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viewtopic.php?f=28&t=51212
Somehow the game centers a offcenter box when turned horizontally from its native verticle position...
Termak wrote:Having the same issue, got fixed by changing the keybindings though, might be caused due to the even distribution mod.kumpu wrote:The key bindings are set to non-consume, which means they shouldn't block anything. But since we don't live in a perfect world were everything works as expected, its still possible they're causing this behaviour. Let me know what you find out! Also, maybe try a new map without the mod in the first place.
Another thing though, this eats a lot of ups, anyway to reduce it?
Yeah I found too it is caused by the keybindings. Will change them in the next release, I'm thinking maybe shift+e for up and shift+q for down.chridder wrote:ok, I just tested it again.
It is not caused by your mod.
I am also not sure right now, if this happens all the time, that I cannot walk and place items in ghost mode at the same time.
Right now, it works perfectly fine. And I have changed nothing in factorio since yesterday where it was not working (no mod changes, no update, etc)
Just now I think it has nothing to do with factorio at all ...
But thanks for quick response!
I´m not sure if it´s something wrong with the version you uploaded or not but I can´t find the item(s).kumpu wrote:As suggested by kyoshiharu (mod portal), this version includes a remote control equipment item that lets you control your helicopters. Once you place it in your armor grid, a button will appear in the left top corner where you can access the remote gui.
It's not yet finished but I'd like some feedback. I fixed every issue I could find, but this was a pretty complicated piece of work. So if someone is interested - please give it a try and let me know if you have any problems. I'm sure there are some left. If you do, make a post here and please don't forget to include information on how to reproduce it. If you have any suggestions, let me know![]()
How to use:
Imo it's pretty self-explanatory. Things to mention are that left clicking the to-player button will let the heli follow you, while shift-clicking will send it to your CURRENT position. Right clicking the top of any window will close it.
You have to remove the fake car providing collision for landed helis.Xtrafresh wrote:I tried using inserters on a landed choppa, but couldn't get that to work.
Glad to helpkumpu wrote:Gooosh yeah I'm a retard. Totally forgot to include a tech when I disabled the recipes.Sorry. Leave your version here, that's totally fine.
Xtrafresh you have no idea how motivating it is to see something like that. You thought about whats going on, put work into it, etc. Thanks, and also thanks to everyone else who commented.
Sweet to see you tick the list off like that. On second thought, I do agree about the map tags, if only as waypoints on automated routes that are totally a thing in my head nowNow back to topic:
- Shooting at biters while under remote control: I've got no experience with that part of the API so I really don't know. It's on the list. On the other hand it could not always be a good thing... If it's loaded with nukes... Guess I don't have to say any more.
-Back button: good idea, on the list.
- Map tags make it more flexible. What if you don't have a helipad at your target destination? Particularly if you want to explore the map. Originally I wanted to make a custom map based targeting system but I figured this was a lot easier.
- I might do a "pad in use" check but it's not that big a deal imho. As said before tho, polish is important..
- Alignment: I actually already implemented that, it's just not out yet. Didn't work on the mod for the last weeks.
This should be a potential rabbithole and it a total feature-creep red flag. I'm sorry to expose you to the idea, but... man it would be cool to see a base in full operation with chinooks whirling overhead with valueables and trains underneath doing the heavy hauling. I always thought that in a game that's basically about logistics, we don't have enough logistics options. Again, sorry- Secondary low-throughput logistics: That's a neat idea! Not sure how I'd implement that tho, maybe I could hook the helipad up to the circuit network, add conditional triggers and let you read heli contents... Will see.
Zooming in and out on helipads: great! A GUI button would be friendlier thoughDefault selecting the 1st chopper is a great idea, makes me wonder why I didn't come up with that myself. Will do. As for helipads, you can zoom out with right-click and zoom in with shift+right-click. Same for heli selection. I think that helps a bit, although naming them would be preferable. It's not trivial to implement tho, afaik at least.
Control tech is a good idea. Will do.
I figured I'd just have to provide basic r/w properties and triggers, e.g. read-inventory, read-fuel, set-destination, ...Xtrafresh wrote: This should be a potential rabbithole and it a total feature-creep red flag. I'm sorry to expose you to the idea, but... man it would be cool to see a base in full operation with chinooks whirling overhead with valueables and trains underneath doing the heavy hauling. I always thought that in a game that's basically about logistics, we don't have enough logistics options. Again, sorry![]()
It should be possible to lift a lot of the needed code from train stations and locomotives?
A slightly evil thought occurred when I wondered what should happen when a chopper runs out of fuel on automatic runs, and then I figured it should just crash. Yeah those 15 sattelites you just produced? They're now a happy little crater where your red circuit production used to be.
You're rightXtrafresh wrote: Zooming in and out on helipads: great! A GUI button would be friendlier though![]()
Again, tied to the entity type. Afaik the only entity that has a renameable name is the train station. So either abuse that, at least for the helipads, or do a custom solution. Or maybe someone can point me to the responsible part of the api which i've not discovered yetXtrafresh wrote: Poo on the non-trivialness of names. I totally thought that would be easy. (said every coder ever I guess).
Nice to hear thatXtrafresh wrote: Thanks for the great mod, it's on my essentials list already.
Greetings!kumpu wrote:Thanks guys, did release now. Changes from 0.1.0 are mostly internal.
Bilka, that sounds interesting but the current setup works so why change it?![]()
Also, I can't get markdown to work on the mod portal for the life of me... Can someone fill me in on what's going on with that? Please...
I think that any help is appreciatedMethelina wrote:Greetings!kumpu wrote:Thanks guys, did release now. Changes from 0.1.0 are mostly internal.
Bilka, that sounds interesting but the current setup works so why change it?![]()
Also, I can't get markdown to work on the mod portal for the life of me... Can someone fill me in on what's going on with that? Please...
And what do you think about collaboration?
Im 3D artist and i have some ideas what I can make as assets for the modbut sadly im not a lua coder
Best regards,
Linda