[1.1] - Artisanal Reskins: Bob's Mods
Moderator: bobingabout
Re: [1.0] - Artisanal Reskins: Bob's Mods
Hi!
First of all, gorgeous mod!
I suppose this is not normal, given the screens on the mod portal?
First of all, gorgeous mod!
I suppose this is not normal, given the screens on the mod portal?
Re: [1.0] - Artisanal Reskins: Bob's Mods
It's a bit of a complicated situation. I'm working on Artisanal Reskins: Angel's Mods in the background, so prefer to handle Angel's overwriting plate graphics in that mod.
Angel's smelting does plate icons in data-final-fixes whereas Bob's MCI does it in data, so Artisanal Reskins: Bob's Mods is overwritten by Angel's Smelting.
Artisanal Reskins: Angel's Mods will do plate graphics (I am currently planning, anyways) the way that Angel's does, but in a vanilla-ish style.
I suppose I could get that working and release AR: Angel's Mods...
Edit: Essentially the design philosophy is that AR: Bob's Mods only reskins Bob's mods, and anything that Angels changes will be handled in AR: Angel's Mods.
Angel's smelting does plate icons in data-final-fixes whereas Bob's MCI does it in data, so Artisanal Reskins: Bob's Mods is overwritten by Angel's Smelting.
Artisanal Reskins: Angel's Mods will do plate graphics (I am currently planning, anyways) the way that Angel's does, but in a vanilla-ish style.
I suppose I could get that working and release AR: Angel's Mods...
Edit: Essentially the design philosophy is that AR: Bob's Mods only reskins Bob's mods, and anything that Angels changes will be handled in AR: Angel's Mods.
Re: [1.0] - Artisanal Reskins: Bob's Mods
It seems logical ^^ I supposed it was an oversight.
I saw you're working on future "Artisanal Reskins: Angel's Mods" ! 'Can't wait to see it
I saw you're working on future "Artisanal Reskins: Angel's Mods" ! 'Can't wait to see it
Re: [1.0] - Artisanal Reskins: Bob's Mods
Yap. Angel's has been very generous and is allowing me to re-rendering their sprites into HR:
So, soon.
Re: [1.0] - Artisanal Reskins: Bob's Mods
here are icons for laser rifle and rocket technologieszip archive
Re: [1.0] - Artisanal Reskins: Bob's Mods
Is it an oversight that the Blue Electronic Circuit Board has the exact same icon as the Processing unit? The red board is different than advanced Circuits so you can easily differentiate them.
Re: [1.0] - Artisanal Reskins: Bob's Mods
Can you post a screenshot of what you're seeing? None of the circuits/boards should be sharing an icon:
Additionally, by default Bob's mods does not have advanced circuits/processing units, so you have some additional mods at play that are impacting which circuits are present. If you post a save I can perhaps improve compatibility for whatever mod is causing the issue.
Re: [1.0] - Artisanal Reskins: Bob's Mods
Yes you are right, there are other mods at play. I'm playing the seablock modpack with angels. Here are screens of the two sections:
Re: [1.0] - Artisanal Reskins: Bob's Mods
Hm. I'm not sure how best to approach this. There's two independent lines of circuits when Circuit Processing is installed, Bob's series and the vanilla series.
I'm not interested in changing Bob's circuit icons just because Circuit Processing is present, so the option here I'm looking at is to change the CP circuit icons. I could retain the general style/shape (3 contacts, 3 connectors) but move them and position them in a way that they form unique icons.
Alternatively if you want you could disable the circuit reskin to return to Bob's circuit icons to make them clearly different from the CP circuits.
Thoughts?
Re: [1.0] - Artisanal Reskins: Bob's Mods
Yes just changing the layout a bit, so it isn't 100% identical would help enough in my opinion. No need to change something more drastic.kirazy wrote: ↑Sun Sep 20, 2020 5:34 am I'm not interested in changing Bob's circuit icons just because Circuit Processing is present, so the option here I'm looking at is to change the CP circuit icons. I could retain the general style/shape (3 contacts, 3 connectors) but move them and position them in a way that they form unique icons.
Re: [1.0] - Artisanal Reskins: Bob's Mods
Hi folks,
really love this mod - makes it worth starting with Factiorio yet again!
Is there a reason why the god modules are not reskinned (v1.0.2)?
Adding
into modules.lua fixed the issue for me.
really love this mod - makes it worth starting with Factiorio yet again!
Is there a reason why the god modules are not reskinned (v1.0.2)?
Adding
Code: Select all
[line 22] ["god"] = {"gray"},
Re: [1.0] - Artisanal Reskins: Bob's Mods
You can do what you did as a temporary solution if you like, but I'm planning to do something a bit different for God modules and just haven't finished with that yet:
Re: [1.0] - Artisanal Reskins: Bob's Mods
Uuuuuh - nice!
Re: [1.0] - Artisanal Reskins: Bob's Mods
Hello, in fashion I see three color options for electrical circuits, circuits, circuits-name and circuits-progression. The problem is that I can't think of a way to enable circuits coloring, to enable it reskins.lib.setting ("bobmods-colorupdate") should return false, but there is no checkbox with this option either in the mod setting or in the library settings.
Re: [1.0] - Artisanal Reskins: Bob's Mods
In a future update I am going to decouple circuit coloring from Bob's setting (as part of a larger overhaul for how I handle what works when...), but for the moment the setting you are looking for is "Color updates" and is a startup setting under Bob's Metals, Chemicals and Intermediaries (and if not there, one of three other Bob's mods that try to add the setting).bobrpetr wrote: ↑Sun Oct 04, 2020 11:42 am Hello, in fashion I see three color options for electrical circuits, circuits, circuits-name and circuits-progression. The problem is that I can't think of a way to enable circuits coloring, to enable it reskins.lib.setting ("bobmods-colorupdate") should return false, but there is no checkbox with this option either in the mod setting or in the library settings.
Re: [1.0] - Artisanal Reskins: Bob's Mods
Thanks for the help, this is really the setting I was looking for.
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Re: [1.0] - Artisanal Reskins: Bob's Mods
Hi, I'm using your library to help with angelbob intergration for some of my mods, and I've run into a bug when icon sprites aren't 64x64.
Here's the fix:
icon-handling.lua
Here's the fix:
icon-handling.lua
Code: Select all
function reskins.lib.append_tier_labels(tier, inputs)
-- Inputs required by this function
-- icon - Table containing an icon/icons definition
-- tier_labels - Determines whether tier labels are appended
if settings.startup["reskins-lib-icon-tier-labeling"].value == true and tier > 0 and inputs.tier_labels == true then
-- Ensure inputs.icon is the right format
if type(inputs.icon) ~= "table" then
inputs.icon = {{icon = inputs.icon}}
end
-- Append the tier labels
local icon_style = settings.startup["reskins-lib-icon-tier-labeling-style"].value
table.insert(inputs.icon, {icon = reskins.lib.directory.."/graphics/icons/tiers/"..icon_style.."/"..tier..".png", icon_size = 64})
table.insert(inputs.icon, {
icon = reskins.lib.directory.."/graphics/icons/tiers/"..icon_style.."/"..tier..".png",
tint = reskins.lib.adjust_alpha(reskins.lib.tint_index["tier-"..tier], 0.75),
icon_size = 64,
})
end
end
Re: [1.0] - Artisanal Reskins: Bob's Mods
Fixed and published.Illiander42 wrote: ↑Mon Nov 09, 2020 3:48 pm Hi, I'm using your library to help with angelbob intergration for some of my mods, and I've run into a bug when icon sprites aren't 64x64.
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