FactorioHD:Modpack


Replaces vanilla sprites with higher resolution versions created with machine learning. This mod does nothing on it's own.

Mod packs
4 years ago
1.0 - 1.1
40.6K

g Do you plan to update your mod and add the Space Age DLC?

1 year, 11 days ago

Hey, RedViperPT,

your mod makes playing on my big screen much more enjoyable.

I would be interested, as written in the title, if you plan to update your mod and add the Space Age DLC?

1 year, 10 days ago
(updated 1 year, 10 days ago)

Yeah I've been meaning to update the mod, I'll probably be a bit busy right now playing trough the DLC, but I'll try to do it after I'm done.

1 year, 10 days ago
(updated 1 year, 10 days ago)

Im also too patiently awaiting an update for this mod! The game just looks so much better with it almost essential for me to play haha. Take your time with it though! Thank you.

1 year, 10 days ago

@RedViperPT

Do I understand correctly that you're not sure if you can make it due to time constraints?
In this context, I had the idea of trying to create an HD mod myself, but I don't want to offend you. If I succeed, would it be okay for you if I publish this mod?

1 year, 10 days ago

Hello, Ingo-Igel,

I would love you made a high res pack and I'm sure many other people would too, are you planning to do a complete over haul or just certain things?

also @RedViperPT please update this pack soon its awesome!

1 year, 9 days ago

@RedViperPT

If you update the mod for 2.0 can you do all the optional ones too like terrain, production, logistics, base, plus dlc maybe. Please i probably wont be playing 2.0 until this is updated haha. Thank you!

1 year, 4 days ago

I dunno where to report this, but a whole lotta files (I THINK all of them?) in this retexture pack were targeting the highres (hr-*.png) variants, which no longer exist in 2.0/Space Age. So all those pngs need to be renamed, I used Bulk Rename Utility to do that easily enough. Now they need to be specified in config.lua files. I dunno how best to do it, though, through the masks already extant. I know how to get everything in a directory, but that targets too widely. Any ideas besides manually going through and doing 2000 files worth of targeting? :I

1 year, 4 days ago

The main problem will not be the customization of the config.lua, but the sporadic addition of new textures. In addition, it cannot be ruled out that some sprites have been minimally changed for 2.0, so that all sprites may have to be rescaled.

1 year, 3 days ago

Hi, Ingo-Igel, Please do all of the base game as well, Not only just space age please! :D

1 year, 2 days ago

I got it. I'll be posting (reposting?) the chunks of the mod as they're done with the expectation that RedViperPT can have me yank them later if need be. I have 3/5 ready now.

1 year, 2 days ago

@Ingo-Igel I use your mod and @AlexandrJJ your version of this mod here as well. For example the space station looks fantastic. I can tell, that in gerenal the AlexandrJJ/RedViperPT mod works, since for example the ore on the ground looks better. But the transport belts seem to be broken. I play on a 4k 32 inch screen and it is clearly recognizable wether items are upscaled or not. Do you guys also have problems with some textures not scaling up as the should? I had a look in the mod file and very obviously the belts and some other items should look way sharper as they do.

1 year, 2 days ago

@gregor262 I found three different reasons why textures could not be replaced the way RedViperPT and I do it with the TextureBase mod by Zangeti.

  1. Spreadcheets become larger than the allowed 8196 pixels in at least one dimension due to upscaling. These spreadcheets have to be split manually and the texture call has to be adjusted.

  2. Spreadsheet textures are loaded absolutely from the top left corner, not relative to the image size. This means that after upscaling, the textures are only loaded from the upper left quarter of the spreadsheet and are then completely in the wrong place.

  3. The prototypes called by the TextureBase mod do not exist, e.g. for the locomotive or the agricultural tower.

Currently I don't know a solution for any of these three cases.

1 year, 2 days ago

@Ingo-Igel is it possible to contact you on discord? couldnt find you on the official Factorio server

1 year, 1 day ago

Oh, jeeeeeeeez. 2. explains why the transport belts weren't working right. Grr.

1 year, 1 day ago

Actually, it seems like the problem is that the belt animations set are set to, in the prototypes .lua file, be 0.5 scale, which means that we simply have to explicitly set transport-belt.png and fast-transport-belt.png and express-transport-belt.png to be at scale of 1 instead of the 2 set by default in the FactorioHD config.lua. I'll be testing that and integrating it in my updated version if it works.

1 year, 1 day ago

That's a bust, but it was worth a try.

1 year, 1 day ago

I'm currently working on updating the mods

a year ago

Thanks, Red! That'll help a lot; you have quite a bit more experience with it and all, haha.

11 months ago

I can’t wait for the update! Thank you for your work.

11 months ago

I haven’t played Factorio in a long time! With the release of the DLC, I decided to complete the main game in 2.0 first and then dive into Space Age. I was really disappointed that HD mods don’t work, as Factorio on a Mac Pro with a Retina display is hard to look at without them. So, I’m very grateful for all your work; it greatly improves the look of the game, and I wouldn’t want to play without it. I’m eagerly looking forward to it!!

11 months ago

thanks for the work you do updating this mod. Always a must use mod.

9 months ago

Got so excited when I saw the comparison shots on this mod. Too bad it's not usable :'(

8 months ago

so about the modpack update -.-

3 months ago

Any news?

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