Search found 26 matches

by Mr.YaR
Fri Jan 12, 2018 5:51 pm
Forum: Ideas and Requests For Mods
Topic: IDEA/QUESTION Item/unit characteristics generated from cost
Replies: 0
Views: 631

IDEA/QUESTION Item/unit characteristics generated from cost

Tryed to search a mod that would help "balancing"/organising various mod added entities/items characteristics together (like bob added tanks and Tankwerkz Ltd). Didn't find it. The idea was a mod/tool that "generates" the characteristics of a said entity/item depending on it's co...
by Mr.YaR
Mon Oct 02, 2017 1:34 pm
Forum: Modding help
Topic: Sprite resolution and shadow(s)
Replies: 1
Views: 1070

Sprite resolution and shadow(s)

Hello! β€’ Can anyone enlight my mind about shadow creation?? Done some animated cameras, done animated light, done tracks animation (it's sorta tank), done the turret - all that went into some spritesheets. Configured all that in .lua - works OK. But the shadows.... catched the shadows - different wa...
by Mr.YaR
Wed Sep 20, 2017 8:08 am
Forum: Modding help
Topic: Entity that is only placeable on another entity
Replies: 7
Views: 2412

Re: Entity that is only placeable on another entity

Also very interested in this.
by Mr.YaR
Wed Sep 13, 2017 7:46 am
Forum: Modding help
Topic: Getting Started: Mod to add different types of robot?
Replies: 6
Views: 2358

Re: Getting Started: Mod to add different types of robot?

AAI is your only possible path to glory.

Lurk through it's code and you will get an idea how complicated things get.
by Mr.YaR
Mon Sep 11, 2017 4:34 am
Forum: Mods
Topic: [MOD 0.15] Vehicle turrets
Replies: 1
Views: 1644

Re: [MOD 0.15] Vehicle turrets

Hello) Been using vehicule turrets for some 10s of hours in lan - no apparent troubles - everything seem to work Is it possible to do a graphics-less version centred on vehicles to create and illusion of coaxial/secondary mg/rocket fired from the main turret? Mainly for AAI usage (as AAI can't use m...
by Mr.YaR
Sun Sep 10, 2017 2:06 pm
Forum: Modding help
Topic: AI firing accuracy
Replies: 5
Views: 2093

Re: AI firing accuracy

Pardons for double posting - confirmed MG turrets and Cannon turrets(VTK cannon turret mod with custom ammo) don't home!

Trying to understand how AAI interacts with aiming to disable the "homing" =) Any help would be awesome!
by Mr.YaR
Sun Sep 10, 2017 3:13 am
Forum: Modding help
Topic: Detached gun sound
Replies: 2
Views: 1292

Re: Detached gun sound

While understanding how detached gun sound works(phantom explosion playing the sound) - how exactly to use it.... is still a mystery for me. For exemple, got an entity(custom "car", a custom gun item...) with a line of code for the firing sound(custom .ogg) path and the volume. Where do i ...
by Mr.YaR
Sat Sep 09, 2017 5:35 pm
Forum: Modding help
Topic: AI firing accuracy
Replies: 5
Views: 2093

Re: AI firing accuracy

Played today usig the shells i remade and was surprised to see(will test that in test mode to be sure 100%) a mg turret miss... AAI tanks fired projectiles are still homing. The ammo is redone this way(shells and bullets) - target type: position - projectile: bullet (custom one) - no collision = no ...
by Mr.YaR
Fri Sep 08, 2017 8:51 pm
Forum: Modding help
Topic: Detached gun sound
Replies: 2
Views: 1292

Detached gun sound

The naming convention is "gunsound-"..gun.name. Looping sounds are also supported but have a -begin_sound, -middle_sound, and -end_sound suffix. ... game.player.surface.create_entity{name="gunsound-shotgun", position=game.player.position} The only sound related line seems to liv...
by Mr.YaR
Fri Sep 08, 2017 2:20 pm
Forum: Modding help
Topic: AI firing accuracy
Replies: 5
Views: 2093

Re: AI firing accuracy

Oh, hardcode - this bad word((

There is the Rempant mod that made flamethrower based projectiles. Works well(some hours in MP).
But it's far from being noob friendly code wise)
by Mr.YaR
Thu Sep 07, 2017 6:24 pm
Forum: Modding help
Topic: AI firing accuracy
Replies: 5
Views: 2093

AI firing accuracy

Hello ‑] Reconfigured some shells to have low accuracy and when i fire myself the vehicule - it works, but when the AI fires the shell tends to follow it's target as if it was self-guided... Not sure, but seems when the AI fires at buildings[less sure about static biters] - it starts to miss[normal ...
by Mr.YaR
Thu Sep 07, 2017 11:10 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 314631

Re: [MOD 0.13.17+] Rampant - 0.15.21

Oh, a perfect description! We'll do some testing - we'll see if we understud enough =) Are these "mod settings" tweak-safe in an MP game? (Seems yes) I have tried to hold off on making unit stat and ability changes because I don't like how nests blanket the planet Reading you - i've found ...
by Mr.YaR
Thu Sep 07, 2017 8:18 am
Forum: Modding help
Topic: Various newcomer to modding questions
Replies: 2
Views: 1272

Re: Various newcomer to modding questions

Thanks for this very welcome information! EDIT2: Found that if you simply reduce the collision box of something to a ridiculusly low number - it stops colliding(used this to solve the projectile/friendly fire problem. --collision_box = 0.000001 and x2 different area effect damage. It's a very noob-f...
by Mr.YaR
Wed Sep 06, 2017 7:47 am
Forum: Modding help
Topic: Various newcomer to modding questions
Replies: 2
Views: 1272

Various newcomer to modding questions

Hello =) Started modding factorio and was amazed by the possibilities, but on the other hand, some strange limitations seem to rise while is was trying to get deeper into factorio - specialy concerning combat. Range stuff: min_range = 40 max_range = 50 turn_range = 0.10 <most interesting ^seem to wo...
by Mr.YaR
Wed Sep 06, 2017 6:52 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 314631

Re: [MOD 0.13.17+] Rampant - 0.15.21

Hello! Thank you for your work on Rempant! Enjoying it greatly(LAN, no additionnal ennemies). Some questions: - Biters flank nicely, retreat somehow, impress us sometimes - but they seem to "aggro"(player or base) only at close range from their base - could you create a setting to adjust &...
by Mr.YaR
Mon Jan 09, 2017 7:12 am
Forum: Bob's mods
Topic: [0.14.x] Bob's Mods: General Discussion
Replies: 430
Views: 159041

Re: [0.14.x] Bob's Mods: General Discussion

Than you for your fast answer. The best we could do is keeping everything but Bobores + disabling ores in bobconfig = the game launches BUT additionnal ore requirements still present in tech tree = unplayable. Removing bob plates still does crash the game. Would some log file help finding the issue?
by Mr.YaR
Sun Jan 08, 2017 10:12 pm
Forum: Mods
Topic: [MOD 0.12.x] Marathon 1.0.3
Replies: 204
Views: 117803

Re: [MOD 0.12.x] Marathon 1.0.3

Is there a way to reduce the costs multipliers (without rewriting all values by hand) right now? For lan purpose we need half marathon version as the regular one is too slow. Producing 20k steel per hour does not suit our needs lol. And handcrafting is near to impossible (needs to clear out all the ...
by Mr.YaR
Sun Jan 08, 2017 10:06 pm
Forum: Bob's mods
Topic: [0.14.x] Bob's Mods: General Discussion
Replies: 430
Views: 159041

Re: [0.14.x] Bob's Mods: General Discussion

Hello!

After disabling bob's ores + bob's plates me and 2 other players get all different error(i get glass, other gets steel ID troubles) messages.

We wished to use bob's mods without ores additions, is it possible?
by Mr.YaR
Sun Mar 06, 2016 7:11 am
Forum: Development Proposals
Topic: RTS direction
Replies: 183
Views: 149060

Re: RTS direction

To imagin what Factorio in some ways could be with RTS units and control = watch Anno 1404 gameplay(in a lesser way anno 2070) Don't focus on aspects that differ from Factorio.(Trade, city building, wooden boats with sales...) The unit production and the basic combat is the thing to watch(accuracy, ...
by Mr.YaR
Mon Feb 01, 2016 2:25 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 425062

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.0.5

Hello! I ve started playing factorio directly with natural evolution, marathon mod and some other mods. I dropped marathon mod, as it makes things a bit too long to learn how things work. What s a lot of pollution? My base produces around 2.5, 3k of pollution. Whats a big evolutuion rate? I lived ti...

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