Assembler-Reskin


This mod will reskin the base game assembling machines, the new skin has a status indicator light, animated destruction and masks for both icons and entity. There is a hidden setting that can be used to disable the reskin. For information on how to disable the reskin see the settings-updates.txt file in this mod folder. The setting is so other mod creators can use the graphics in this mod for custom machines.

Tweaks
8 days ago
2.0
1.06K
Manufacturing

i Indicators

13 days ago

First of all - Very cool!
Second, a question - is it planned to add yellow "full" and red "starved" lights as well as green "working"?
As a form of built-in bottleneck like some mods ("cough...IR3...cough") have? I know it can be done but don't know if it has a UPS impact or something...

13 days ago

If it requires LUA rendering at runtime then it would have an UPS impact and would also mean that the prototype does not support the feature natively, I avoid implementing animations this way and the fact people have many assembling machines it would likely have a large UPS impact. I'm not 100% certain of this and if the prototype does support the behaviour then I would consider it.

13 days ago

I think it is supported without a runtime script so should not have UPS impact using status colors https://lua-api.factorio.com/latest/types/StatusColors.html I will have to look into it further but it looks like I may be able to do this.

10 days ago

I added this feature but also this mod will now use the settings from Bottleneck lite if it is installed, meaning if you set the colors in Bottleneck Lite they are used and Bottleneck Lite does not put an indicator it instead uses the built-in indicators of this mod.

9 days ago

Great to hear! I mentioned IR3 because it is implemented there on every assembler and I haven't heard about any performance problems. So I thought there must be a way to implement it without bigger UPS costs. A small problem I see with the indicators is they can be partially blocked by a fourth module with alt mode. Not that I personally complain about that. I'm also personally totally fine with using default bottleneck colors yet IR3 did have a start-up setting for choosing different colors for various machine states so I wanted to mention it. Maybe there will be a demand for something like this.

9 days ago

Perhaps I could shift the alt mode icons up a bit ill check it out

5 days ago

Hmm, looking at it now, not a bad idea as there's enough space between the craft icon and the modules, but not sure it is really needed as the modules are now aligned with other 3x3 machines and it won't look as nice in rows. Also it could cover the working animation a bit. Either way great work, I'm not the one to give adviсe here.

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