CMA Graphics: 76 free machine sprites for Factorio 2.0
76 animated buildings in 26 families, made to sit naturally next to the vanilla art, released as
CC0 (public domain). Use them in your mod, change them, sell the mod, don't credit anyone. It's
all fine.
This is a graphics library for modders. On its own it adds nothing to your game, unless you turn
on the showcase machines (see below).
What's inside
Most families come in three tiers:
- Mk1 is industrial: riveted, rusty, hazard-striped.
- Mk2 is engineered: clean white panels, teal accents.
- Mk3 is post-game: dark, glowing, a little bit impossible.
The machines are deliberately somewhat vague about what they do. Give them a name, a recipe category and stats in your own mod.
| Category | Families |
|---|---|
| Power | Diesel Generator (4x4), Kinetic Turbine (3x5), Steam Boiler (3x2), Capacitor Bank (2x2), Orbital Receiver (4x4), Containment Torus (5x5 reactor) |
| Crafting | Industrial Press (3x3), Crusher (2x2), Inline Processor (3x5), Process Reactor (3x3 chemical plant), Arc Smelter (3x3), Coal Kiln (2x2) |
| Resources & fluids | Deep Extractor (3x3 drill), Rift Tap (4x4 drill), Pump Station (1x2), Pressure Tank (3x3) |
| Logistics & research | Field Emitter (3x3 beacon), Research Array (3x3 lab), Logistics Hub (4x4 roboport), Signal Mast (3x3 radar), Crane Inserter |
| Endgame | Tesseract Compressor, Singularity Press, Armillary Stabilizer, Matter Printer, Neural Vat |
The endgame set is machines that are clearly doing something, though nobody is quite sure what:
- a wireframe hypercube turning inside out through itself;
- a black sphere in a lensing shell, orbited by an accretion disc;
- three gimbal rings holding one point of light perfectly still;
- a sheet of light printing an object out of its own hologram;
- glowing filaments pulsing in a vat of something dark.
See the gallery for every tier.
Every machine ships with
- Seamless animation loops: 32 frames for most machines, some 16–64. All rendered at high resolution (64 px per tile).
- A glow layer (additive,
draw_as_glow) so machines light up at night. Most glows are neutral white, so you can tint them per module, recipe or resource. - Shadows and an idle frame.
- Space Age frozen patches for every machine type that supports freezing.
- Recipe-tint layers on several crafters: liquids, workpieces, holograms and accretion discs take the recipe's colour.
- Resource-tint layers on the mining drills: the ore, and the rift, take the resource's colour.
- Multiple directions where the type allows rotation (4-way crafters, drills, boilers and pumps; horizontal and vertical turbines).
- Special cases handled:
- a 64-direction radar;
- separate inserter arm sprites;
- roboport door animations;
- accumulator charge and discharge;
- a storage tank whose sight glass shows the real fluid level.
- Icons at 64 px and 512 px.
Using it in your mod
Add the dependency to your info.json:
"dependencies": ["base >= 2.0", "cma-graphics >= 0.3.0"]
Then, in your data stage:
local MG = require("__cma-graphics__/lib/machine_graphics")
local G = MG("singularity-press", {variant = "mk2", animation_speed = 0.5})
my_machine.graphics_set = {
animation = {layers = {G.base, G.shadow}},
working_visualisations = {
{apply_recipe_tint = "primary", animation = G.tint},
{fadeout = true, animation = G.emission},
},
frozen_patch = G.frozen,
}
my_machine.icon = G.icon
MG(name, {variant, direction, animation_speed, scale}) returns ready-made layers:
- working: base, glow and shadow;
- idle: the idle frame and shadow;
- base, emission, shadow: the individual layers;
- frozen: the Space Age frozen patch;
- tint: the recipe or resource tint layer;
- icon: the item icon.
The included README lists what each machine ships with (layers, directions, tints) and has worked
examples. The showcase prototypes in prototypes/ show how each one is wired up: generators,
beacons, labs, drills, roboports, radars and more.
If you'd rather wire things up yourself, the raw sheets are in graphics/entity/<machine>/, with
their exact sizes and shifts in lib/sprites/<machine>.lua.
Showcase machines
Want to see them in-game first? Turn on the startup setting Showcase machines (it's off by
default). It adds every machine as a working building, with free recipes in its own crafting tab:
- crafters, furnaces, drills, labs, beacons and pumps;
- a reactor that burns uranium fuel cells;
- an orbital receiver that simply produces power.
Their balance is a sketch, not a design. The showcase is meant for previewing the art.
License
CC0 1.0 Universal (public domain dedication). No rights reserved: use, modify and redistribute
the graphics and code for any purpose, commercial or not, with no attribution required. The
textures used during rendering are CC0 assets from Poly Haven. Everything else (models, materials,
renders and code) is original to this pack.
Credits
Directed and play-tested by trentmkelly.
All graphical design done by Claude Opus 5.5, Anthropic's AI model. That covers every machine
here: modelled in Blender from scratch with code, rendered, animated and packed into sprite sheets.