[MOD 0.17x] Flare

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Ranakastrasz
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Re: [MOD 0.16.x] Flare

Post by Ranakastrasz »

V16.1.0
Updated for V0.16
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

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Ranakastrasz
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Re: [MOD 0.16.x] Flare

Post by Ranakastrasz »

V16.1.0
Updated for V0.16

Surprisingly, this was harder than agent orange. Apperently they screwed with how smoke works. Admittedly, I don't recall exactly WHY I was using smoke there, but it works now, and that is good enough for me.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

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Ranakastrasz
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Re: [MOD 0.16.x] Flare

Post by Ranakastrasz »

V17.1.0
Updated for V0.17
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

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T-A-R
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Re: [MOD 0.17x] Flare

Post by T-A-R »

I really enjoyed flare capsules, thanks for sharing the mod. Any change they get an update?

Pi-C
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Re: [MOD 0.17x] Flare

Post by Pi-C »

T-A-R wrote:
Fri May 08, 2020 8:01 pm
I really enjoyed flare capsules, thanks for sharing the mod. Any change they get an update?
It should be enough to just change the value of "factorio_version" in info.json …
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!

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T-A-R
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Re: [MOD 0.17x] Flare

Post by T-A-R »

Alright, that will do.

Edit: ok, that gets in a semi-working state in 1.1. The glow appears on throwing the capsule, but disappears instantly when the capsule hits it's 'target'.

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Ranakastrasz
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Re: [MOD 0.17x] Flare

Post by Ranakastrasz »

It appears that the hack I used isn't functional anymore. Explosions don't seem to support light anymore, or at least I can't see how. All instances of explosions now seem to have their light parameter commented out, so I would have to find a new dummy to create light with.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

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