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 cost/price/maybe ...
Search found 26 matches
- 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: 794
- Mon Oct 02, 2017 1:34 pm
- Forum: Modding help
- Topic: Sprite resolution and shadow(s)
- Replies: 1
- Views: 1240
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 ...
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 ...
- Wed Sep 20, 2017 8:08 am
- Forum: Modding help
- Topic: Entity that is only placeable on another entity
- Replies: 7
- Views: 3012
Re: Entity that is only placeable on another entity
Also very interested in this.
- Wed Sep 13, 2017 7:46 am
- Forum: Modding help
- Topic: Getting Started: Mod to add different types of robot?
- Replies: 6
- Views: 3040
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.
Lurk through it's code and you will get an idea how complicated things get.
- Mon Sep 11, 2017 4:34 am
- Forum: Mods
- Topic: [MOD 0.15] Vehicle turrets
- Replies: 1
- Views: 1937
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 ...
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 ...
- Sun Sep 10, 2017 2:06 pm
- Forum: Modding help
- Topic: AI firing accuracy
- Replies: 5
- Views: 2523
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!
Trying to understand how AAI interacts with aiming to disable the "homing" =) Any help would be awesome!
- Sun Sep 10, 2017 3:13 am
- Forum: Modding help
- Topic: Detached gun sound
- Replies: 2
- Views: 1564
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 exactly ...
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 exactly ...
- Sat Sep 09, 2017 5:35 pm
- Forum: Modding help
- Topic: AI firing accuracy
- Replies: 5
- Views: 2523
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 ...
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 ...
- Fri Sep 08, 2017 8:51 pm
- Forum: Modding help
- Topic: Detached gun sound
- Replies: 2
- Views: 1564
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 live inside "attack ...
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 live inside "attack ...
- Fri Sep 08, 2017 2:20 pm
- Forum: Modding help
- Topic: AI firing accuracy
- Replies: 5
- Views: 2523
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)
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)
- Thu Sep 07, 2017 6:24 pm
- Forum: Modding help
- Topic: AI firing accuracy
- Replies: 5
- Views: 2523
AI firing accuracy
Hello β‘]
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 ...
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 ...
- Thu Sep 07, 2017 11:10 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 393991
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 my ...
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 my ...
- Thu Sep 07, 2017 8:18 am
- Forum: Modding help
- Topic: Various newcomer to modding questions
- Replies: 2
- Views: 1579
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 ...
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 ...
- Wed Sep 06, 2017 7:47 am
- Forum: Modding help
- Topic: Various newcomer to modding questions
- Replies: 2
- Views: 1579
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 ...
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 ...
- Wed Sep 06, 2017 6:52 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 393991
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 "aggro ...
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 "aggro ...
- Mon Jan 09, 2017 7:12 am
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 195438
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 ...
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 ...
- Sun Jan 08, 2017 10:12 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Marathon 1.0.3
- Replies: 204
- Views: 135022
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 ...
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 ...
- Sun Jan 08, 2017 10:06 pm
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 195438
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?
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?
- Sun Mar 06, 2016 7:11 am
- Forum: Development Proposals
- Topic: RTS direction
- Replies: 183
- Views: 181318
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 ...
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 ...
- Mon Feb 01, 2016 2:25 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 504840
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 ...
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 ...