Search found 22 matches
- Tue Dec 04, 2018 11:01 pm
- Forum: Texture Packs
- Topic: [Request] Graphics for Tater Space Station
- Replies: 3
- Views: 5420
Re: [Request] Graphics for Tater Space Station
I made a pull request on GitHub, my first ever! So I sort of wanted to try out the system, even if it's not a particularly big change. I also added in the Icon graphic, which was tougher to make not look completely washed out.
- Tue Dec 04, 2018 10:15 pm
- Forum: Modding interface requests
- Topic: Containers for certain item groups only
- Replies: 3
- Views: 1857
Re: Containers for certain item groups only
Did you figure this out? I am adding colonists and want to limit a chest type entity to just allow that the colonists item group, similar to an ammo category. i.e colonist, injured-colonist, tierd-colonist etc.
- Tue Dec 04, 2018 7:41 pm
- Forum: Texture Packs
- Topic: Solid edge > Blender modelling
- Replies: 2
- Views: 5082
Re: Solid edge > Blender modelling
IMO, the best format is obj as it saves texture information in the accompanying .mtl file as well as a folder with the used textures.
When importing into blender things get a bit funny with textures that have an alpha value. It ends up being black, basically you need to use the node editor to add ...
When importing into blender things get a bit funny with textures that have an alpha value. It ends up being black, basically you need to use the node editor to add ...
- Tue Dec 04, 2018 7:24 pm
- Forum: Texture Packs
- Topic: [Request] Graphics for Tater Space Station
- Replies: 3
- Views: 5420
Re: [Request] Graphics for Tater Space Station
Hey so not sure if you're still developing this but if you are;
I'm making a mod that seems like it could share assets with this, especially the space elevator. I can manage doing graphic but am stuck on the coding part.
The space elevator seems totally doable, you would need to figure out how ...
I'm making a mod that seems like it could share assets with this, especially the space elevator. I can manage doing graphic but am stuck on the coding part.
The space elevator seems totally doable, you would need to figure out how ...
- Tue Dec 04, 2018 5:44 pm
- Forum: Modding help
- Topic: Advanced animation techniques
- Replies: 0
- Views: 1036
Advanced animation techniques
TLDR: Example mods or dev files that show how scripting can be used to make animations.
I am trying to develop a landing pad entity, where a rocket would land as a means of delivering colonists for the mod I'm making.
So far I have a graphic, for the lander the landing pad and some smoke ...
I am trying to develop a landing pad entity, where a rocket would land as a means of delivering colonists for the mod I'm making.
So far I have a graphic, for the lander the landing pad and some smoke ...
- Sat Dec 01, 2018 2:23 pm
- Forum: Modding help
- Topic: Backwards animation?
- Replies: 3
- Views: 1648
Re: Backwards animation?
Ah yeah that did it! Thanks.
Code: Select all
run_mode = "forward-then-backward",
- Sat Dec 01, 2018 11:04 am
- Forum: Modding help
- Topic: Backwards animation?
- Replies: 3
- Views: 1648
Backwards animation?
I don't know how to describe it so here's a diagram:
vanilla animation: > > > > > ...
what I want: > < > < > ...
Here is the sprite sheet I made , it would seem like a good way to save on file size to not have to include the return trip for the dish as it's the same thing repeated.
vanilla animation: > > > > > ...
what I want: > < > < > ...
Here is the sprite sheet I made , it would seem like a good way to save on file size to not have to include the return trip for the dish as it's the same thing repeated.
- Tue Nov 20, 2018 11:55 pm
- Forum: Mods
- Topic: [0.16] Colonial Charter beta version
- Replies: 5
- Views: 3762
Re: [0.16] Colonial Charter beta version
Thanks, it feels like there is potential but it's a been a struggle trying to figure out the api and moding in general
- Sun Nov 18, 2018 7:58 pm
- Forum: Mods
- Topic: [0.16] Colonial Charter beta version
- Replies: 5
- Views: 3762
[0.16] Colonial Charter beta version
Colonial Charter beta*
After fixing that dent you got after crashlanding on this planet. You finally realise what the mission was: establish a colonial outpost and exploit its resources for the benefit of your people.
Ok so I'm kind of ready to release this as I have it, but it needs tweaking ...
After fixing that dent you got after crashlanding on this planet. You finally realise what the mission was: establish a colonial outpost and exploit its resources for the benefit of your people.
Ok so I'm kind of ready to release this as I have it, but it needs tweaking ...
- Tue May 24, 2016 9:46 am
- Forum: Mods
- Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
- Replies: 186
- Views: 132303
Re: [MOD 0.12.11] Foreman - Blueprint Manager 0.1.21
ThanksChoumiko wrote: No mod works if not every player has it. ...
Another question; how do I import blueprints between save files? I have exported them but I can find the button to import them.
- Wed May 18, 2016 1:31 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
- Replies: 186
- Views: 132303
Re: [MOD 0.12.11] Foreman - Blueprint Manager 0.1.21
Not sure if this has been asked, I searched but could not find anything.
Does foreman work in multiplayer with others that don't have the mod installed?
Does foreman work in multiplayer with others that don't have the mod installed?
- Wed May 18, 2016 1:22 pm
- Forum: Multiplayer
- Topic: [GER/ENG/0.12.33]EUROPE ALMOST VANILLA PUBLIC SERVER
- Replies: 18
- Views: 6724
Re: [GER/ENG/0.12.33]EUROPE VANILLA PUBLIC SERVER
This looks great, will hop on today and see what I can add to the base.
- Fri Mar 25, 2016 7:01 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: [Custom Map] Racetrack with built in timer
- Replies: 4
- Views: 10065
Re: [Custom Map] Racetrack with built in timer
This is very cool, I look forward to trying to figure out how it all works.
- Sat Feb 27, 2016 2:05 pm
- Forum: Multiplayer
- Topic: [Public/Europe] Dedicated Server
- Replies: 331
- Views: 157362
Re: [Public/Europe] Dedicated Server [0.12.24/Vanilla]
Yep after what happened today its quite necessary
- Wed Feb 24, 2016 2:11 am
- Forum: Multiplayer
- Topic: Multiplayer and Steam
- Replies: 4
- Views: 4477
Re: Multiplayer and Steam
Do you know if it will it be possible for non steam players to play with steam people. I really don't want to have to install steam just for this game.
- Tue Feb 23, 2016 9:56 am
- Forum: Releases
- Topic: Version 0.12.23
- Replies: 20
- Views: 17875
Re: Version 0.12.23
will we still be able to play the game without steam?
- Mon Feb 22, 2016 4:13 pm
- Forum: Multiplayer
- Topic: [Public/Europe] Dedicated Server
- Replies: 331
- Views: 157362
Re: [Public/Europe] Dedicated Server [0.12.22/Vanilla]
I just jumped on for a bit, hooked up that coal someone marked near the center of the map.
- Tue Sep 01, 2015 7:21 pm
- Forum: Multiplayer
- Topic: Looking for someone to play mp with
- Replies: 1
- Views: 4793
Re: Looking for someone to play mp with
Hey I would love to play some multilayer. I have used hamaci to play factorio a few months ago however I believe its no longer necessary but I could be mistake.
I added you on skype, my name is nicholas.zivkovic.
I added you on skype, my name is nicholas.zivkovic.
- Fri Sep 12, 2014 7:32 pm
- Forum: Modding discussion
- Topic: [Guide] Making spritesheets with Blender
- Replies: 35
- Views: 60785
Re: [Guide] Making spritesheets with Blender
Great tutorial some really us full stuff i did not know about blender, will definitely try my hand at some skin work now.
- Wed Sep 10, 2014 7:19 pm
- Forum: Off topic
- Topic: want some good music?
- Replies: 15
- Views: 19669
Re: want some good music?
I like it, especially the bladrunner track.