Well it's working for everyone else apparently so I have no clue what may be happening when you unzip it try putting it into the data folder but I will do what you did and see if I get the same results and if I do I will try and fix itrscBogey wrote:It still gave the unexpected name error, i tried unzipping the file too and it gave the same error
[MOD 0.12.33] Power armor mk3 0.1.0
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Re: [MOD 0.12.33] Power armor mk3 0.1.0
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Re: [MOD 0.12.33] Power armor mk3 0.1.0
Okay, what i did was i deleted the dashes and the _0.1.0 in both the file name and the info.json and it worked just fine try that
Re: [MOD 0.12.33] Power armor mk3 0.1.0
New errorCobraslaya wrote:Okay, what i did was i deleted the dashes and the _0.1.0 in both the file name and the info.json and it worked just fine try that
Path __Power armor mk3__/graphics/icons/power-armor-mk3.png does not match any mod.
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Re: [MOD 0.12.33] Power armor mk3 0.1.0
Try downloading the new .zip file I put up and see if that works if not I don't know how to help you it works just fine for me
Re: [MOD 0.12.33] Power armor mk3 0.1.0
The new file worked. Had to keep it zipped, in the mod folder, and added _0.1.0 to the end.Cobraslaya wrote:Try downloading the new .zip file I put up and see if that works if not I don't know how to help you it works just fine for me
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Re: [MOD 0.12.33] Power armor mk3 0.1.0
Well I'm glad it worked for you do have fun with it
Re: [MOD 0.12.33] Power armor mk3 0.1.0
Hi, I downloaded the mod but the 0.1.0._0.1.0. error keeps popping up. I know you said to extract and put into the data folder, but can you tell me exactly how you do it? And can you try and fix it?
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Re: [MOD 0.12.33] Power armor mk3 0.1.0
You extract it and put it in the data folder next to core and base that's pretty much it and I can not fix it for you because it works just fine for me so I wouldn't be able to fix it cause I myself have no problems with it sorry mate
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Re: [MOD 0.12.33] Power armor mk3 0.1.0
If you post a picture of what exactly you did I may be able to point out what you did wrong
Re: [MOD 0.12.33] Power armor mk3 0.1.0
Are you suggesting that the dev just add the following code to demo-entities.lua in a new folder within the mod? [modfiles..\prototypes\entities\demo-entities.lua]DevilXD wrote:There is a way to change the graphics for a character, you just can't add an animation for armor to the three existing ones Take a look at "Factorio/data/base/prototypes/entity/demo-entities.lua", at the top is a "player" entityCobraslaya wrote:Unfortunate I don't think there is a way to change the look of the character I've spent a good 3+ hours trying to figure it out with no luck I am truly sorry
Code: Select all
data:extend(
{
{
type = "player",
animations =
{
armors = data.is_demo and {} or {"basic-modular-armor", "power-armor", "power-armor-mk2", "power-armor-mk3"},
idle =
{
layers =
{
playeranimations.level1.idle,
playeranimations.level1.idlemask,
playeranimations.level3addon.idle,
playeranimations.level3addon.idlemask
}
},
idle_with_gun =
{
layers =
{
playeranimations.level1.idlewithgun,
playeranimations.level1.idlewithgunmask,
playeranimations.level3addon.idlewithgun,
playeranimations.level3addon.idlewithgunmask,
}
},
mining_with_hands =
{
layers =
{
playeranimations.level1.miningwithhands,
playeranimations.level1.miningwithhandsmask,
playeranimations.level3addon.miningwithhands,
playeranimations.level3addon.miningwithhandsmask,
}
},
mining_with_tool =
{
layers =
{
playeranimations.level1.miningwithtool,
playeranimations.level1.miningwithtoolmask,
playeranimations.level3addon.miningwithtool,
playeranimations.level3addon.miningwithtoolmask,
}
},
running_with_gun =
{
layers =
{
playeranimations.level1.runningwithgun,
playeranimations.level1.runningwithgunmask,
playeranimations.level3addon.runningwithgun,
playeranimations.level3addon.runningwithgunmask,
}
},
running =
{
layers =
{
playeranimations.level1.running,
playeranimations.level1.runningmask,
playeranimations.level3addon.running,
playeranimations.level3addon.runningmask,
}
}
}
}
You said you made a mod like this at one point; how exactly did you get around this problem? What was your mod, too? I can't find it, but I'm certain it'd be interesting to look at...! I've been looking for a mod that expands the power armor grid significantly for a long time; this mod practically made my day, but I would like to help fix the graphical issue that we seem to be experiencing.
[EDIT:] I've been digging through this code for a while now and the only thing I've managed to do is prove how bad I am at coding in Lua, so that's neat. Major thanks to the guy that made the mod in the first place; even getting it to work the way it is now seems pretty good, and I'm grateful to have some OP armor now...!
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Re: [MOD 0.12.33] Power armor mk3 0.1.0
Well, you can't find it, because I didn't post it anywhere It's basically the same mod as this one, but the grid is 14x14, as opposed to 20x20 (which is ridiculously overpowered IMO) and the icon graphic is different...Vigil wrote:You said you made a mod like this at one point; how exactly did you get around this problem? What was your mod, too? I can't find it, but I'm certain it'd be interesting to look at...! I've been looking for a mod that expands the power armor grid significantly for a long time; this mod practically made my day, but I would like to help fix the graphical issue that we seem to be experiencing.
Of course not, you can just modify the data.raw entry for the player entity from the mod environment itself I just pointed the mod author in the right direction and hoped that he knows Lua well enough to add this one line of code into his mod, but I think I was asking for too much Here's a path to the player entity accessible from the mod environment:Vigil wrote:Are you suggesting that the dev just add the following code to demo-entities.lua in a new folder within the mod? [modfiles..\prototypes\entities\demo-entities.lua]
Code: Select all
data.raw.player.player
Code: Select all
data.raw.player.player.animations[3].armors
Code: Select all
data.raw.player.player.animations[3].armors = data.is_demo and {} or {"basic-modular-armor", "power-armor", "power-armor-mk2", "power-armor-mk3},
Code: Select all
data.raw.player.player.animations[3].armors = {"basic-modular-armor", "power-armor", "power-armor-mk2", "power-armor-mk3},
Code: Select all
if not data.is_demo then
table.insert(data.raw.player.player.animations[3].armors, "power-armor-mk3")
end
Re: [MOD 0.12.33] Power armor mk3 0.1.0
Be Player 2.nonstickfrypan wrote: How do I get my character to look blue (in some screenshots I see their character looks a bit like energy shield mkii)?
Re: [MOD 0.12.33] Power armor mk3 0.1.0
It's certainly well explained, but I know nothing about code. That said, if I get the chance, I might try to do this myself some time. Who knows, maybe make the equipment grid 36x36. =PDevilXD wrote:Well, you can't find it, because I didn't post it anywhere It's basically the same mod as this one, but the grid is 14x14, as opposed to 20x20 (which is ridiculously overpowered IMO) and the icon graphic is different...Vigil wrote:You said you made a mod like this at one point; how exactly did you get around this problem? What was your mod, too? I can't find it, but I'm certain it'd be interesting to look at...! I've been looking for a mod that expands the power armor grid significantly for a long time; this mod practically made my day, but I would like to help fix the graphical issue that we seem to be experiencing.
Of course not, you can just modify the data.raw entry for the player entity from the mod environment itself I just pointed the mod author in the right direction and hoped that he knows Lua well enough to add this one line of code into his mod, but I think I was asking for too much Here's a path to the player entity accessible from the mod environment:Vigil wrote:Are you suggesting that the dev just add the following code to demo-entities.lua in a new folder within the mod? [modfiles..\prototypes\entities\demo-entities.lua]Then you have to choose the animation you want to modify. The first one is a player without armor, the second one - with basic armor and the third one - with power armor. We want to modify the power armor so:Code: Select all
data.raw.player.player
Then, it's just a matter of modifying this variable to add modded power armor:Code: Select all
data.raw.player.player.animations[3].armors
IDK if demo can support mods, but we can simplify this to just:Code: Select all
data.raw.player.player.animations[3].armors = data.is_demo and {} or {"basic-modular-armor", "power-armor", "power-armor-mk2", "power-armor-mk3},
The line above should work just fine, but the problem arises if another mod does the same thing (the variable gets overwritten). To prevent that, we have to just use the table.insert method:Code: Select all
data.raw.player.player.animations[3].armors = {"basic-modular-armor", "power-armor", "power-armor-mk2", "power-armor-mk3},
The code fragment above is copied directly from my mod and it works beautifully I hope that I explained this well enoughCode: Select all
if not data.is_demo then table.insert(data.raw.player.player.animations[3].armors, "power-armor-mk3") end
Thank you for your time, though, that's useful reference information for modding.
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Re: [MOD 0.12.33] Power armor mk3 0.1.0
I don't know if that big of a grid would even fit on the screen, but... Whatever Good luck and have fun moddingVigil wrote:It's certainly well explained, but I know nothing about code. That said, if I get the chance, I might try to do this myself some time. Who knows, maybe make the equipment grid 36x36. =P
Re: [MOD 0.12.33] Power armor mk3 0.1.0
It's funny, really - one of the major mods I've been looking for is a sort of "infinite upgrade" thing for the modular power suit; progressive stages that go from 12x12 to 24x24 [if you REALLY sink a lot of resources into the research]. Maybe with this information I can actually try something like that. You seem like you know a lot, but I think everyone could benefit from you setting out your tuition in a more step-by-step form. Browsing around the mod-help forums, I don't see a lot about making things like armor work (there is one that mentions the demo-entities prototype, but it's a very short thread). Like the dev said, this is one of their first mods - and I've never modded. The chance to learn from someone that knows what they're doing could be pretty neat...!DevilXD wrote:I don't know if that big of a grid would even fit on the screen, but... Whatever Good luck and have fun moddingVigil wrote:It's certainly well explained, but I know nothing about code. That said, if I get the chance, I might try to do this myself some time. Who knows, maybe make the equipment grid 36x36. =P
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Re: [MOD 0.12.33] Power armor mk3 0.1.0
I'm curious about this as well, considering trying to make the shoulder mounted gun appear for the advanced personal defense. Have a few other ideas too.. The more info is out there, the more it helps everyone.
Re: [MOD 0.12.33] Power armor mk3 0.1.0
Making armor work is a piece of cake - just copy & paste the item's table from original game files and modify it as you need. Take a look at this:Vigil wrote:You seem like you know a lot, but I think everyone could benefit from you setting out your tuition in a more step-by-step form. Browsing around the mod-help forums, I don't see a lot about making things like armor work (there is one that mentions the demo-entities prototype, but it's a very short thread). Like the dev said, this is one of their first mods - and I've never modded. The chance to learn from someone that knows what they're doing could be pretty neat...!
Code: Select all
{
type = "armor",
name = "power-armor-mk3",
icon = "__Power_Armor_MK3__/graphics/power-armor-mk3-icon.png",
resistances =
{
{
type = "physical",
decrease = 15,
percent = 50,
},
{
type = "acid",
decrease = 15,
percent = 50,
},
{
type = "explosion",
decrease = 20,
percent = 50,
}
},
durability = 30000,
order = "e[power-armor-mk3]",
equipment_grid = { width = 14, height = 14 },
}
As for the knowledge of modding... I made a couple of mods in Lua, the biggest one isn't even for the Factorio game (it was "Equivalent Exchange" type mod for the Don't Starve game). The second one being a mod for Factorio, the Compact Factory mod which lets you compact you're base a lot... I love coding (which is a part of modding of course) and finding solutions to complicated problems. I hope that's what I'll be doing for the rest of my life (school, job, etc.), but anyways...
I don't know if it's currently possible, it would be if adding animations to the character was possible... In any case, you would need to make/render all 12 animations which is impossible without access to the original player model... Also, modifying animations by hand would be a challenge, because each of the 12 animations consists of 176 individual frames - that's 2112 modificationsAutoMcD wrote:I'm curious about this as well, considering trying to make the shoulder mounted gun appear for the advanced personal defense. Have a few other ideas too.. The more info is out there, the more it helps everyone.
Re: [MOD 0.12.33] Power armor mk3 0.1.0
wow, that sounds like a project. :/DevilXD wrote: I don't know if it's currently possible, it would be if adding animations to the character was possible... In any case, you would need to make/render all 12 animations which is impossible without access to the original player model... Also, modifying animations by hand would be a challenge, because each of the 12 animations consists of 176 individual frames - that's 2112 modifications
I was thinking more like an overlay where I'd only need one for each direction you could be facing.
Re: [MOD 0.12.33] Power armor mk3 0.1.0
The thing is, that's the overlay There's another 12 animations, 176 frames each, that's just an original player modelAutoMcD wrote:wow, that sounds like a project. :/
I was thinking more like an overlay where I'd only need one for each direction you could be facing.
Look inside "Factorio/base/graphics/entity/player" for the animations and inside "Factorio/base/prototypes/entities/demo-entities.lua" for what animations are assigned to what armor types.
The graphics are divided into 3 levels - level1 is an original player model, level2 is an overlay of basic armor for that model, and level3 is an overlay of power armor for that model. Inside "demo-entities.lua" you can see that the level1 and level2 are combined when the player is wearing basic armor, and level1 and level3 - when the player is wearing the power armor. I hope that I explained it well enough
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Re: [MOD 0.12.33] Power armor mk3 0.1.0
the mods shows dependencies as being base >=0.12.33. Any ideas what this is?