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[MOD 0.12] Happy Factorio

Posted: Sat Aug 15, 2015 7:41 pm
by taw
Hello everyone. Not sure what's the right format for such announcements.

I was fairly unhappy with bleak looks of factorio, so I made a simple mod that just increases saturation of all images, by a lot.
The mod is fairly simple, but the way it is built might be of interest to other people, as it loads lua engine and all data into memory, hacks that, and generates .lua file to do changes I want.

I'll setup some permanent URL for the mod on github.io or somewhere later.

Re: [MOD 0.12] Happy Factorio

Posted: Sat Aug 15, 2015 11:46 pm
by ares0027
well at last! something to enhance graphics. nice idea. and downloading atm.


but i dont think that base game looks bad. it is the idea of bleakness associated with industrialism. and you know factorio is what industrialism is :D yours (watching part 01 now) looks better but again i dont think vanilla is bad.

btw maybe you can take this further and make some better tree and grass textures to make it happier? i am with you and that decayed/brownish grass and desert depresses me. i am waiting for updates :)

Re: [MOD 0.12] Happy Factorio

Posted: Sun Aug 16, 2015 7:53 am
by taw
Better grass and trees sound like an interesting idea, but it's probably a bit too complex for my art skill :-)

Re: [MOD 0.12] Happy Factorio

Posted: Sun Aug 16, 2015 12:13 pm
by Cooolaid
I can understand what you are saying.
You would like the graphics to have a bit more fidelity and be a bit more vibrant.
But the changes YOU made are a bit over saturated and looks a bit weird.

Maybe the Factorio Dev's will bump into this thread and understand the point you are trying to convey.
But what you are really looking for is more fidelity and vibrant colors , with not so much saturations.

I tested your mod for a couple of hours, and found that YOUR version (since it was over saturated) started to hurt my eyes,
due to the oversaturation.

There is a BIG difference between Over saturation and Fidelity with Vibrant colors.
the rest ill leave to the Factorio Devs.
:D :geek:

Re: [MOD 0.12] Happy Factorio

Posted: Sun Aug 16, 2015 4:06 pm
by SHiRKiT
I really liked this idea, great mod! Congratulations!

Now I don't think the devs would implement this since I think they want to pass a darker, dry and dead idea of ambient, where the player kills the environment.

Re: [MOD 0.12] Happy Factorio

Posted: Tue Aug 18, 2015 11:02 am
by eleng
Big thanks!

I really hate dark theme.

Re: [MOD 0.12] Happy Factorio

Posted: Thu Sep 17, 2015 1:27 pm
by Evilness
I updated from 12.6 to 12.8 and mod doesnt work anymore. shows this when starting the game:

Re: [MOD 0.12] Happy Factorio

Posted: Fri Sep 18, 2015 3:06 am
by taw
Evilness wrote:I updated from 12.6 to 12.8 and mod doesnt work anymore. shows this when starting the game:
Yes, Steel Furnace model changed. I'll upload updated version as soon as I double check that it works.

And uploaded.

Re: [MOD 0.12] Happy Factorio

Posted: Sat Sep 19, 2015 4:59 pm
by Evilness
So there is another issue.

Re: [MOD 0.12] Happy Factorio

Posted: Sat Sep 19, 2015 6:44 pm
by taw
Are you playing with other mods too? It's been working for me with 0.12.8.

Re: [MOD 0.12] Happy Factorio

Posted: Mon Sep 21, 2015 1:20 pm
by Evilness
Yes, am using :
Natural-Evolution_4.3.0
air-filtering_0.3.1
clock_0.12.0
CORE-DyTech-Core_1.2.1
EvoGUI_0.4.1
Expanded_Robot_Tech_0.3.0
Explosive Termites_1.1.6
FARL_0.4.1
Landfill_2.1.6
MAIN-DyTech-Machine_1.1.1
MAIN-DyTech-Power_1.1.1
MAIN-DyTech-War_1.1.1
Ore Expansion_1.0.1
RailTanker_1.0.1
SupremeWarfare_1.0.5
test-mode_0.12.7
Treefarm-AC_0.2.1
Treefarm-Lite_0.2.0
upgrade-planner_1.1.6
UraniumPower_0.6.2

Re: [MOD 0.12] Happy Factorio

Posted: Mon Sep 21, 2015 8:57 pm
by taw
Sounds like tree-related conflict, so maybe it's treefarm?

I tested it with a bunch of mods (mostly Bob's mods and some random small ones that add extra stuff) and I didn't have any conflicts so far. Mods that try to replace vanilla textures instead of just adding stuff might not be compatible.

I'm not sure what's the best way to deal with this kind of problems - I'd probably need to detect that texture has been replaced and try to not replace it again. I'll take a look at it next time I upate the mod, but no promises I'll find a good solution.

Re: [MOD 0.12] Happy Factorio

Posted: Wed Apr 27, 2016 4:27 pm
by Vittorio
Could anybody say how to fix it?

Re: [MOD 0.12] Happy Factorio

Posted: Wed Apr 27, 2016 5:04 pm
by daniel34
Vittorio wrote:Could anybody say how to fix it?
I'm getting the same error, looks like the mod needs to be updated.

Quick fix:
Open the file data.lua (extract the mod to do that) and delete or comment out line 1897 (put -- in front of the line).
Image

Re: [MOD 0.12] Happy Factorio

Posted: Wed Apr 27, 2016 7:37 pm
by taw
Yeah, every time game updates a single image I need to do a new release. I'll take a look at it.

Re: [MOD 0.12] Happy Factorio

Posted: Thu Apr 28, 2016 3:23 am
by sporefreak
This mod seems to break the Base Research pictures by zooming in (Setting them to the wrong size? I don't think its a mod conflict but it could be. I have 50+ mods installed)
Image
I just did a quick fix and removed all the Tech pictures from being replaced.

Re: [MOD 0.12] Happy Factorio

Posted: Thu Apr 28, 2016 9:12 pm
by taw
Released version for 0.12.31.

The mod will need updates pretty much every time graphics change, it would be nice if they simply included saturation slider is options instead.

Re: [MOD 0.12] Happy Factorio

Posted: Mon Jun 20, 2016 12:31 am
by sporefreak
Still having problems with research images :C (Probably because of 0.12.35)

Re: [MOD 0.12] Happy Factorio

Posted: Wed Jun 22, 2016 12:58 pm
by taw
Version for 0.12.31 works just as well on 0.12.35 for me.