[MOD] Necro's Texture Changes - Early Edition

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Necromunger
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[MOD] Necro's Texture Changes - Early Edition

Post by Necromunger »

Hey guys im going to be making improved graphics for this game.

At the moment i have only changed to ammo alert icon to be a bit better.

Merge my Factorio file with yours to install.

Download

----Previews----

Ammo Alert:
Old | New

Do not download unless you have a good idea of what you are doing.

Edit: post is in the wrong sub please move me.
Last edited by Necromunger on Tue May 13, 2014 4:40 am, edited 3 times in total.

Airat9000
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Re: [MOD] Necro's Texture Changes - Early Edition

Post by Airat9000 »

please screen.

Necromunger
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Re: [MOD] Necro's Texture Changes - Early Edition

Post by Necromunger »

Done. For all new stuff ill just update the previews section on the first post.

Airat9000
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Re: [MOD] Necro's Texture Changes - Early Edition

Post by Airat9000 »

very good!


and by the way, you can make the notification that it ran out of ammunition as an attack? it would be convenient .. that would not run around looking for what gun to fill :)

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cube
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Re: [MOD] Necro's Texture Changes - Early Edition

Post by cube »

Nice, we need some mods like this. Anyway you should make it into a "proper" mod. Overwriting data in base and core only makes problems.
I have no idea what I'm talking about.

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cube
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Re: [MOD] Necro's Texture Changes - Early Edition

Post by cube »

Airat9000 wrote:and by the way, you can make the notification that it ran out of ammunition as an attack? it would be convenient .. that would not run around looking for what gun to fill :)
This probably can't be done now.
I have no idea what I'm talking about.

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FreeER
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Re: [MOD] Necro's Texture Changes - Early Edition

Post by FreeER »

cube wrote:
Airat9000 wrote:and by the way, you can make the notification that it ran out of ammunition as an attack? it would be convenient .. that would not run around looking for what gun to fill :)
This probably can't be done now.
well, you could poll (aka check) each ammo turret and see if it has ammo, if not spawn any entity (could be an invisible one dedicated to this purpose) and damage it using the game.forces.enemy force, which would raise a damage notification...but it's not directly possible to change. Something else that I saw in the old ccmod was a 'flare turret' that made a new ammo type with a loud sound file so when it fired at the enemy (no damage if I recall correctly) it'd audibly warn the player they were under attack :) so you could probably create and spawn one of those with an ammo like that and then spawn an enemy (invisible, no damage, no or low movement) to force it to fire and damage it with the script to visually add the alarm too (kill the enemy after the audible turret is dead of course, no reason to leave it sitting there)...Anyways, hope that gives a couple ideas if anyone did want to implement Airat's suggestion

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