Comments (19)
Any idea on a potential timeline for the new graphics
When @Nova-Kast is ready and able to work on them, they'll get done. No timeline at present.
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FFF 269 today announced Factorio 0.17 is planned to release in January 2019. That's a good target for getting this done.
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User feedback regarding icons (which will likely be redone along with the sprites):
Because the icon on the crafting bar for the Storehouse is larger then the Warehouse, I often click on the wrong one. My Suggestion would be to alter the icon image slightly to have the Warehouse visually larger then the Warehouse ... that's basically it.
— https://mods.factorio.com/mod/Warehousing/discussion/5c32902cb10da7000d0a8070
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FFF 277 has buried in it a little graphical tidbit: Improved GUI scaling support will bring along higher-resolution icons. They will be upgrading item icons from 32x32 pixels to 64x64, to support larger GUI scales without making the icons look bad.
Warehousing should go along with this when the graphics update is done.
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GitHub, what do you mean I unassigned Nova…? Must have had something to do with repo permissions and/or moving the repo into an organization. GitHub messes with stuff when you do that. 🙁
Well anyway… FFF 283 announced a couple graphics-related things that we probably want to act on:
- The in-game mod GUI will show a thumbnail image for each mod, and the way it's implemented requires including a
thumbnail.png
file (144x144 pixels) in the mod package. - Chests were upgraded to high-resolution. The most relevant change is that logistic chests now have a roboport-like animation—something it would be nice for Warehousing's buildings to have, too.
I'll see about picking a thumbnail.png
to include in future releases—probably just the one we have now, at first. Whatever we use, an updated thumbnail should come with the graphics refresh, whenever it actually happens (so the thumbnail will match the new entity sprites).
Adding animations to the warehouse/storehouse buildings will probably be its own project, separate from upgrading the sprites to high-res. That is, unless @Nova-Kast is feeling really ambitious and wants to do everything at once. 😁
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Today's FFF 290 revealed that Wube are working toward better icon scaling. It's possible Factorio will gain support for multiple icon sizes to be used at different zoom levels, and we should keep this on the radar until they come to a final decision on how they want to handle it.
I'll update the OP with a simple list of things we're keeping tabs on, because this issue has gotten quite complicated with all the FFF-based follow-ups.
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Any idea on a potential timeline for the new graphics or is the plan to wait until Wube makes their final decision? I'm just anxious to see what the new graphics are going to look like. 😂
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Tweaked icon-size list entry (and children) to include FFF 291.
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Added LUTs to the list (see FFF 320).
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So I was thinking about making a "plugin" for small and tiny warehousing just until the new graphics are done and/or depending on the popularity of it. It would just be a separate mod that makes Warehousing dependent and adds in the small and tiny versions. It may make it easier to decide whether or not to add them into the main mod based on popularity. I'd like your feedback before I create it and upload it to the mod portal.
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@JDOGG88 An add-on mod is fine with me. If you'd be creating and distributing derivative works based on this mod's graphics, though, you should ask @Nova-Kast first. (Quickest way to do that is through @Anoyomouse; PM on the Factorio forums if neither of them replies here in a day or two.)
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Nah it wouldn't be anything derivative using the graphics. It would just be pulling my Small & Tiny code out and use it to make a "Warehousing Compression" mod with the ultimate goal of seeing how people like it and whether or not to actually add it into the main mod.
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Might as well have at it, @JDOGG88. Have fun!
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If you have the time and want to take a look https://github.com/JDOGG88/Warehouse-Compression
I used masks for the icon and tech graphics to reduce total size and makes the icon "S" & "T" text tint-able.
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Hey @Nova-Kast, are you still working on these new graphics?
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Linking to PR #88, snouz has done some amazing work redoing all the sprites as well as tweaking them for in game
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Once #88 is done I'll try to figure out if LUTs are still relevant, or if this whole thing can be closed out.
from warehousing.
Once #88 is done I'll try to figure out if LUTs are still relevant, or if this whole thing can be closed out.
Here's Wube LUT script
https://github.com/wube/factorio-LUT-tool
I have no idea if it's relevant. It says the script "applies colors" to an image, but there aren't several images for each entity, so maybe that's just something that is done in-engine?
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I don't think the LUT script is relevant. In fact, I think that whole checklist item can just… not happen. We don't need it, since you specifically offered to create new graphics because you could make them match Factorio's current look.
So, in anticipation of the next release with those new graphics that check all the boxes above, I'll just close this out and focus on testing/releasing when I get the time!
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Related Issues (20)
- Update for Factorio 0.16 HOT 12
- Add Buffer Warehouse/Storehouse type HOT 2
- control click to load HOT 3
- items disappearing from storage warehouse HOT 3
- CFAN data still as only 0.15 compatible HOT 2
- Crashes Factorio 0.16.9+ HOT 5
- Fix crafting menu sorting
- Assemblers have a high cap on components for crafting HOT 4
- Storage warehouse/storehouse can't be logistic filtered
- Future? HOT 3
- Warehouse capacity rebalancing HOT 8
- HR pictures HOT 1
- Crash on load 0.17.43, warehouse-buffer.png HOT 3
- Upgradable capacity HOT 3
- Issue on mod load HOT 2
- Factorio 1.1.0 breaking changes HOT 1
- Enderwarehouse? HOT 3
- Power Satisfaction. HOT 2
- Request for locale Update HOT 1
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