MineFactory Reloaded

Share your unfinished mod patches and get feedback on your progress. Don't be shy!

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Post 24 Aug 2014, 21:35

It's been a while, but I've decided to (hopefully) finally do the rest of the machines, at least as far as 1.6 is concerned. I've done the Auto-Brewer, the Biofuel Reactor, the Biofuel Generator and the Enchantment Router to get things started.

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Also I've collected up all the textures for 1.6 I could find and did some quick-and-dirty work on some of the textures that have been done before but never properly in 512x. Like some of the Liquids and Buckets and some of the decorative blocks.

I've also made some resizes of the whole thing, feel free to use the whole thing or just take out the new textures I've made and use those with whatever you like, feel free to redistribute.
Last edited by Daverball on 26 Aug 2014, 12:23, edited 1 time in total.
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Post 25 Aug 2014, 03:09

Hey Daverball Thanks so much for this. The Bio Reactor and Bio generator have been bugging me for ages. One thing I did notice, all your 64x textures (especially the items) have very jagged edges. The set of 64x I have has perfectly smooth edges on the buckets and ceramic dye dishes for example and yours lost a fair amount of resolution during the resizing. I can't remember where I got my original 64x but I've been hanging on to it as all the recent resizes seem to have this issue.

Left=Davelball 64x Right=my 64x You can really see it in the cup.
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Link to full size image
https://www.dropbox.com/s/u4oxefbr8grwvwn/64x.jpg
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Post 29 Aug 2014, 21:33

BonaireDreams wrote:
Hey Daverball Thanks so much for this. The Bio Reactor and Bio generator have been bugging me for ages. One thing I did notice, all your 64x textures (especially the items) have very jagged edges. The set of 64x I have has perfectly smooth edges on the buckets and ceramic dye dishes for example and yours lost a fair amount of resolution during the resizing. I can't remember where I got my original 64x but I've been hanging on to it as all the recent resizes seem to have this issue.

Left=Davelball 64x Right=my 64x You can really see it in the cup.
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Link to full size image
https://www.dropbox.com/s/u4oxefbr8grwvwn/64x.jpg
That is intentional, Minecraft doesn't handle semi-transparency well in many cases, especially on items though, my resize script removes pixels with less than 50% opacity and makes pixels above that solid, except for textures that need it, like some of the liquids, the ice blocks and the laser foci.

Usually items look better in minecraft if you do this, since minecraft seems to blend semi-transparency on items with white which makes the border of the items much more noticeable.

-- 25 Aug 2014, 18:27 --

I've textured another batch of machines. This time it's the meatpacker, the steam turbine, the chunk loader and the rednote block.

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The links in my previous post have been updated with the new textures.

-- 26 Aug 2014, 19:05 --

And another three done, only four machines left~
This time I've made the block placer, the block smasher and the oil fabricator.
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Download Links have been updated.

-- 27 Aug 2014, 20:04 --

And the final four machines are done: Fountain, Fruitpicker, Mobrouter and Slaughterhouse.

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Very few 512x textures are missing now, basically the plastic armor, all the rednet stuff, rocketlauncher, needlegun, detcord, two ammotypes, skybot and the spyglass. I might give some of that stuff a shot although I don't feel very confident with any of that stuff apart from the ammo types, although in their case it'd probably be better if the person that made the originals made them.

My links have been updated.

-- 29 Aug 2014, 22:33 --

Alright, I've done most of the RedNet stuff, the only real missing thing, as far as rednet is concerned, are the expansion cards for the programmable rednet controller and the rednet meter. I'm pretty satisfied with how everything turned out, unfortunately the tiling for the RedNet cables was done in a really awkward and unhandy way, so that depending on the direction of the cable you'll have more or less arbitrarily flipped segments which makes it impossible to have any kind of shading or a nice pattern on those segments. For now I've left my initial shading in, it all matches up on the top and the bottom of the cables, it won't match on the sides horizontally, but it does vertically on half of the orientations, not really sure yet if I'm gonna end up trying to fix it by removing shading altogether, or if i'm just gonna leave it be. No screens yet, I'll make some once/if i'm done with the rest of the RedNet stuff, but I've added all my work to my WIP patch so feel free to check it out in its current state and leave some feedback.
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Post 29 Aug 2014, 21:54

Using 64x version of the latest update.
Massive bug report with the block "Programmable RedNet Controller", the block is a complex redstone circuit using a complex gui as well, one of the GUI is a I/O controller for the sides, due to some reason, the texture pack icons only displays a small section of the GUI, for example CNST would only show CNS with Sphax textures, this becomes a massive problem with the I/O toggle that also determine the redstone output, as a result you cannot see which side you are ouputing the signal beause the texture pack only shows I/O instead of I/O B or I/O F. I had to disable sphax everytime I need to work with the RedNet controller.
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Post 01 Sep 2014, 19:17

Thanks for letting me know, I guess I'll go through all the GUIs when I have the time. I hadn't encountered any GUI issues yet and they were all already done before I started working on this again, so I didn't even check if any of them were outdated or anything along those lines.

Edit:
Well I went through all of them and they seem fine, seems like it's a bug with the mod altogether unless you're using a minecraft version other than 1.6, since my collection was compiled for that version.

It's very odd though, if any resolution would cause trouble i'd expect it to be any other than 64x, since in 64x every texture has a four times higher resolution, not just the GUIs

Edit2:
Actually scratch all of that, it might have something to do with Powercrystals Core, it has a couple of gui textures, I'll add the textures that were provided by it and see if that fixes things. But I think the real culprit is the Sphax Font, it might take up more space than the Vanilla one. Powercrystals has squished a lot of stuff into a fairly small buttons.

I'll see what I can do in any case, but unfortunately it might very well be unfixable.

Edit3:
Yeah I can't really fix this it seems, if it really bothers you, you could try removing just the custom Sphax fonts to fix it, although it might just generally be a bug with higher resolution textures in that particular GUI I'd definitely report it on powercrystal's bugtracker though if you wan't to get it fixed. On the bright side I've made the buttons in the GUI look more in line with the ones Sphax normally uses.

-- 30 Aug 2014, 19:22 --

Alright I've updated my downloads, it now includes the Powercrystal Core GUI textures, also I've done some more work on the expansion cards and the programmable rednet controller. The chips are mostly done all that needs to be textured are the additional components on the expansion chips. I'm not quite sure yet how everything tiles there, feel free to take a shot at it.

Here's a screen (forgot to include the Rednet Historian, but it's done as well):
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-- 01 Sep 2014, 20:17 --

Alright, this is probably the final update for a while, I've finished work on the extension cards.
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I've also added all of the remaining missing item textures. The items were based on textures created by other people:
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Rednet Meter: Based on Thermal Expansion Multimeter by HanFox
Spyglass: This is the same as the Spyglass from the Steam Power Mod. Created by Llama Farmer
Plastic Armor: Based on a mix of golden and diamond armor, I've used the helpful psds by Linyor
Missing Ammos: just recolors of the existing ones from this thread


As far as I'm concerned this makes this patch finished for 1.6, the only missing textures at this point are the ones for the Needlegun and Rocket Launcher models, they seem a bit too daunting for me to even attempt at this point. Other missing textures are from things that haven't actually been added to the Mod yet properly, the detcord you can't place and the Skybot doesn't spawn as far as I know and you can't make him spawn either.

My textures, especially the Rednet ones, can definitely be improved upon, so feel free to use them as a base for an improved version, it'll be much easier to figure out how things tile than with the vanilla textures.

Downloadlinks have been updated.
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Post 10 Sep 2014, 15:29

I've gone through and re-organised Daverball's 1.6 patch for the vastly-differently organised MC1.7 version and also added a few things that were introduced in 1.7. Just gotta resize everything, then I'll hopefully upload tomorrow night or Friday. :)
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Post 12 Sep 2014, 07:56

The conveyors have been bothering me for a while (the animation), so I made an alternate version which I find more aesthetically pleasing.
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Looks good in motion. 64x only.

EDIT: Animated GIF example.
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Ignore the small split, it's the same GIF posted twice.
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Post 25 Sep 2014, 09:34

Is this still work in progress, or is it discontinued? If it's still in progress will there be a 1.7 version?
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Post 25 Sep 2014, 11:25

DWild wrote:
Is this still work in progress, or is it discontinued? If it's still in progress will there be a 1.7 version?
Read LlamaFarmer's post above and you'll find out ;)
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Post 25 Sep 2014, 15:27

Aedaeum wrote:
DWild wrote:
Is this still work in progress, or is it discontinued? If it's still in progress will there be a 1.7 version?
Read LlamaFarmer's post above and you'll find out ;)
Oops, had some troubles with my resizer the other week, then forgot about this. :| Tomorrow's last day of term though, so I'll try and get it done after that. If anyone's desperate for this and I haven't posted anything by the end of the weekend, just send me a message. :)
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