This mod contains and integrates HD textures for the production entities of the Space Age DLC.
Small changes concerning balance, gameplay, or graphics.
New Ores and resources as well as machines.
Things related to oil and other fluids.
Furnaces, assembling machines, production chains.
Changes to power production and distribution.
Hello and thank you for this mods that you provide , making this game more beautifull!!
A question about loading times, when i add the HD variants the computer loads slower on the HD variants and ultra fast on the others.
I mean i am waiting for the HD mods to pass by 1 by 1 to go fast to 100%
Dextop PC is top of the line so the components are not a problem.
Maybe you know of a fix to speed up this.
Hello,
The texture loading times are unfortunately very long. With all my HD mods, it takes 70 seconds from startup until I see the menu on my system.
This is purely a hobby project, and I can't think of any other ways to optimize it at the moment. If you or anyone else has ideas or suggestions for optimization, I will gladly consider them and try to implement them (see the latest updates). I was able to saved 5 GB of VRAM when using all mods and also reduced the loading times.
HD textures basically have four times the number of pixels, which Factorio has to process and load into the VRAM.
The long wait at around 9% of the loading bar occurs because Factorio does not yet know how large the mods being loaded are. Later, at around 50%, when the textures are loaded, Factorio has an overview and can map the progress accordingly.
I hope I answered your question. If not, please explain it to me in more detail.
i am also into 1min or 1:30minutes in loading screen , i used cache atlas to speed this up but readed that if you use cache atlash the game wont use custom graphics so i removed the cache atlash from secret menu. and deleted the 2 cache i had. wich were like 6gb.
Hi,
As far as I know, using the cache atlas should help regardless of whether you use mods that change the graphics, as long as you don't change your mod list.
IMPORTANT: Once enabled, the game will load slowly on startup one time. Afterwards the game will load significantly faster.
If the game is modified by for example being updated or modified (changed or probably updated installed mods), the game will load slowly one time, but consecutively it will load fast again.
i dont know man people say that using cache atlas might force the game to not use HD graphics, i am not sure about this, i do like to use a cache atlas of atleast 5 if not 10 wich is alot 15-30gb in size.
I have a small request if possible, since i am also modding and with your mods installed the loading time is waaaaay slower than without, what can i do if i want to have all HD mods enabled or disabled by 1 mod; Vanilla Base and Space Age?
I see you got separate for vanilla and separate for spaceage but is there something i can do to make all your graphics mods depended of one mod?
Am I correct in understanding that you need a mod that includes all the HD mods? My current implementation, which refers to the other mod pack for the base game insted, is not sufficient for you?
Factorio HD Age Modpack !!!-Massively reduced VRAM consumption-!!!
this one is close by but does not have military, logistics, production ... i have all all your mods
i downloaded all your mods in hd formats even rails , elevated rails and i dont use them but they look good for backgrounds in the main menu :D
The mod pack you mentioned includes all of my mods. The Base Game Mods are part of another linked mod pack that is a required dependency.
I don't understand what you want to implement or what the requested change should look like.
Could you please explain that in more detail?
All of this mods to be activated or deactivated by 1 mod, if i activate that mod all HD mods will activate and if i deactivate that mod all HD mods will be deactivated.
As far as I know, this only works in one direction. When I activate a mod with dependencies, the linked mods are also activated. That is already the case at present.
I don't know of a way to do it the other way around. In other words, when I deactivate the mod pack, all dependencies are deactivated as well.
If you know how to do this, please explain it to me here or provide a link.
ok i think i got it figured out.
in order for this mods to disable they must have dependency 1 of the Modpacks wich they dont,but the modpacks makes you download all.
setting dependency to the modpack means you cannot use Factorio HD Age Quality without the modpack
All i wanted was when i donwload a modpack all mods activate , the hd ones, but to also deactivate when i desactivate the modpack.
They do not dezactivate because they do not have dependency the modpack itself.
maybe a script to have dependency of the mod pack if it is installed and act normal if modpack is inexistent.
Unfortunately, this cannot be implemented because the dependencies are defined in info.json and cannot be changed by mods. You could only do this locally for yourself.
I made it work like you said... i get an error because the mod does not exist and i press disable related mods and it disables all HD graphics mods :D
I am really happy , but i should do it by packs, i put all mods dependency on the space age modpack.
This mod disables all HD mods, including Modpacks. (All HD mods has dependency on this mod, including modpacks)
Factorio HD Age Modpack enables all mods again.
This is what i meant by disabling all mods fast and reenable them.
maybe you create such a mod so we wont have to disable all by hand.
Okay, now I understand how you implemented this.
However, I'm not sure if the error message is practical for most users, and I don't want to receive a lot of messages saying that my mods are causing errors. I can imagine this being misunderstood as meaning that my mods are deactivated when this mod is active.
I'm wondering if you're the only one who keeps activating and deactivating my mods.
I'll think about including this feature until the next big update of all my mods.
i tinker with my mod Spaceforce, not released yet, and it takes a lot of time to load the game with HD mods loaded.
You can say there when you disable this mod errors are normal cause dependency mod is disabled. (To just ignore that)
In this context, I hope that this) suggestion from the forum will be implemented.
I solved your exact issue by creating two mods: one for gaming and another for modding, which includes all the dependencies I need in each case. The names start with "0," so they are always at the top. To change them, click the minus sign at the top to deselect all mods, and then click the gaming or modding modpack.
modpacks are always at the top :D or atleast in factorio_hd mods.
i am not really sure i understand what you mean but if it works i got no problem.
You would need to create your own modpacks. One would be for gaming, and the other would be for modding, each with your own preferences.
If you click next to the “-” to the left of “Name”, all mods will be deselected. Then you only have to click on your own created modpacks where mods are activated again according to your needs (gaming or modding).
yea i got it.. but the rest of the mods doesnt slow down loading time only HD mods do.
i will not do modding and gaming mods... since my mods i use them all when gaming, and when moding i use all exept hd mods cause it loads so slow.
Even with this rig i still have 1-4min loading time with HD mods on.
I don't think 1-4 minutes is too long given the amount of data that has to be processed and pushed into the VRAM (arround 13 GB).
Since Factorio loads everything at the beginning, it takes longer, but after this there aren't any loading times in between that have to be covered up.
The following won't help you since you often change mods, but it might be good to know anyway.
Start your game, hold ctrl+alt and click on Settings, this should open the hidden options menu called "The rest", open it up. Search for "cache", it should show you 4 options, enable "cache-sprite-atlas". This should reduce the startup time after your first load.
IMPORTANT: Once enabled, the game will load slowly on startup one time. Afterwards the game will load significantly faster.
If the game is modified by for example being updated or modified (changed or probably updated installed mods), the game will load slowly one time, but consecutively it will load fast again.
i got cache altlas activated.
1-4 min with cache atlas activated
You would need to create your own modpacks. One would be for gaming, and the other would be for modding, each with your own preferences.
If you click next to the “-” to the left of “Name”, all mods will be deselected. Then you only have to click on your own created modpacks where mods are activated again according to your needs (gaming or modding).
this means that i have to add the 0_gaming as a dependency for all mods that i have 100+, and 0_modding exept the HD mods also all mods?
or is the way around , the 0_gaming must have all as a dependency to activate all when activated and the same for 0_modding.
I`l definitely do this since it is way to easy and the mods name wont change even after update i do not have to do anything, just start the mod :D
the 0_gaming must have all as a dependency to activate all when activated and the same for 0_modding
0_Gaming i have all including HD mods.
0_Moding i have all excluding HD mods.
No errors nothing.
That sounds like a successful solution.
That sounds like a successful solution.
yes but i had to add 140 mods to dependency :D
May i ask?
Would it be possible an 8k resolution for mech armor in spaceage ? i find them not so appealing even with HD ..
if i were to ask for character also it would involve 5 more armor type.
Would it be possible an 8k resolution for mech armor in spaceage ? i find them not so appealing even with HD ..
In theory, this would be possible, but it wouldn't help because the maximum zoom without the HD mods is already 300%. With the HD mods, the maximum zoom is 150%. Therefore, 8K would lead to a maximum zoom of 32.5%, which would be useless. The practical maximum is therefore 3K.
an upscale of the same picture would lead to the same thing ?
i dont know man i feel like that the character in general does not look nice , HD mech armor looks nice but it could look so much better.
I don't understand your question. Could you please explain it in more detail?
I don't understand your question. Could you please explain it in more detail?
https://onlinepngtools.com/upscale-png
an upscale of the same picture would lead to the same thing ?
I don't understand your question. Could you please explain it in more detail?
And how is this related to the upscaler you linked to?
Would it be possible an 8k resolution for mech armor in spaceage ? i find them not so appealing even with HD ..
In theory, this would be possible, but it wouldn't help because the maximum zoom without the HD mods is already 300%. With the HD mods, the maximum zoom is 150%. Therefore, 8K would lead to a maximum zoom of 32.5%, which would be useless. The practical maximum is therefore 3K.
so it would look nice only when you are close enought to the mech to see it ? like 32.5% close?
that is still good, i am sure the mech would look a bit nicer from far away too because of the upscaled textures.
i dont know how textures work in factorio i moded alot Satisfactory.
in Satisfactory we had LOD = Level of Detail wich was applyed with range from object.
we had LOD0, LOD1,LOD2 and LOD3 i had LOD0 when entity is 75-100% of the screen, lod 1 on 50% of the screen , lod2 on 25% of the screen and lod3 on 7% of the screen (meaning 7% of the screen in size)
i saw a nice script on the centrifuge where when it works at night emanates green lights, draw_as_light it was , pretty sure if we can make the Mech-Armor jetpack emanate light when flying in night time with that.
All right, I'll try to explain it another way.
The original textures are enlarged by 300% at the maximum zoom level. My HD textures are twice as big, so they're enlarged by 150%.
8k textures (8 times the size of the original files) would be displayed at 32.5% at maximum zoom, which would be useless because existing 8K details would no longer be visible.
The maximum enlargement that makes sense in terms of display would be a factor of three.
However, this would cause other problems because a factor of three does not interpolate well at the various zoom levels, and the spritesheets would exceed the hard-coded limit of 8,192 x 8,192 pixels. It would be possible to include this anyway, but it would require enormous effort because this cannot be done via the automatic script that all my mods use.
i saw a nice script on the centrifuge where when it works at night emanates green lights, draw_as_light it was , pretty sure if we can make the Mech-Armor jetpack emanate light when flying in night time with that.
I am the wrong person to implement something like this. It is already time-consuming enough for me to take care of the existing mods.
I wanted the Mech-armor to look nice at this zoom level 8k if possible. (100% - 125% zoom) the zoon you use when you normally play the game.
i do not mind how it looks when i am at full zoom ,