Search found 14 matches

by TheKingJo
Tue Oct 29, 2024 1:35 pm
Forum: Not a bug
Topic: [2.0.12] "floor" collision-layer no longer standalone for out-of-map tile
Replies: 1
Views: 205

[2.0.12] "floor" collision-layer no longer standalone for out-of-map tile

Before version 2.X there was a collision-layer that only the out-of-map tile had, called "floor-layer". This could be used to have entities only exist on solid ground or water but not outside of the map (I used it for a car mod, the vehicle could drive both on water and solid ground).
However from 2 ...
by TheKingJo
Wed Oct 23, 2024 2:24 pm
Forum: Documentation Improvement Requests
Topic: Explanation for properties of ActivityMatchingModifiers and VehiclePrototype
Replies: 0
Views: 101

Explanation for properties of ActivityMatchingModifiers and VehiclePrototype

I would like to request some API Doc explanations on some parameters I am working with but don't quite know what they do

impact_speed_to_volume_ratio and deliver_category of VehiclePrototype
and
multiplier, minimum, maximum, offset and inverted of ActivityMatchingModifiers
by TheKingJo
Wed Oct 23, 2024 11:42 am
Forum: Releases
Topic: Version 2.0.7
Replies: 28
Views: 53391

Re: Version 2.0.7

The changelog doesn't say that

Code: Select all

defines.gui_type.research
was removed
by TheKingJo
Sat Aug 31, 2024 11:52 am
Forum: Modding interface requests
Topic: BeamAttackParameter source_offset for more entities
Replies: 5
Views: 2278

Re: [1.1.45] source_offset not applied for BeamAttackParameter



On action_delivery, the source_offset only gives final offset to the beam starting point and doesn't rotate with the shooter. This is different behavior compared to laser-turret where the source_offset of the attack_parameter itself provides a rotating offset where it follows the rotation of the ...
by TheKingJo
Mon Jun 24, 2024 9:27 am
Forum: Ideas and Suggestions
Topic: Tank animation while rotating
Replies: 6
Views: 1033

Re: Tank animation while rotating

Illiander42 wrote: Fri Jun 21, 2024 5:36 pm Post the mod to the portal anyway.
Done! https://mods.factorio.com/mod/better-tank-animation
by TheKingJo
Sat Jun 22, 2024 9:12 pm
Forum: Ideas and Suggestions
Topic: Tank animation while rotating
Replies: 6
Views: 1033

Re: Tank animation while rotating

Illiander42 wrote: Fri Jun 21, 2024 5:36 pm Does it get the track rotations right for turning left vs right?
Since the animation while rotating counter clockwise is backwards and while clockwise its forward, yes
by TheKingJo
Fri Jun 21, 2024 4:17 pm
Forum: Ideas and Suggestions
Topic: Tank animation while rotating
Replies: 6
Views: 1033

Tank animation while rotating

TL;DR
Vanilla tank should have animated tracks while turning on the spot


What ?
Right now the tank's tracks are not moving when you turn on the spot. But with some simple spritesheet rearrangements and image splitting and remerging done, it can be animated while rotating. I have tried that ...
by TheKingJo
Mon Jun 17, 2024 2:54 pm
Forum: Modding interface requests
Topic: Speed limit for car prototypes
Replies: 0
Views: 357

Speed limit for car prototypes

I would've needed this already years ago when I started adding mod cars XD

But yeah a max speed limit property for car prototypes would really help create more realistic cars. Without them you don't really have control over the max speed unless you play around with mass, consumption, friction and ...
by TheKingJo
Fri Jun 14, 2024 2:02 pm
Forum: Modding interface requests
Topic: Support turn_range for artillery type cannons
Replies: 2
Views: 412

Support turn_range for artillery type cannons

I would love it and could make use of a turn_range support for artillery type turrets and ~ wagon turrets.

Currently they always have a 360Β° aiming circle regardless of the value that you set in the gun's attack_parameters of the artillery gun.

Now I dunno how the artillery logic is implemented ...
by TheKingJo
Fri Oct 15, 2021 5:44 pm
Forum: Won't fix.
Topic: [1.1.42] Cars trigger_target_mask is not relevant for turret targeting
Replies: 3
Views: 2228

[1.1.42] Cars trigger_target_mask is not relevant for turret targeting

I'm currently making a mod again. I'm trying to make an "ammo-turret" that only aims at "car" s that have a certain trigger_target_mask .

I'm doing this by giving the turret a new TriggerTargetMask {"air-unit"} as attack_target_mask , {"ground-unit"} as ignore_target_mask and giving all cars the ...
by TheKingJo
Sun Jun 06, 2021 9:54 am
Forum: Resolved Problems and Bugs
Topic: [Lou][1.1.34] Car prototype collision_box width to length ratio prevents exiting of car
Replies: 4
Views: 4160

Re: [1.1.34] Car prototype collision_box width to length ratio prevents exiting of car

I tried to fix it with a custom-input where I would be teleported out of the bunker per script but it seems the game doesn't wanna do that too. I used the script from the cargo ships mod and adapted it to my use. It works on all other car/train prototypes but not my bunker.


function ExitBunker(e ...
by TheKingJo
Sun Jun 06, 2021 8:40 am
Forum: Resolved Problems and Bugs
Topic: [Lou][1.1.34] Car prototype collision_box width to length ratio prevents exiting of car
Replies: 4
Views: 4160

[Lou][1.1.34] Car prototype collision_box width to length ratio prevents exiting of car

I'm making a lot of car mods lately. My newest "car" mod is a stationary bunker. It cannot move but shoot.

It has a collision_box of {{-4.5, -3.7}, {4.5, 3.7}}. Whenever I try to exit the "car" after I entered it, it won't let me. No obstacles in the way, just me and the "car" in an empty testing ...

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