And/Or teleport() could be extended with optional orientation parameter.
I try to make car with afterburner

http://youtu.be/bPkt-GR0Kio
hehe. yea that makes more sense. Though, I could add some effects with teleport. Like vibration, if really high speed or not on road/asphalt tile. I have also thinking about possibility of a script driveable car. Teleportation probably is not that best way of doing those. So yea alterable car speed would be nice.kovarex wrote:Wow, cool!
And what if you could just alter the car speed?
Yea it is. I can't stop driving.ficolas wrote:that looks awesome :3
I made it. I copied sand tiles/terrain and edited them bit with GIMP. Then made roads with map editor, but I forgot to set asphalt to "none" in generator so there is some big areas of asphalt.Nirahiel wrote:Where does that road come from ?
Cool. I think I can get rid of ~15 lines of code and don't need to add seperated fuel eater, if I get my hands on 1 or 2 properties. Consumption and burner.effectivity perhaps?kovarex wrote:I will add all you need to the modding intefrace to 0.7.1 so I can play with it when it is released
Check the tilesrk84 wrote:Cool. I think I can get rid of ~15 lines of code and don't need to add seperated fuel eater, if I get my hands on 1 or 2 properties. Consumption and burner.effectivity perhaps?kovarex wrote:I will add all you need to the modding intefrace to 0.7.1 so I can play with it when it is released
Teleport has one problem. The car can get stuck in water for example and I can't use "canplaceentity()" directly, because the car itself is in the way.
I guess that could work. Even though it still can teleports inside other entities, but one of the entities will most likely die in hit so its not stuck situation.ficolas wrote:Check the tiles
Yea mayby I use wormholesficolas wrote:Alsp do you plan on adding a time travel or something? XD
Yup thats what I'm after. Afterburner is inefficient in terms of fuel consumption.n9103 wrote:...consumption for the increased speed, higher for faster but expensive trips...
Could send or explaine to me the code on how you made a new tile. or did you just replace the sand ?rk84 wrote:I copied sand tiles/terrain and edited them bit with GIMP.
Copy the prototype of the tile, add it to a lua file with data:extend, and include it in your data.lua file as you do with any other entity/item/ w/e prototype.Math3vv wrote:Could send or explaine to me the code on how you made a new tile. or did you just replace the sand ?rk84 wrote:I copied sand tiles/terrain and edited them bit with GIMP.
and did you put the new tile in the "_base_" or in the "mod" folder ?
Yay. I can't wait for 0.7.1kovarex wrote:So I added 3 modifier to the car, that will be available in 0.7.1, I hope it is all needed, looking forward to get hands on your mod
https://forums.factorio.com/wiki/inde ... le=Lua/Car
Yes. I copied from "\data\base\prototypes\tile\tiles.lua". If you want generator to use your tiles you need to define noise-layer too like in "noise-layers.lua". If not then you can remove the generator table from tile definition.ficolas wrote:Copy the prototype of the tile, add it to a lua file with data:extend, and include it in your data.lua file as you do with any other entity/item/ w/e prototype.Math3vv wrote:Could send or explaine to me the code on how you made a new tile. or did you just replace the sand ?rk84 wrote:I copied sand tiles/terrain and edited them bit with GIMP.
and did you put the new tile in the "_base_" or in the "mod" folder ?
Thanks.slpwnd wrote:Got to see this thread just now. It looks super awesome!