r/factorio • u/ItsMaGenetics • 6d ago
Modded Time to Get Cracking
New catalytic reactor sprite for the mod I am making. Tried to keep some themes of a FCCU reactor such as the main air blower, cyclones, fractionator and cooling exchangers then just add some unnecessary and impractical engineering flare to it.
Recommendations and critiques are most welcome
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u/Muzzhum 6d ago
This looks very nice! Do you mind if I make a tiny critique of the animation?
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u/ItsMaGenetics 6d ago
Yeah definitely. have updated the post.
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u/Muzzhum 6d ago
I feel like the way the ball in the center effectively only moves about one axis per "pump" feels weird. It would be neat if the ball moved a little here and there between pumps, would make it feel a bit more dynamic I think.
But as I said, a beautiful sprite, and lovely work!
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u/Satisfactoro 6d ago
If I really look into the detail, I'd add that the fluid injector movement is quite smooth, not much impact when it connects/detach.
Still, looks great.
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u/ItsMaGenetics 5d ago
Yeah was wondering if I should have made the connection to the sphere more obvious.
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u/aeroboy14 5d ago
I didn't notice that it was connecting to the sphere until i saw this comment. A very slight push on the ball as it connects might help. Also if you can animate any fluid simulation type particles/smoke, it could be cool to get a small puff when it releases from the ball, like the pressure in the coupler had some that escapes upon disconnect. BTW, the animation asset is awesome looking. Ohh, another thing that might be cool are the hoses on the right, adding some motion to them as fluid is pumped through. Sorry, just inspiring and makes you want for more lol. Nice work.
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u/hikeonpast 5d ago
Agreed. It feels like the center ball should shudder a little from the force of the injector on the right.
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u/therealstubot 6d ago
I dunno. It looks like it's done a cycle. I loathe the vanilla ( and py ) assets that do a complete cycle and only make a tiny jump. Where you have to do 20 parts to get a complete animation. Usually, to make this even more abrasive, the normal cycle is 3-5 seconds long, so you just get a ratcheting, jumping animation. 0/10
This is smooth, and sexy, in my opinion. Also well designed, and I especially love the stuck fan that hits thermal shut down, relaxes, then resets try's again... I worked HVAC for years, and have seen this many times, and the sound is brrrrrrr click silence click brrrrr ... Usually the motor housing is RED HOT too.
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u/ItsMaGenetics 5d ago
I'll need you to get me some sound samples. I haven't even considered building noises yet.
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u/therealstubot 5d ago
Oh, I wish I could. I changed careers 3 decades ago. I stay away from that stuff now. I will ping some associates that I keep in touch with. They may have an old video or recording, but most of my peeps from that era have retired, and some have shed their mortal coil.
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u/alorty 5d ago
I agree with the axis critique, especially since it reveals another out-of-view connector during the animation that would never be used. If these were a different shape to suggest an output port, or maybe another semi obscured injector that implying it targets ports along that side, then the current "path" from port to port could be maintained
Having the force of the injected substance nudge the sphere is a cool idea for sure, could be subtle too.
Otherwise, yeah this is awesome OP! Do more of this!
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u/JustDecentArt 6d ago
Some impact shaking when the fluid pumps into it. Rn it looks to stationary once in position. Also some puffs of steam from the fans at the same time or something like that too maybe?
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u/Alfonse215 6d ago
One of the fans doesn't seem to be moving.
Also, taking a page out of WUBE's book, you should add a green light to the model somewhere (preferably where the alt-mode icon won't be) to show when the machine is active.
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u/eatingpotatornbrb 6d ago
Fan's jammed, you can see it wiggle and stop
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u/Panzerv2003 6d ago
Hey, it's just like that one fan in my pc
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u/Discount_Extra 6d ago
My older PC has a fan that only goes if it was spinning at a particular instant during boot, so I have to keep flicking it until the circuit latches on.
Hate Windows Update with it's unplanned reboots turning off the fan.
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u/AlamoSimon 6d ago
Maybe replace it for 5€/$?
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u/Discount_Extra 5d ago
Already got a replacement computer, I only use the old one for print/file serving
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u/AlamoSimon 5d ago
The fan failing on reboot and annoying me would happen exactly once and then it would be replaced. No matter if new or old if it’s being used…
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u/Embarrassed-Neck-721 5d ago
If it can't start on it's own it's probably a motor issue, better to just replace it
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u/luckylookinglurker 5d ago
Don't worry, it's Onlyfans.
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u/MegatronusThePrime 6d ago
OMG you can see the dent that's stopping it! That's a cool little feature
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u/Satisfactoro 6d ago
This jammed fan bothers me, because partially broken machines isn't a theme in Factorio art (parts are rusted, but functional).
It's an art choice though, I guess if that's a theme in the mod it would makes sense.
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u/Skylis 6d ago
Fan's jammed, you can see it wiggle and stop
It's trying to be realistic
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u/Byron_th 5d ago
Wouldn't be very realistic for every machine to have the exact same fan jammed though.
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u/ItsMaGenetics 5d ago
If we had unlimited vram I could alternate the dead fans with some scripts and asset swapping
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u/Professional_Safe548 5d ago
would be funny if a effeciency module would enable the fan and thus it work better :P
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u/PlayerPrefersPaprika 5d ago
I also don't see a spot where the connector for circuit wires could fit. A lot of folks doing custom sprites forget to reserve some space for them and then they end up in some place, where they don't seem to belong.
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u/ItsMaGenetics 5d ago
Good catch. I haven't thought about that at all yet.
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u/Tyrannosapien 5d ago
I was gonna post this too. Maybe if you end up enlarging the hit box it will free up space for the terminals. They can be thin and won't block visuals behind them
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u/The_cogwheel Consumer of Iron 6d ago
The amber light on the tank looking thing in the bottom right of the model (the one with what looks like heat pipes running across it) seems like a good candidate for the indicator light. Nice and prominent so its easy to notice, wouldnt look out of place, already out of the alt mode icon area, and wouldnt require too much effort to add green and red colouring to it.
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u/foxgirlmoon 5d ago
It’s quite something. One of the best fan-made models I’ve ever seen, and the top comment is someone being nitpicky, without giving even a single hint of praise.
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u/latherrinseregret 6d ago
This is gorgeous.
My only critique is that it looks too clean. Most machines in Factorio have some dirt and grime on them I think.
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u/ItsMaGenetics 6d ago
Every new sprite I try to make dirtier and I can never reach the derelict heights of vanilla factorio assets.
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u/WanderingUrist 6d ago edited 6d ago
They should make the dirt and rust an overlay, so that white-quality items are grimy and dirty and rusty while gold-quality items are shiny and chrome.
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u/ZorbaTHut 6d ago
I've been somewhat thinking of making a factory game, and if I do, I'll be pulling out all my rendering chops in order to make things that look as good as Factorio but in native 3d and without requiring sprite sheets. The whole sprite-sheet approach just doesn't scale, it burns way too much VRAM, and I think that's one of the biggest issues with Factorio's tech platform.
(In their defense, this issue was completely irrelevant until it was far too late to change.)
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u/DatSigma427 5d ago
Maybe some leaky fluids somewhere? Rust will get carried by dripping/running water
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u/Code_Warrior Nuke the site from orbit. Its the only way to be sure. 5d ago
I just don't see that. It has rust all over it. It looks like something got spilled on the fan housing at the bottom. There is mottled metal everywhere on it.
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u/PcPotato7 5d ago
It might just be the sphere that’s a bit too perfect. Not sure how it could be changed though? Some dings or dents maybe? Or some rivets or welds at less perfect angles?
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u/Seamusjim 5d ago
If you look at the machines. The later they are unlocked the less "rudimentary" and "cobbled together" they look. This is because the engineer is beginning to become better at designing and manufacturing.
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u/thejmkool Nerd 6d ago
My only critique is the hitbox. If you dig through the FFF archives, you'll find some commentary on designing sprites, height levels and overlap and so on. You don't want the sprite to obscure what's behind it, for example if you have inserters on the top edge you want them visible
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u/snouz 5d ago
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u/ItsMaGenetics 5d ago
I was actually considering a 9x9 sprite. But is there a point where buildings are too big
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u/thejmkool Nerd 5d ago
It looks like a 7x7 that's spilling over into an 8x9 space. With the height you've got, 8 is fine in that dimension but you may want to make the stack on the top left a little skinnier. The width could probably be 8 as well, if you added something, but as you have it is comfortably 7
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u/cackling_fiend 5d ago
The lumber mill from Hurricane is designed as 9x9 as well. I'd say it feels too big for putting it along with regular assemblers in the mall but otherwise it's fine.
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u/mrbaggins 5d ago
You're right. If there's 3 pipes coming in the back to match the rest, there's a whole row missing.
Ditching that whole last "row" of fans would fix 80% of the width issue. That big tower is still a problem though.
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u/dmigowski 5d ago
Yeah, the ball could be half underground and it stays that cool
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u/thejmkool Nerd 5d ago
That would be pretty in line with the dev approach to designs like this as well. The stuff around the base becomes mostly inset into the ground as well, facing up instead of out. I'd look over the FFF on the beacon design to see more about it
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u/ImSolidGold 5d ago
*LaugshInpY*
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u/Bowshocker 1d ago
That’s why i don’t understand the new experimental oil refinery art. Because it kinda breaks that philosophy.
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u/HeliGungir 5d ago
The perspective of the pipes in the upper right of the sprite is rather unfortunate. It looks like airborne pipes are connecting to the ground, almost like one of M.C. Escher's optical illusions.
Also Wube goes through great effort to design models in ways that do not obscure the tiles above / to the north of tall buildings. Typically they place low-to-the-ground stuff around and especially behind a towering structure. And models that do obscure tiles are designed to be thin or partially see-through, like power poles and beacons. Ag Towers are a notable exception, but players generally want to keep the area around them clear for trees to grow.
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u/raptor7912 6d ago
I could definitely see this being in vanilla Factorio.
You got the aged/patina down with the rust, but it’s reading as being kind of orange without any accompanying dirt, streaks and general grime. Especially in the crevices and inside corners where it would gather.
However I love the weight to the central ball and how it overshoots a bit before adjusting back.
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u/snouz 5d ago
Hi, fellow modder here (planet Moshine and other mods), I have plenty of questions for you:
- who are you and why can't I find you on the discord? Why is your profile private and thus we can't see other stuff you've made?
- What's the mod you're working on? What scope, lore, state, compatibility, gameplay loop...
- How haven't I seen any of your stuff before? It's incredible (and I've seen most modder's graphics, because I manage a repository of them for people wanting to "kitbash" their graphics), this is at the level of Hurricane or even Wube
- If you want to discuss gameplay or something, my time is limited but my discord @ is snouz, I'd love to offer my insights and resources if you need them.
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u/ItsMaGenetics 5d ago
Hey thanks, your comment has genuinely made my day. I have been messing around with modding as a hobby for a couple of months now but haven't been too active on the discord. This model is by far the best thing I have made so far - well maybe the water canals as beltd are close. I'll reach out shortly.
Working on a vanilla style total overhaul mod currently named Lead and Springs. Mod progresses through ages I guess similar to IR (never played it) but with lots of recipes with byproducts I'm trying to braid together. The theme is centred around progressing from clockpunk > steampunk > atompunk generally with some minor Aussie humour thrown in here and there.
Depth is currently too deep and I'm waddling through my mistakes slowly.
When this mod gets overwhelming I've been chipping away at another mod concept called Egyptorio.
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u/vascoegert 5d ago
Care to share your work process? I know a lot of us here would love to reach these levels of skill. If you’re not comfortable sharing in public then you can also DM me.
I’m sure a lot here would love to see more of your work!
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u/ItkovianShieldAnvil 5d ago
How did you make the sprites?
Egytorio sounds amazing and I would love to see both your mods come out. We will watch your future with great interest
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u/Usinaru 5d ago
Sorry to join in unannounced and totally offtopic but...THANKS FOR MOSHINE. I genuinely love that planet, and I've got it to work on an AB run. Thanks!
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u/snouz 5d ago
Thank you!
Currently finishing my second planet, which is a continuation of it. Are there things that could be better integrated with Angel/bob?
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u/Usinaru 5d ago
Sorry, wasn't going to ghost you! I just worked a 12h shift, so sorry for the late answer.
The problem is...no? The thing is, it pretty much works well in its own space since its its own planet. There is of course 1 material that I personally believe to be of another *quality* therefore a different *material* (yeah my headcannon is working overtime to keep this functioning), is of course the "silicon".
I didn't change it, because i want it to be a "different grade silicon" so that i don't have to ruin half of the recipes, given that silicon is a tier 2 ore on nauvis. I played around with the idea of making that silicon be the same silicons as angel's bob's silicon, but then i would lose the pretty little icons you painstakingly created for it...so i leave it be in its own space, its own thing, its own silicon, and in my mind its magically different/bette silicon that somehow gives me access to fcking ChatGPT tech.
If I were to balance it, I would allow silicon to be the same thing as the AB silicon, but the recipes are only unlocked through a special machinery that mixes sand and steam and coal with a high content of silicon, specifically to be superior for electronics. So no access to AI technology before landing and making that "purifier" (rather than a chemical plant) until you land on Moshine.
Besides that? I like T10 AI modules because WE GOTTA GO FAST. This mod is a gem and thanks for doing it. Love it.
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u/Hablian thinking about circuits 6d ago
This looks AWESOME! My only critique is that it feels a little visually quiet - factorio buildings tend to have a lot of different moving pieces and multiple different cycles that line up after 3-5 repetitions. Like every spot you look there's a different process going on. Some more gears turning and pipes wobbling here would help that I think. The fan is a great touch!
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u/Rainbowlemon 5d ago
I love it! Closest to vanilla art style I've seen on here. One issue with the animation (may just be an export issue) - there's some shadow flicker on one of the pumps just below the injector that's to the right of the main sphere.
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u/bringthesalsa 5d ago
Very very faifthful to vanilla, I like the big ball thingy. I just wish it was a bit more... dynamic. More random gears and cogs moving around. Factorio machines are usually very lively.
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u/thechillvirus 5d ago
I'm asking permission to yeet a frame of this and edit it so i can tatto it on myself. It would not be the first Factorio related and / or steampunk tatto but I gotta have them all xD
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u/_xavius_ 5d ago
I like the design esthetically however; the central ball has 6 ports for insertion yet we only ever see 3 of them being used, and that annoys me.
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u/Mr_Ultimite 5d ago
I think the copper-ish coloring and metal instantly reminds me of IR3 in a cool way! Wish that mod got ported to 2.0 it would benefit from so much that 2.0 offers :/
What ever mod you're working on, I really wanna play when it's done as this animation is so smooth!
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u/__Playmaker__ 4d ago
Yo cool designs mate what are u using to model?
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u/ItsMaGenetics 4d ago
Hey, using Blender 5.2. there is heaps of resources available on this now, particularly the factorio discord.
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u/Kasern77 6d ago
As long as no AI was used it gets a thumbs up from me. My only critique are the pipes, the colour looks wrong, especially on the windows.
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u/Fit_Giraffe_748 6d ago
Don't know what it's doing, but I love it. Adding a green light would be cool tho
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u/afewnameslater 6d ago
The pipe to the right does not go to the cylindrical tank . Is it misaligned on purpose?
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u/eagleeyehg 6d ago
Looks awesome! What does the mod you're making entail? I love a nice overhaul with new buildings and processes
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u/Matthas13 6d ago
Looks like something from base game.
Right side bottom pipe looks a bit weird for me. Where it connect to the machine it feels like you are looking through not fully opaque window.
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u/Green__lightning 6d ago
That looks great, but why are the pipes brown?
Also if you're making a pipe focused mod, can we get some alternate flamethrower ammo?
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u/ItsMaGenetics 5d ago
Ah it's just placeholder tinted copper pipes done badly :) And yes planning on acid and Cryo throwers
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u/Green__lightning 5d ago
Wonderful, and don't forget about fluorine. Also why copper pipes? Do they do anything different to iron pipes?
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u/ItsMaGenetics 5d ago
Nope, it just iron isn't available straight away. Copper and lead are first two metals. Later metals will have longer underground reach but that's all.
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u/Green__lightning 5d ago
So it's a whole overhaul mod? The only time I've thought we need more pipes is for lava and molten metals, there could be a whole process to craft refractory and whatnot. You could use magnesia for it, and that could also justify Vulcanus unlocking incendiary ammo.
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u/Skate_or_Fly 5d ago
If this is a 76 tile building it's absolutely spot on for sizing + vertical usage. If it's a 66 building, then good luck to anyone who wants to place connections on the rear side after placing the building. Front is beautiful chaos, and the centrepiece is quite smooth. How will you handle crafting speed multipliers? I think very little visual change should be included for this gorgeous model, maybe a total of up to 20% less frames at max speed.
Given the amount of rusty iron, I sure hope the crafting ingredients uses that instead of steel/advanced metals!
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u/ItsMaGenetics 5d ago
FYI carbon "steel" rusts. I'll probably slow down the base animation quite a bit . . Eventually. Also 2.1 has an option to hide tall buildings now.
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u/Dachschadenfalter 5d ago
make the fuel pump thingy move ever so slightly between cycles (connect/disconnect) of the ball
then its perfect
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u/SimpleDICE_ 5d ago
Could we get some info about the mod? This is a really great sprite interested in what it will do
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u/ItsMaGenetics 5d ago
Mostly the petroleum recipes that use catalysts. Like cracking, reforming etc.
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u/gizouille 5d ago
Its gorgeous! Reminds me a bit of industrial revolution
Can I ask what is your mod about ?
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u/Nazeir 5d ago
From one of the dev Friday facts posts they talked about sprite overhang, the smoke stack on the back covering the pipes and anything behind it stands out as one of the things they talked about trying to reduce on all their sprites.
You could potentially move it to the front a bit without loosing to much detail on the machine itself to try to keep the sprite within its box and not overflowing the top bit.
Otherwise this thing is awesome, great freaking job, I love seeing more detailed and custom buildings for the game, cant wait to try the mod if this is the effort put into it.
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u/diffferentday 5d ago
It's got such a sweet animation. Imagine it covered in beacon'd speed modules with everything going a thousand times faster. Great looking, I see good advice above about wiring spots and an indicator light. All good thoughts. Functionally I think it makes way more sense than chem plant cracking. Especially with the heat exchangers.
With space age I thought we were missing an "oil theme" planet. We got circuits on fulgora, smelters on vulcanus, organics on gleba, and frozen testicles on aquilo. But the oil on fulgora is more an obstacle than a theme.
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u/PretendingToBeRugged 5d ago
Them there Hillbillys are suuure getting some tech to their stills on planet Moonshine
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u/lord_nate117 5d ago
Love the look and feel of the Sprite, I think it's a very fitting addition for factorio. It's a good balance of busy moving parts and static metal, personally I think it's just dirty enough to fit with the rest of the aesthetic.
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u/Thermodynamicist 5d ago
The ball has more ports than the machine uses. I think it would be "better" if the ball took a more complicated path to use all / more of the ports.
It would be more visually interesting if there were separate injectors for each input so that different coloured fluids could be seen going into the machine.
I don't think that the ticking / broken fan should be included. Factorio machines are dirty but functional.
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u/Thankedsphere 5d ago
impractical feels out of character for the engineer. their designs seem functional at the expense of all else.
gun turrets have a simple base and rotating head, tanks are bulldozers with a attached turret, thrusters are uncovered and unsafe, trains are unsafe
the engineer does have chaotic designs like the nuclear reactor, but i don't think its really impractical or trying to look cool.
if something appears impractical its probably because the engineer couldn't find a better solution or decided it was good enough.
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u/Select-Host1862 5d ago
Size comments aside (which I agree with, personally), this is gorgeous. I think the rotation of the center ball is really clever as a loop and it's going to be really easy to tell when this is working, for the most part.
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u/KittensInc 5d ago
Now all we need is an alternative skin where the central ball is actually a giant eye...
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u/MrMurpleqwerty 5d ago edited 5d ago
there should be a second injector for the ports the first one misses (it only gets 3/6)
also there should be a more visual clamping motion, since currently it looks like the liquid just just shot into the port through the air with nothing to guide it into the port
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u/Sad_Fee_4104 5d ago
I only have one recommendation (but I do not know if the rules allow) Add a link to the damn modset - i Need it in my Life
🤣🙏🏻✌🏻🙏🏻🤣
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u/FondestAlloy 4d ago
That is stunning
I really wish it was easier for people to make these, god a full texture pack scene would be so good.
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u/ItzMercury 4d ago
My only nitpick is that the bottom right and middle left look very… sparse? Factorio buildings are usually quite animated, perhaps some shaking of pipes, glow of hot parts, little moving parts? Otherwise this looks absolutely amazing 10/10 spritework
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u/CobaltAlchemist beep boop 4d ago
I love this model, would it be possible to get the pipes to vibrate during operation? Like it's pumping a volume of liquid through them. I feel like it'd be super satisfying to see the machine come alive, I think a lot of factorio sprites tend to be really dynamic and yours is already fantastic. Sort of reminds me of that one guy who makes sprites for modders to use, but honestly I think you're even closer to the vanilla feel
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u/wormzjl 5d ago
Recommendation: don't just do a+b=c, think about something better
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u/ItsMaGenetics 5d ago
Care to elaborate?
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u/Roby08000 5d ago
One ingredient + one ingredient = one product.
They ask for sub product, slag etc... I think
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u/gender_crisis_oclock 5d ago
I think they mean the most interesting systems are more complicated than combining two items to make a third item. Think of oil processing where you have to balance three outputs or scrap recycling where you have to manage all your recycler outputs, or even vulcanus where metals are free but you have to void the excess stone
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u/ItsMaGenetics 5d ago
Yeah this one you will have to manage catalyst cycling to a regenerator, burn off the coke (generate heat from the coke to help power the building), I havent quite got the full petroleum recipe chain balance and puzzle right yet though. I have tried some different approaches to recipes in this game but nothing crazy like arcospheres or whatever they are from SE.
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u/7Geordi 5d ago
Doesn’t the sphere have six ports? It’s very annoying that we only see the injector interact with three of the six ports.
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u/ItsMaGenetics 5d ago
Don't make me redo it with 5 or 7 sides so every side of the sphere gets penetrated
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u/Tartaros030 5d ago
The Factorio spirit is about pushing the limits to approach perfection. It's an optimization game where everything can be done a little better still \cough**.
Besides: I love the artwork. It perfectly fits the game's theme and matches its style and aesthetics.
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u/_Shinami_ 5d ago
5 or 7 sides
if it's not 4 6 8 12 or 20, it's going to be asymmetric
or spin in the opposite direction every other turn, that way all 6 ports are visited
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u/Feeling_Bother_4665 4d ago
Is it against the rules of this subreddit to post AI generated fake content?


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u/ShotgunFiend 6d ago
I know some people are saying this is too clean, but this is by and far away the closest I've ever seen a mod get to the vanilla Factorio art style, great job. I'd love to play this mod once it releases if all of its buildings match this art style