[MOD 0.12.x] HardCrafting 0.3.15

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YohanuiBabai
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Re: [MOD 0.13.x] HardCrafting 0.4.0

Post by YohanuiBabai »

judos wrote: @YohanuiBabai: The animation for the crusher / pulverizer looks quite awesome. Do you want to contribute it? If you send me the files I will add these graphics to the next version.
at last I've finished
I looked this nice big proccessing machine and until V453000 not finished it, I make some fixes of shadow and add animation from crusher and pulverizer (I think its logical becase it do the same work) =)
also I did new icons and tech icons, maybe you'd like it
try to test)


only changed files
https://drive.google.com/file/d/0B2EvSj ... sp=sharing

50kalkiller
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Re: [MOD 0.12.x] HardCrafting 0.3.15

Post by 50kalkiller »

there seems to be an issue with the mod and migrating from Factorio 0.12.31 and hardCrafting 0.3.15; the error comes up right after the migration screen.

Thoughts?
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Screen Shot 2016-06-30 at 6.13.34 PM.png
Screen Shot 2016-06-30 at 6.13.34 PM.png (1.38 MiB) Viewed 7035 times

mattj256
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Re: [MOD 0.13.x] HardCrafting 0.4.0

Post by mattj256 »

Hi judos

Factorio 0.13.3
Hardcrafting 0.4.0

I'm getting this error message immediately after the migration screen when I try to open my 0.12 saved game.

Image

I'm only seeing this problem when I migrate from 0.12, not when I start a brand new game.

My saved game is attached. It should be easy to reproduce.
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Hard crafting challenge.zip
(5.25 MiB) Downloaded 121 times

judos
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Re: [MOD 0.12.x] HardCrafting 0.3.15

Post by judos »

Hi mattj256,

Thanks for the savegame, I will check it asap and post an update when it is fixed...

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V453000
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Re: [MOD 0.12.x] HardCrafting 0.3.15

Post by V453000 »

Yo fellow humans,

stuff:
HardCrafting-preview.gif
HardCrafting-preview.gif (95.1 KiB) Viewed 6958 times
It might get some updates later but for now I think it is good enough. :)

I attach a zip with the sprites and shifting info ... the crusher/pulverizer/big-ass-machine should all be the same size, but I didn't check.

V
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HardCrafting.zip
(116.05 KiB) Downloaded 118 times

7h3w1z4rd
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Re: [MOD 0.12.x] HardCrafting 0.3.15

Post by 7h3w1z4rd »

V453000 wrote:Yo fellow humans,

stuff:
HardCrafting-preview.gif
It might get some updates later but for now I think it is good enough. :)

I attach a zip with the sprites and shifting info ... the crusher/pulverizer/big-ass-machine should all be the same size, but I didn't check.

V
Super cool!!! But maybe rotating fans?

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V453000
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Re: [MOD 0.12.x] HardCrafting 0.3.15

Post by V453000 »

Ah, yeah :) I got those somewhere, will add them in the evening. Basically it is just about the shiftings. Fans of the small machines should be in the same position as electric furnace, big ass machine different. :)

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Re: [MOD 0.12.x] HardCrafting 0.3.15

Post by NoriSilverrage »

V453000 wrote:Yo fellow humans,

stuff:
HardCrafting-preview.gif
It might get some updates later but for now I think it is good enough. :)

I attach a zip with the sprites and shifting info ... the crusher/pulverizer/big-ass-machine should all be the same size, but I didn't check.

V
These look amazing. The entrance animation reminds me of pacman. :)

judos
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Re: [MOD 0.12.x] HardCrafting 0.3.15

Post by judos »

Wow nice, I like the animation a lot. Probably I will find the time tonight to integrate them and also fix the migration thing...
Looking forward to have them ingame :P

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Re: [MOD 0.12.x] HardCrafting 0.3.15

Post by NoriSilverrage »

judos wrote:Wow nice, I like the animation a lot. Probably I will find the time tonight to integrate them and also fix the migration thing...
Looking forward to have them ingame :P
Is the sorter back yet? I haven't tried 0.13 yet as I'm waiting for all the mods I use to be compatible. :)

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Re: [MOD 0.12.x] HardCrafting 0.3.15

Post by judos »

It's going to be a separate mod as requested. But it's not done yet. Will notice you here when it's done ;)

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Re: [MOD 0.12.x] HardCrafting 0.3.15

Post by V453000 »

I have something wrong in ending {}, I can't seem to find it, but the shiftings should be correct

working_visualisations =
{
{
animation =
{
filename = "__hardCrafting__/graphics/entity/big-processing-machine/crusher-anim.png",
priority = "high",
width = 23,
height = 14,
frame_count = 12,
line_length = 12,
shift = {-0.78125, 1.90625}
}
},
{
animation =
{
filename = "__base__/graphics/entity/electric-furnace/electric-furnace-propeller-1.png",
priority = "high",
width = 19,
height = 13,
frame_count = 4,
animation_speed = 0.5,
shift = {-1.4375, 0.328125}
}
},
{
animation =
{
filename = "__base__/graphics/entity/electric-furnace/electric-furnace-propeller-2.png",
priority = "high",
width = 12,
height = 9,
frame_count = 4,
animation_speed = 0.5,
shift = {1.04688, -1.23438}
}
},
{
animation =
{
filename = "__base__/graphics/entity/electric-furnace/electric-furnace-propeller-2.png",
priority = "high",
width = 12,
height = 9,
frame_count = 4,
animation_speed = 0.5,
shift = {-0.703125, -0.890625}
}
}
}


Also, thank you very much for splitting the mods. :)

judos
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Re: [MOD 0.12.x] HardCrafting 0.3.15 + 0.4.1 for 0.13.x

Post by judos »

Updated mod to 0.4.1.
Downloads
Changelog

@50kalkiller, @mattj256: Your migration issue should be fixed with this update.

@V453000: Thanks again for your awesome graphics. I added the new images and animations to the new version. I will probably also have to update the screenshot on the title page soon :)

@7h3w1z4rd: Rotating fans are added as well ;)

Have fun!

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Re: [MOD 0.12.x] HardCrafting 0.3.15 + 0.4.1 for 0.13.x

Post by V453000 »

Excellent :) The only complaint I have is that the long handed fast inserter has nothing to do in a ore processing mod, same for railway tweaks etc. :P I like the idea of reducing cargo wagon size, that's fine, but it should be a separate mod.

Especially now with the mod portal when you are distributing your savegame, factorio downloads the mods you have, but it can't edit them (to disable features), so it's much better to have each topic addressed in a different mod.

<3 other than that, it's great :)

Here is an updated gif with the propellers animating :P
HardCrafting-preview.gif
HardCrafting-preview.gif (114.04 KiB) Viewed 9756 times

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Re: [MOD 0.12.x] HardCrafting 0.3.15 + 0.4.1 for 0.13.x

Post by Mattyrogue »

V453000 wrote:
HardCrafting-preview.gif
Damn that looks good! Almost makes me wish it was a part of the base game XD

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Re: [MOD 0.12.x] HardCrafting 0.3.15 + 0.4.1 for 0.13.x

Post by 7h3w1z4rd »

V453000 wrote:Excellent :) The only complaint I have is that the long handed fast inserter has nothing to do in a ore processing mod, same for railway tweaks etc. :P I like the idea of reducing cargo wagon size, that's fine, but it should be a separate mod.

Especially now with the mod portal when you are distributing your savegame, factorio downloads the mods you have, but it can't edit them (to disable features), so it's much better to have each topic addressed in a different mod.

<3 other than that, it's great :)

Here is an updated gif with the propellers animating :P
HardCrafting-preview.gif
1 word, S E X Y !!!

mattj256
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Re: [MOD 0.12.x] HardCrafting 0.3.15 + 0.4.1 for 0.13.x

Post by mattj256 »

judos wrote: @50kalkiller, @mattj256: Your migration issue should be fixed with this update.
Thanks judos!!

I haven't had time to test yet.

I'm really missing that belt splitter, and looking forward to it being available for Factorio 0.13.

On the other hand the lack of belt splitter gives me an excuse to play around with the new inserters, which is kind of fun. :D

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Re: [MOD 0.12.x] HardCrafting 0.3.15 + 0.4.1 for 0.13.x

Post by MrGrim »

V453000 wrote:Excellent :) The only complaint I have is that the long handed fast inserter has nothing to do in a ore processing mod, same for railway tweaks etc. :P I like the idea of reducing cargo wagon size, that's fine, but it should be a separate mod.

Especially now with the mod portal when you are distributing your savegame, factorio downloads the mods you have, but it can't edit them (to disable features), so it's much better to have each topic addressed in a different mod.

<3 other than that, it's great :)

Here is an updated gif with the propellers animating :P
HardCrafting-preview.gif
I thought this as well until I had a few hours of this mod under my belt. The recipes can contain as many as 5 combined inputs and outputs and there just aren't enough places to cram inserters to feed and remove everything fast enough for some of them.

One could argue maybe the recipes need altering, but they're done the way they are I think due to some of the ratios e.g. recipe foo results in 20% more plates so 4 in 5 out.

I really tried to do this mod without using the inserters it adds, but I ended up caving. I think they're a requisite, really.

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Re: [MOD 0.12.x] HardCrafting 0.3.15 + 0.4.1 for 0.13.x

Post by V453000 »

I didn't find it impossible with just normal inserters tbh. Yes, you need different/better layouts, which is one of the reasons why smelting is harder, and why making these layouts is interesting. Re-making it simpler with long inserters is pointless, not to mention that there are tons of inserter mods which you can add.
Also, since 0.13 long handed inserters also have stack bonus from/to belts.

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Re: [MOD 0.12.x] HardCrafting 0.3.15 + 0.4.1 for 0.13.x

Post by MrGrim »

V453000 wrote:I didn't find it impossible with just normal inserters tbh. Yes, you need different/better layouts, which is one of the reasons why smelting is harder, and why making these layouts is interesting. Re-making it simpler with long inserters is pointless, not to mention that there are tons of inserter mods which you can add.
Also, since 0.13 long handed inserters also have stack bonus from/to belts.
Ya, it's not impossible. Digging deep into my memory the reason I used them was for the filtering ability to deal with the 3 output recipes without resorting to a 3rd perpendicular belt between each building. I like the reasoning behind there not being a fast long handed inserter. I restricted myself to using them in places where the speed of a normal long handed inserter would have been fine as in my mind allowing a long handed inserter to filter seemed reasonable.

But you're right, not strictly necessary, and I do like the idea of keeping the new entities that aren't directly related to the new crafting bits separate. E.g. I disabled the belt sorter on the copy I use.

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