[WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
MY FRIENDS! I had completed my project of adding a tunnel borer in which you don't have to drive.
By no means it's bug free, so download AT YOUR OWN RISK.
There is some 'improper' coding, like unnecessary duplication of code, but it works.
KNOWN BUG:
* Fiction modifier has zero effect!
* It automatically digs!
* OP! PLZ NERF!
Also, it only works with coal and raw wood.
And the vehicle's name is "mini-borer".
By no means it's bug free, so download AT YOUR OWN RISK.
There is some 'improper' coding, like unnecessary duplication of code, but it works.
KNOWN BUG:
* Fiction modifier has zero effect!
* It automatically digs!
* OP! PLZ NERF!
Also, it only works with coal and raw wood.
And the vehicle's name is "mini-borer".
- Attachments
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- Subsurface_0.0.3.zip
- (1.35 MiB) Downloaded 190 times
- Thomasnotused
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Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
Running with 12.24 supplies the error:
"error in assignID, item name with 'tunnel-entrance' does not exist."
"error in assignID, item name with 'tunnel-entrance' does not exist."
I have no idea what I'm doing.
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
which version of subsurface are you running ?SuicidalKid wrote:Running with 12.24 supplies the error:
"error in assignID, item name with 'tunnel-entrance' does not exist."
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Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
Tried 0.0.3 from the main post, and the one you attached above, both have the same issue. They worked before I updated to 12.24, and now they don't.StanFear wrote:which version of subsurface are you running ?SuicidalKid wrote:Running with 12.24 supplies the error:
"error in assignID, item name with 'tunnel-entrance' does not exist."
I have no idea what I'm doing.
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
ok, this is weird, switching from 0.12.23 to 0.12.24 shouldn't cnahge a thing ...SuicidalKid wrote: Tried 0.0.3 from the main post, and the one you attached above, both have the same issue. They worked before I updated to 12.24, and now they don't.
is it when the game is loading (splash screen) or inside the game, and if inside the game, after doing what ?
oh, and FYI, the one attached above is not an official version, it is a version kiba made which have an automated borer, afaik, it is the only change he made !
Anyone else have the same issue SuicidalKid has ?
- Thomasnotused
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Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
It's in the splash screen before the game is loaded. I knew it wasn't an official version, but it was still neat to try out. I never tested the borer though.StanFear wrote:ok, this is weird, switching from 0.12.23 to 0.12.24 shouldn't cnahge a thing ...SuicidalKid wrote: Tried 0.0.3 from the main post, and the one you attached above, both have the same issue. They worked before I updated to 12.24, and now they don't.
is it when the game is loading (splash screen) or inside the game, and if inside the game, after doing what ?
oh, and FYI, the one attached above is not an official version, it is a version kiba made which have an automated borer, afaik, it is the only change he made !
Anyone else have the same issue SuicidalKid has ?
I have no idea what I'm doing.
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Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
[idea] - Playground (room) on a rock!
You can add a room in the mountains. Put the trees into the Assembly machine - she's building a stairway to heaven.
First you need to add the generation of big mountain as a simple ore.
White or pale blue instead of the Black color around.
You can add a room in the mountains. Put the trees into the Assembly machine - she's building a stairway to heaven.
First you need to add the generation of big mountain as a simple ore.
White or pale blue instead of the Black color around.
English is not my native language. Translator.
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
or, instead of an ore, I could add a whole biome ! which would not be walkable !Factorio2016 wrote:[idea] - Playground (room) on a rock!
You can add a room in the mountains. Put the trees into the Assembly machine - she's building a stairway to heaven.
First you need to add the generation of big mountain as a simple ore.
White or pale blue instead of the Black color around.
and, Yes, I have been thinking of that for a while, but I don't think I could keep the name subsurfaces if I added that in !
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
This looks impressive. Keep up the good work.
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
Thnaks ! And I am !miturion wrote:This looks impressive. Keep up the good work.
soon :
- air vent GFX (thanks to yuoki)
- fluid elevator
- independent itemps elevator
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
This is a very interesting project, I hope you continue with it. Something you might want to add to the feature list is the possibility of biters finding the tunnels? Maybe on higher population/aggression settings they sense vibration if you tunnel near their base and dig into it?
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
Great mod! I've found a way to fix the cave walls in your mod.
In the tiles.lua file, set the layer for the "caveground" to a lower integer than the "cave-walls" layer. I just swapped them around to test it out and it works, just the tileset for the walls needs to be completed. (The cave walls U-shape is missing.)
In the tiles.lua file, set the layer for the "caveground" to a lower integer than the "cave-walls" layer. I just swapped them around to test it out and it works, just the tileset for the walls needs to be completed. (The cave walls U-shape is missing.)
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
Yeah, I know, but the other problem is that, with this solution, you can basically walk on the walls before the player gets stoppedGproKaru wrote:Great mod! I've found a way to fix the cave walls in your mod.
In the tiles.lua file, set the layer for the "caveground" to a lower integer than the "cave-walls" layer. I just swapped them around to test it out and it works, just the tileset for the walls needs to be completed. (The cave walls U-shape is missing.)
also, it does work, because It was my first try, I removed it for the prvious reason, but did not bother to remove the graphics
the other problem to that solution is that having a 1 wide walls doesn't show properly, and 1 wide gaps don't eather
Anyways, in the next version, this is all sorted out !
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
Can't wait! I really like this mod so far and I was hoping to make an underground area mod myself but I'm still learning how to program in LUA coding.StanFear wrote: the other problem to that solution is that having a 1 wide walls doesn't show properly, and 1 wide gaps don't eather
Anyways, in the next version, this is all sorted out !
I've been working on a factory decoration overhaul pack for factorio and If you'd like, I could assist with some visual assets if needed. Here's a screenshot of it so far~
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Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
Not even related to this, but damn that is amazing work on those graphics.GproKaru wrote: Can't wait! I really like this mod so far and I was hoping to make an underground area mod myself but I'm still learning how to program in LUA coding.
I've been working on a factory decoration overhaul pack for factorio and If you'd like, I could assist with some visual assets if needed. Here's a screenshot of it so far~
I have no idea what I'm doing.
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
well, your graphics look really good for sure,GproKaru wrote:Can't wait! I really like this mod so far and I was hoping to make an underground area mod myself but I'm still learning how to program in LUA coding.StanFear wrote: the other problem to that solution is that having a 1 wide walls doesn't show properly, and 1 wide gaps don't eather
Anyways, in the next version, this is all sorted out !
I've been working on a factory decoration overhaul pack for factorio and If you'd like, I could assist with some visual assets if needed. Here's a screenshot of it so far~
I'd love some help on the graphic department, I made a thread in the texture pack for it, go check it there : https://forums.factorio.com/forum/viewtop ... 15&t=19315
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Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
Nice looking graphics, I'll look forward to what you end up doing with them.
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
This is pretty cool, I had a thought when reading the description about not being able to do trains, you could do a custom chest, that when placed, actually creates a chest above and below in the same coords and when items are placed in one it ports them to the corresponding chest. ...Eh, two chests, one that sends items up and one that sends items down.
I believe the API has everything necessary to pull that off.
I believe the API has everything necessary to pull that off.
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
enkindle wrote:This is pretty cool, I had a thought when reading the description about not being able to do trains, you could do a custom chest, that when placed, actually creates a chest above and below in the same coords and when items are placed in one it ports them to the corresponding chest. ...Eh, two chests, one that sends items up and one that sends items down.
I believe the API has everything necessary to pull that off.
well I already have transport belt linking, Why would I add a linked chest ?
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Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
It looks amazing, I really like the graphics style but for me it don't goes with the factorio style, but I've an idea for you ...GproKaru wrote:StanFear wrote:I've been working on a factory decoration overhaul pack for factorio and If you'd like, I could assist with some visual assets if needed. Here's a screenshot of it so far~
Remaking factorio graphics to go with the pixel art style. Some time ago I've made a resource pack toolkit that permit to modify ingame textures by searching them in the code and so it would be possible to use it for that purpose.