Black Rubber Belts - Remastered


Reskins vanilla belts in a dark rubbery style. Cosmetic changes only. Now updated for 2.0 and 2.1, with compat options! All credits go to the original mod's author, Deadlock989. I'm merely reuploading and revamping the mod for 2.0/2.1. Deadlock989, if you are reading this, please contact me about options regarding the existence of this port/update.

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a day ago
2.0 - 2.1
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g [Added as standalone mod] Fast belts are hard to see as ghosts / in the cursor

5 months ago

This is an issue with the original 1.1 mod as well, but when you're holding Fast belts in the cursor to try to place them, it's quite hard to determine which direction they're facing, and the same is true of the ghost belts.

For reddish hues in particular, the tinting used by the cursor selection / ghost shader makes the arrows very dark. On the vanilla sprites, the arrows are darker than the rest of the belt and it works out fine, but with this mod, it's almost indistinguishable.

5 months ago
(updated 5 months ago)

Not sure what fix could be implemented to remedy this without changing the sprites themselves.
Maybe make it so that belts show a directional overlay when the cursor is on them, similar to inserters?
But I don't have a clue on how to code that. (Help would be appreciated.)

EDIT: I've tried defining a "radius visualization" but the result is pretty bad.

4 months ago

I have to agree with OP,

I wonder if it would be possible to add the glowing affect on the ghosts / in cursor belts? Or perhaps show the vanilla graphics in ghost/in cursor?

2 days ago

This has been finally added in v2.4.1, thanks to new 2.1 control scripting additions, and thanks to Shemp and PennyJim on the factorio discord for helping me put it all together

2 days ago

Thanks for taking the time to get this working. :D

I want to point out that when I said this in the OP

it's quite hard to determine which direction they're facing, and the same is true of the ghost belts

I was talking about ghost belts having been placed in the world. It's somewhat less of a problem for those however, since using Pipette over a belt in the world will put it in the cursor facing the same direction.

I'll also mention a little bug that I failed to notice at first: the render doesn't follow you if you're already in Remote View and you switch to look at another surface (because LuaRenderObject exists for one surface).

You would also need to subscribe to the on_player_changed_surface event to correct this.

a day ago
(updated a day ago)

I'll also mention a little bug that I failed to notice at first: the render doesn't follow you if you're already in Remote View and you switch to look at another surface (because LuaRenderObject exists for one surface).

You would also need to subscribe to the on_player_changed_surface event to correct this.

I see! Thanks for raising that point, I'll implement it next patch.

it's quite hard to determine which direction they're facing, and the same is true of the ghost belts

I was talking about ghost belts having been placed in the world. [...]

I understood, I just feel like the indicator when building is more important. I might make a second event that displays a green arrow to indicate the direction of the selected transport belt entity/entity ghost. That way both events may happen together. We'll see later.

a day ago

That arrow thingies is awesome, would you be open to release that as a separate mod on its own?

a day ago

That arrow thingies is awesome, would you be open to release that as a separate mod on its own?

You know what, yeah sure. I'll do it once I get the selected belt entity/ghost script working.

a day ago
(updated a day ago)

Good news! I got it working and eventually without messing up the build indicator.
-If the player has a belt item or ghost in the cursor, a yellow arrow will be displayed in the direction of the cursor.
-If the player has an empty cursor and is hovering a belt entity or ghost, a green arrow will be displayed in the direction of the entity/ghost.
This works in regular and remote view for any "transport-belt" type entity.

I'll upload it as a standalone script mod soon, and mark it as a recommended mod for BRBR.
EDIT: Here's the mod link

a day ago

Thank you so much!
I've added it as recommended mod for https://mods.factorio.com/mod/FoundationsRequired
In the ghosts you always have tiles below it which makes it hard to see sometimes!

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