info.json updated by zetty
NOTICE: I've only changed the version number to allow for 1.1 and the name to avoid name collision, the rest of the mod is unchanged and is very likely to contain bugs caused by never versions, which I will try to fix when I discover them. I claim no ownership of the mod.
Also note that I cannot provde any migrations from the original mod to this update. I will also delete this fork when the original mod is updated.
Original description (Asphalt Roads)
Have you ever looked at your factory and thought: "I dunno, but what this planet is seriously missing is a decent four-lane highway network."
Then worry not: This mod was made to help fulfilling your infrastructure dreams.
"Asphalt Roads" adds a new tile set with a smooth, black road surface to your games, including tiles for hazard marking and lane marking. Enjoy the reduced vehicle friction modifier and accelerate up to 200 km/h with your car (using rocket fuel).
- Mark separate lanes on your roads with single or double lines
- Mark hazard areas in various colours e.g. near railway crossings or gates
- Set up pedestrian crossings with zebra crossing or "shark teeth" tiles
For a quick live demonstration (though a bit dated, but nevertheless very well explained): Asphalt Roads mod spotlight by Xterminator
Asphalt is the base tile.
Asphalt with lane marking consists of two items for white and yellow lane marking in 45, 90, 135 and 180 degree angles and two items for tiles that divert lines by 45 degree to the left or the right.
Asphalt with zebra crossing marking are two tiles with thick white lines
Asphalt with white triangle are four tiles with "shark teeth"
Asphalt with hazard marking are five separate items for white, yellow, red, blue and green hazard marking.
- Double line tiles are another variation of lane marking tiles
Basic technology is called Asphalt and needs concrete as a prerequisite.
Mod recommendation and support
Recommended mods that work well in addition to this one:
Pavement Drive Assist: Allows player driven vehicles to detect lane marking and follow your roads
Concrete Signpost (by Klonan) adds sign posts that look really nice in addition to asphalt roads
Dectorio (by PantherX): This mod adds pretty traffic bollards (and a bunch of other neat stuff)
Bio Industries: If present, crushed stone will be used as an ingredient for asphalt (replacing stone). This can be disabled in mod settings tab.
Wood Gasification: If present, tar will be used as an ingredient for asphalt (replacing crude oil). This can be disabled in mod settings tab.
Effects on gameplay
This mod is mostly non-game-changing, apart from the reduced vehicle friction of asphalt. But this is compensated by the significant amount of crude and heavy oil needed for the production of asphalt. For more fun, i recommend the heavy use of blueprints!
Current language support
- EN (English)
- DE (German)
- CN (Chinese)
If you like this mod and you've created a translation of your own, please do not hesitate to send me this, so that it can be made accessible to all in the next version. Same, if you spot spelling mistakes. Thanks in advance!
"I'm using 'Asphalt Roads' along with 'Alien Biomes' and other mods and are constantly getting errors about missing tiles"
Factorio's limit for the number of different tile prototypes a game can use at a time is hard-coded. Currently this limit is 255 tiles. If you load multiple mods that add a lot of new tiles (like "Alien Biomes" and "Dectorio"), this might be a problem, as "Asphalt Roads" allone needs 65 free tile slots to work properly (assuming all tiles being enabled).
If you experience problems, please try disabling some of the markings in Asphalt roads' mod options. Disabling both double line road line markings, for example, will free up 24 slots. If other mods allow disabling some of their tiles, please consider using those options, too.
Unfortunately, the Factorio devs do not consider raising this limit in the foreseeable future, so a bit of tinkering is unavoidable.