020 8:56 pm
- Forum: Releases
- Topic: Version 0.18.0
- Replies: 87
- Views: 77494
Re: Version 0.18.0
Where is that tool for modders to apply the color corrections and the like to our sprites? Edit: For anyone else: https://github.com/wube/factorio-LUT-tool New question: This is just a case of the colors are changed once, yes? I use color masks to match existing base assets, so I just need to tweak...
- Tue Jan 21, 2020 6:59 pm
- Forum: Not a bug
- Topic: [0.18.0] graphical error with shadows of oil refinery
- Replies: 1
- Views: 845
Re: [0.18.0] graphical error with shadows of oil refinery
Hello, thank you for the bug report.
A sun makes non-distorted shadows, and would be technically correct. We often use lamps which distort to make the shadows more interesting and break some awful patterns that would otherwise show in many entities.
A sun makes non-distorted shadows, and would be technically correct. We often use lamps which distort to make the shadows more interesting and break some awful patterns that would otherwise show in many entities.
- Mon Nov 04, 2019 6:51 pm
- Forum: Releases
- Topic: Version 0.17.75
- Replies: 23
- Views: 17786
Re: Version 0.17.75
While this problem is in the vanilla coal as well (though less of a problem), this is specific to the Industrial Revolution mod you are using as it changes the icon.
- Sun Sep 08, 2019 3:15 pm
- Forum: News
- Topic: Friday Facts #311 - New remnants 3
- Replies: 52
- Views: 27595
Re: Friday Facts #311 - New remnants 3
On top of that, we plan to utilize the remnants to a large degree in the campaign for 1.0 for half-destroyed factories to be found and explored. What are the implications of that? Other factorieers also crashed down in the planet and weren't successful? I'm not sure how I feel about that. I liked t...
- Fri Sep 06, 2019 7:41 pm
- Forum: News
- Topic: Friday Facts #311 - New remnants 3
- Replies: 52
- Views: 27595
Re: Friday Facts #311 - New remnants 3
For example assembling machines are going to get their own remnants after the assembling machines are redesigned (as hinted in an earlier FFF)
- Fri Sep 06, 2019 7:35 pm
- Forum: News
- Topic: Friday Facts #311 - New remnants 3
- Replies: 52
- Views: 27595
Re: Friday Facts #311 - New remnants 3
That mod spotlight by a member of the dev team :D . When I'm done with vanilla experience, I'm adding this in my must try list :). I'm wondering : how will the remnants coexist with the automatic ghosts ? Or will the ghosts of destroyed structures be replaced by the remnants ? Ghosts are generally ...
- Wed Sep 04, 2019 11:24 am
- Forum: Minor issues
- Topic: [0.17.67] Coal Liquefaction and Advanced Oil Processing show the same Icon in Techtree
- Replies: 2
- Views: 1204
Re: [0.17.67] Coal Liquefaction and Advanced Oil Processing show the same Icon in Techtree
Well I'm working on item icons, but revisiting technology icons will come eventually as well.
- Wed Sep 04, 2019 9:36 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.67] Chemical plant smoke animation choppy
- Replies: 8
- Views: 3914