The avatars can wear power armor. I may actually make special, avatar-only equipment in the future (0.13 should add stuff to let me handle it).kiba wrote:Just tried out this mod. Quite cool.
My only complaint is being reminded of how slow the default characters are without power armor and exoskeleton.
Search found 253 matches
- Fri May 06, 2016 6:40 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Avatars (0.3.1)
- Replies: 26
- Views: 21741
Re: [MOD 0.12.x] Avatars (0.2.3)
- Fri May 06, 2016 2:35 am
- Forum: Mods
- Topic: [MOD 0.12.x] Avatars (0.3.1)
- Replies: 26
- Views: 21741
Re: [MOD 0.12.x] Avatars (0.2.3)
(Ok, I swear I'm done updating at least for today)
0.2.3
0.2.3
- Fixed interaction with other control changing mods like FAT Controller
- Thu May 05, 2016 10:09 pm
- Forum: Mods
- Topic: [Mod 0.12.x] Placement Chest (0.2.0)
- Replies: 9
- Views: 9096
Re: [Mod 0.12.x] Placement Chest (0.1.1)
Can you suggest some of the ways you forsee this being used? At the moment, it is for extremely niche needs. Nothing really in the base game besides bots, cars or trains possibly. But, I have figured out how to deploy blueprints with the chest, so when I am able to finish the next version update, t...
- Thu May 05, 2016 8:14 pm
- Forum: Mods
- Topic: [Mod 0.12.x] Placement Chest (0.2.0)
- Replies: 9
- Views: 9096
Re: [Mod 0.12.x] Placement Chest (0.1.1)
No, not at the moment.NoriSilverrage wrote:Does it respond to circuit conditions?
- Thu May 05, 2016 5:32 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Avatars (0.3.1)
- Replies: 26
- Views: 21741
Re: [MOD 0.12.x] Avatars (0.2.2)
Hope no one blinked too fast, two updates coming in today. Sorry to anyone stuck in an avatar, check the first post for a new command to get you unstuck. 0.2.2 Added interface support for other mods that place entities Corrected a bug with commands designed for players to call 0.2.1 Fixed Disconnect...
- Thu May 05, 2016 11:56 am
- Forum: Mods
- Topic: [Mod 0.12.x] Placement Chest (0.2.0)
- Replies: 9
- Views: 9096
Re: [Mod 0.12.x] Placement Chest
I included one, but the problem is there really isn't anything to show. The chest is just a slight recolor on the steel chest.Ralord89 wrote:This sounds quite interesting, but could you provide some pictures/screenshots too?
- Thu May 05, 2016 1:53 am
- Forum: Mods
- Topic: [Mod 0.12.x] Placement Chest (0.2.0)
- Replies: 9
- Views: 9096
[Mod 0.12.x] Placement Chest (0.2.0)
I don't really have a desire to continue working on this mod. If someone wants it updated to 0.13 I can do that, but I don't plan to add anything else to this mod (anyone else feel free to pick it up if you want). Placement Chest Info: Adds a special chest entity to the game that will automatically ...
- Wed May 04, 2016 4:08 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Avatars (0.3.1)
- Replies: 26
- Views: 21741
Re: [MOD 0.12.x] Avatars
This is extremely cool sounding! There are so many possibilities with this. :D I can imagine like creating one and leaving it at an outpost with some resources and miners and then when there is an issue at the outpost or you need to expand the mining you could hop over to the avatar there and get i...
- Wed May 04, 2016 12:34 pm
- Forum: Texture Packs
- Topic: [Request]Humanoid Robotics
- Replies: 2
- Views: 3005
[Request]Humanoid Robotics
So, there are a few parts to this request, if you want to help with any part that would be fantastic, but do not feel that I am trying to force anyone to help, I was just happy to create the code. I am fairly crap when it comes to creating art. [1] Also, in case you were curious: the mod . Robot Par...
- Wed May 04, 2016 11:29 am
- Forum: Mods
- Topic: [MOD 0.12.x] Avatars (0.3.1)
- Replies: 26
- Views: 21741
Re: [MOD 0.12.x] Avatars
Yes, each avatar has its own crafting queue, inventory, armor, weapons, etc.Jeri.c wrote:So does this mean an avatar can craft something and then while another avatar craft another thing?
- Tue May 03, 2016 11:46 pm
- Forum: Ideas and Suggestions
- Topic: RC avatars
- Replies: 22
- Views: 6433
Re: RC avatars
I had been thinking about how to do a mod for remote controlled avatars for a while now, I finally got around to making it a reality.
Link
Link
- Tue May 03, 2016 11:35 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Avatars (0.3.1)
- Replies: 26
- Views: 21741
[MOD 0.12.x] Avatars (0.3.1)
Avatars Info: Adds Avatar entities to the game that the player can remotely control Avatars can do everything that players can (except control other avatars) Has its own tab in the crafting menu Avatars are quite costly to make, but you can have as many as you want. **NOTE: Multiplayer avatar death...
- Mon May 02, 2016 10:42 pm
- Forum: Implemented mod requests
- Topic: Equipment & Module Events
- Replies: 2
- Views: 809
Re: Equipment & Module Events
Equipment events will be coming in 0.13. What's your use case for wanting module related events? An idea for my powered entities mod. If I could get an event to see the module placed and removed I could insert and remove an invisible power pole under the entities. The mod works as is, but I feel li...
- Mon May 02, 2016 9:34 pm
- Forum: Implemented mod requests
- Topic: Equipment & Module Events
- Replies: 2
- Views: 809
Equipment & Module Events
Can we get events to support both adding and removing of equipment and modules? At the moment, the only way I see to handle these is by checking every X ticks, but that is not even close to feasible with modules.
- Tue Apr 26, 2016 11:37 am
- Forum: Modding help
- Topic: Comparing a Number to a String
- Replies: 2
- Views: 1969
Re: Comparing a Number to a String
Ok, so the first bit of code always worked, and I found out that the second bit would work if I did useless math (page*1) ahead of time, I was just ruining the number later on.
Your function does the same as the useless math though, and looks much nicer, so thanks for the help.
Your function does the same as the useless math though, and looks much nicer, so thanks for the help.
- Tue Apr 26, 2016 3:44 am
- Forum: Modding help
- Topic: Comparing a Number to a String
- Replies: 2
- Views: 1969
Comparing a Number to a String
So, I have a "string" that is always a number (a page number), and sometimes when I try to reference it, everything goes smoothly, other times I get an error for comparing a string to a number. This works: local page = selectionFrame.pageNumber.caption if (#global.avatars > page*10) then u...
- Mon Apr 18, 2016 6:54 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Menu with buttons, 3 columns and...
- Replies: 1
- Views: 1042
Re: [Request] Menu with buttons, 3 columns and...
Couldn't you just make a configuration file and let the player choose there?
- Sat Apr 16, 2016 12:07 am
- Forum: Mods
- Topic: [MOD 0.12.x] Powered Entities (0.3.0)
- Replies: 29
- Views: 31438
Re: [MOD 0.12.x] Powered Entities (0.2.0)
0.2.0 is now released! Patch notes below. Manual Mode added to the mod Requires that users now create a Power Antenna Added Config manual_mode to toggle on or off manual mode Moved entities arrays to config, so that users can change at will debug_mode added Added technology for both manual and autom...
- Tue Apr 12, 2016 10:41 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.29] [kovarex] Power Grid Not Updating
- Replies: 4
- Views: 2434
Re: [0.12.29] Power Grid Not Updating
Ok here is a save and the mod. Steps to reproduce: 1. Place the blueprint within the wire range of the power grid (my hidden poles have the same reach as the medium power poles in this example) 2. Use deconstruction planner to remove only the assemblers (just the inside tile of both rows to not hit ...
- Tue Apr 12, 2016 12:35 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.29] [kovarex] Power Grid Not Updating
- Replies: 4
- Views: 2434
[0.12.29] [kovarex] Power Grid Not Updating
(On a side note, Steam has updated my game to 0.12.30, but I couldn't find anything saying that this bug was fixed) I ran into a bug while testing a mod I am working on. The gist of the mod (that is relevant here) is that I have a collision-less entity that under these assemblers (the lights). When ...