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[MOD 0.12.x] Dude, where's my car?

Posted: Wed Dec 16, 2015 3:45 pm
by MrDoomah
Type: Mod
Name: Dude, where's my car?
Description: For when you can't find your car
License: CC BY-NC 4.0
Version: 0.1.0
Release: -
Tested-With-Factorio-Version: 0.12.20
Category: Helper, Item, Convenience
Tags: Vehicles
Download-Url:
dwmc_0.1.0.zip
(719.57 KiB) Downloaded 476 times
License
Long description
Version history

Re: [MOD 0.12.x] Dude, where's my car?

Posted: Thu Dec 24, 2015 4:15 pm
by Talguy
Oh god.

And theeeen????????

Going to try!

Re: [MOD 0.12.x] Dude, where's my car?

Posted: Sun Jan 17, 2016 11:49 am
by devilwarriors
Hi, Love the mod. Car lag in multiplayer and this is very useful to move car around in a base without crashing in everything.

There a few issues tho, in multiplayer.. if you click too much around there a bug that crash the game.. happen very often when around gate when you stand on the gate to let the car pass since the path finding consider gate as a wall, but the car don't go to where you click, it go to you, so you have to click multiple time to get the car to step on the gate and lock it down so you can step down and click inside the base.

in multiplayer the key was not build-able anywhere I had to add one via the console.

Also the black icon is very hard to see when dropped on the ground.

Some suggestion:
different key color, like 4 or 5.
changing icon matching the type of vehicle (maybe use the little badge icon that you can place on blueprint matching the vehicle icon so it support mods).

* I'm on version 12.21

Thanks!

Re: [MOD 0.12.x] Dude, where's my car?

Posted: Mon Mar 28, 2016 2:54 am
by Quazar
Does this still work? I cannot see any effect. Using 0.12.29 with only Long Reach as the other mod.

Maybe I'm missing something? Thanks!

Re: [MOD 0.12.x] Dude, where's my car?

Posted: Mon Mar 28, 2016 7:01 pm
by devilwarriors
I found it to have a few bug and the author doesn't respond but it still work in solo, don't add this to a multiplayer game tho.

You need to craft a key then click on a car with said key.. then you can click on the ground with the key to move the car to that location

Re: [MOD 0.12.x] Dude, where's my car?

Posted: Mon Apr 04, 2016 3:42 am
by Quazar
Looks good with a fresh start

Re: [MOD 0.12.x] Dude, where's my car?

Posted: Thu Apr 07, 2016 10:22 pm
by Quazar
This is really a fun mod and works well with 0.12.29

Devilwarriors, what did you want done with it? I haven't tried MP...

Re: [MOD 0.12.x] Dude, where's my car?

Posted: Sun Apr 10, 2016 5:56 am
by devilwarriors
Quazar wrote:This is really a fun mod and works well with 0.12.29

Devilwarriors, what did you want done with it? I haven't tried MP...
Not sure I get what you are asking.

Re: [MOD 0.12.x] Dude, where's my car?

Posted: Sun Apr 10, 2016 4:33 pm
by TurtleZ
Super-useful, I keep leaving my car in stupid random places xD

Re: [MOD 0.12.x] Dude, where's my car?

Posted: Sat May 07, 2016 7:38 am
by GG67
Where is the key expected top popuip in th eproduction window ? I see it in the research tree but can't seem to find it to produce one. V0.12.33

Re: [MOD 0.12.x] Dude, where's my car?

Posted: Sat May 07, 2016 12:02 pm
by GG67
Ok there seem to be somethiong wrong in tzhgis version of the mod with the current game versions research. The key pops up if I set the receipt to enabled (i.e. not requiring any research). I will try to look into this.

Re: [MOD 0.12.x] Dude, where's my car?

Posted: Sun May 08, 2016 5:08 pm
by devilwarriors
I remember having to add the key manually with the console one time and the other time it was there, so there must be an event missing or something that don't get trigger in some circumstance to enable the key.

Re: [MOD 0.12.x] Dude, where's my car?

Posted: Mon May 09, 2016 7:34 am
by GG67
I believe that receipts are only enabled at the moment of the research event. This mod updating the "Automobilism" research it would have to check if this has already been researched (which was the case in my game) and enable it's receipt.

I have modified my copy to have its own research for the car key depending on Automobilism, which remvoves the above limitation. I also made the key a bit mor expansive by adding a red circuit (really believe it should be a blue one) as the original receipt would stand for a "dumb" key. But I did noit yet test the results.

Re: [MOD 0.12.x] Dude, where's my car?

Posted: Thu Jun 02, 2016 6:11 pm
by fredrik.e
If you just want to gather (fetch) the first vehicle on the map you can use this code in the console.

Code: Select all

/c game.get_surface(1).find_entities_filtered{area = {{-100000, -10000}, {100000, 10000}}, type= "car"}[1].teleport(game.player.character.position)