Search found 37 matches
- Fri Jan 01, 2021 8:44 am
- Forum: Modding interface requests
- Topic: Separate Movement Bonus Speed/Turnrate
- Replies: 0
- Views: 841
Separate Movement Bonus Speed/Turnrate
dear developers and community, Perhaps I am mistaken here or I haven't done my home work but I looked it up here https://wiki.factorio.com/Prototype/MovementBonusEquipment#movement_bonus and from what I understand (and this conforms to my experience with modding movement bonus equipment) the movemen...
- Thu Dec 31, 2020 11:49 am
- Forum: Modding help
- Topic: Roboport recharging animations (colors)
- Replies: 6
- Views: 2328
Re: Roboport recharging animations (colors)
The plot thickens. Thank you for going testing and looking into it
- Thu Dec 31, 2020 10:14 am
- Forum: Development Proposals
- Topic: Peace with Aliens
- Replies: 205
- Views: 233886
Re: Peace with Aliens
Oh my, this thread heated up since I last checked it. :shock: I could see the potential for a mod here as mentioned by someone named dx4 a couple pages earlier: # a scripted gauge (diplomacy??) is introduced that can fill from zero to one hundred # biter and enemy base kills reduce that gauge by a d...
- Wed Dec 30, 2020 8:41 am
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 593
- Views: 331117
Re: Thank you (Make the dev-team happy today!)
Hello again, dev team. I wrote to you once before when a friend of mine just got me into the game. Now that I have some experience with it I am writing to you again :D I just read that you were close at one point to giving up and releasing the game for free in the state it was in. I want to say than...
- Wed Dec 30, 2020 8:11 am
- Forum: General discussion
- Topic: Mods...
- Replies: 11
- Views: 4396
Re: Mods...
What an interesting topic :shock: While I can certainly empathize with the original poster's sentiments, progress is the name of the game and the way life itself works. That which changes lives and that which lives survives. Change is like a natural selection process where those things that are acti...
- Wed Dec 30, 2020 7:37 am
- Forum: Modding help
- Topic: Roboport recharging animations (colors)
- Replies: 6
- Views: 2328
Re: Roboport recharging animations (colors)
Oh yeah, good ideas all around. I have tried these. I tried changing positions. Equipping, un-equipping. Shuffling the order of the roboports. And so on ... the result was always the same. The vanilla roboport charging animation overrides any custom made charging animation so long as a single vanill...
- Tue Dec 29, 2020 6:38 pm
- Forum: Modding help
- Topic: "X entities are missing construction robots/are missing the material for construction" alerts/sounds are now silent
- Replies: 1
- Views: 1248
Re: "X entities are missing construction robots/are missing the material for construction" alerts/sounds are now silent
greetings to you, from what I can tell there were quite a few people who did not take well to the various sound changes happening after version .16x onwards. This goes as far as people having made mods to undo/revert some of these changes. :? I can't help you because my own expertize in modding is o...
- Tue Dec 29, 2020 6:23 pm
- Forum: Modding help
- Topic: Roboport recharging animations (colors)
- Replies: 6
- Views: 2328
Roboport recharging animations (colors)
dear modding community, I am coming to you with a "riddle me this" because I think I have come across a very interesting phenomenon. I tried building a small modification that features a custom roboport with its own custom colored recharging animation. Don't worry the modification works ju...
- Wed Dec 16, 2020 2:45 pm
- Forum: Modding help
- Topic: Steam Turbine Animation Question
- Replies: 2
- Views: 1419
Re: Steam Turbine Animation Question
dear darkfrei, thanks to your help I was able to get it to work just now!! I had come as far as figuring out that the game does not allow non-square shaped collision boxes to rotate (unless you get a special backstage pass like the steam engine and the steam turbine ;) ). But what I was still unclea...
- Tue Dec 15, 2020 8:35 pm
- Forum: Modding help
- Topic: Steam Turbine Animation Question
- Replies: 2
- Views: 1419
Steam Turbine Animation Question
dear community, I am trying to do something and I almost made it but there is one thing that I just cannot get to work properly and I am coming here to seek for help. I have been trying on my own, reading, looking at stuff, but I can't figure it out. I am asking because I am honestly stuck :shock: W...
- Mon Nov 16, 2020 8:33 pm
- Forum: Already exists
- Topic: Function referencing to entity health %
- Replies: 7
- Views: 3743
Re: Function referencing to entity health %
Ahhh, okay. Yes! I agree. There was definitely a terminology issue here. And that is my bad :oops: You read my messages right despite me using the wrong language. What I tried to say was "event" not function :? I am sorry for the confusion. But that one is entirely on me. I apologize. Than...
- Mon Nov 16, 2020 7:26 pm
- Forum: Already exists
- Topic: Function referencing to entity health %
- Replies: 7
- Views: 3743
Re: Function referencing to entity health %
Deadlock989, thank you very much for the additional information and clarification. I am sad to hear that the function I requested does not exist, afterall. But at the very least it lends credence to my function-request. I hope a function like I requested is included someday. It would help, I feel. :...
- Mon Nov 16, 2020 3:40 pm
- Forum: Already exists
- Topic: Function referencing to entity health %
- Replies: 7
- Views: 3743
Re: Function referencing to entity health %
Excellent! Thank you for the link and for guiding me to the right place. I can see that this function already exists. (And I should have seen it :oops: thereby making a classic case for "search first". So, I am trying to own up to it :oops: ) Eradicator: Thank you very much for pointing ou...
- Mon Nov 16, 2020 1:35 am
- Forum: Already exists
- Topic: Function referencing to entity health %
- Replies: 7
- Views: 3743
Function referencing to entity health %
TL;DR A function that references to hull status % and allows an action/trigger/effect/etc to happen based on the entity's hull status % What ? The addition of a function in the game's programming that allows something to happen when any entity's health status is at a certain value. That way modders...
- Sat Nov 14, 2020 2:56 am
- Forum: Ideas and Requests For Mods
- Topic: [Idea/Request] - Vehicle damage animation (smoke/fire)
- Replies: 4
- Views: 2213
Re: [Idea/Request] - Vehicle damage animation (smoke/fire)
my goodness, thats a very detailed response :shock: I am amazed. And feeling very grateful for your effort. The fact that you took all this time to write not only one way but several humbles me :oops: I want to say that I don't take that for granted. Thank you so much. The idea was that a vehicle em...
- Fri Nov 13, 2020 3:59 pm
- Forum: Ideas and Requests For Mods
- Topic: [Idea/Request] - Vehicle damage animation (smoke/fire)
- Replies: 4
- Views: 2213
Re: [Idea/Request] - Vehicle damage animation (smoke/fire)
Hello!!!! thank you so much for responding :shock: I had kind of given up on even getting a response from anyone at all. How would I go about this? Would I have to modify the entry for a vehicle in the entities-prototype?and if this is correct, what would I need to put there? I have the vision, the ...
- Fri Mar 06, 2020 12:41 am
- Forum: Ideas and Requests For Mods
- Topic: [Idea/Request] - Vehicle damage animation (smoke/fire)
- Replies: 4
- Views: 2213
[Idea/Request] - Vehicle damage animation (smoke/fire)
dear modders, I am coming to you with the idea/request for a very simple modification. Here is the TL;DR . What I envision: When a vehicle is in yellow hull status, it should trail smoke to show that it is damaged. And when in red hull status it should trail smoke and fire to show it is in very bad ...
- Fri Jan 24, 2020 4:29 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion: Vehicle Damage Animation
- Replies: 0
- Views: 922
Suggestion: Vehicle Damage Animation
TL;DR Vehicle damage animations (smoke, fire) that display when a vehicle is in yellow (smoke animation) or red (smoke and fire animation) hull status What ? A simple animation when vehicles are in a damaged state. When in yellow hull status, they emit smoke. When in red hull status they emit smoke...
- Fri Sep 06, 2019 3:44 pm
- Forum: Ideas and Requests For Mods
- Topic: Pollution Induced Natural Disasters
- Replies: 1
- Views: 1206
Pollution Induced Natural Disasters
Hello community :) This was initially supposed to be a suggestion but we realized it is likely not feasable as an addition to the standard un-modded game. However, I decided to post it here as an idea for the sake of the community to discuss and determine if it is good for something like a mod maybe...
- Sun Jun 09, 2019 8:29 am
- Forum: Maps and Scenarios
- Topic: AyleeJenn's Maps v.16 (outdated)
- Replies: 5
- Views: 8083
Re: AyleeJenn's Maps
hello thanks for the feedback
Yeah the maximum resources is definitely an oops . Good catch, thank you very much and glad my maps were good for something.
Yeah the maximum resources is definitely an oops . Good catch, thank you very much and glad my maps were good for something.