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[MOD 0.15] More Floors 1.2.3

Posted: Fri Aug 05, 2016 12:51 pm
by Tone
More Floors
Long description
Pictures
Version history

Re: [Mod 0.13] More Floors 1.0.2

Posted: Thu Aug 11, 2016 5:15 am
by kiba
What Bi-Directional Grate does?

Re: [Mod 0.13] More Floors 1.0.2

Posted: Thu Aug 11, 2016 7:55 am
by Nexela
kiba wrote:What Bi-Directional Grate does?
It is just a fancy floor covering that can be rotated like the default hazard concrete.

Re: [Mod 0.13] More Floors 1.0.2

Posted: Sat Aug 20, 2016 3:50 am
by PeteTheLich
1.0.3 is live!

I learned how to code (kind of)

in 1.0.4 were going to work on polishing existing tiles by making edges and variant tiles then focus on adding new ones.

suggestions are always welcome!

Re: [Mod 0.13] More Floors 1.0.3

Posted: Sat Aug 20, 2016 2:20 pm
by hyspeed
I *really* appreciate this mod.

I split my factory into areas and this (combined with concrete colors) allows me to do many great designs.

Here's an example of an 'intersection'.

https://drive.google.com/open?id=0B1Bvk ... UxpWGdGLUU


The reason for this is that I use Robot Army and they need a clear path to move to the other side of the base to get to the biters.
So I created these 'channels' through my base for them. Your mod lets me make them look awesome.

thanks,
jon

Re: [MOD 0.14] More Floors 1.0.4

Posted: Fri Aug 26, 2016 7:15 pm
by Tone
Updated to Factorio version 0.14. If you would still like the 0.13 version, you can get it here https://mods.factorio.com/mods/Tone/Mor ... /downloads

Re: [MOD 0.14] More Floors 1.0.4

Posted: Fri Aug 26, 2016 8:10 pm
by hyspeed
There isn't a way to have one that does both?

Because if I stay on 0.13, I'll keep getting notified of updates, but I won't be able to take them.

thanks,
jon

Re: [MOD 0.14] More Floors 1.0.4

Posted: Fri Aug 26, 2016 9:45 pm
by Tone
hyspeed wrote:There isn't a way to have one that does both?

Because if I stay on 0.13, I'll keep getting notified of updates, but I won't be able to take them.

thanks,
jon
Unfortunately No, however you shouldn't be getting notifications unless you "check for updates" in-game.

Re: [MOD 0.14] More Floors 1.0.4

Posted: Sun Aug 28, 2016 4:04 am
by Nexela
Missing Minor Translations, Can you bundle these with your next update Thanks!

[tile-name]
arrow-grate-down=Arrow Grate
arrow-grate-left=Arrow Grate
arrow-grate-right=Arrow Grate

Re: [MOD 0.14] More Floors 1.0.4

Posted: Sun Aug 28, 2016 4:49 pm
by Tone
Nexela wrote:Missing Minor Translations, Can you bundle these with your next update Thanks!

[tile-name]
arrow-grate-down=Arrow Grate
arrow-grate-left=Arrow Grate
arrow-grate-right=Arrow Grate

It will be included in the next update. Thanks!

Re: [MOD 0.14] More Floors 1.0.4

Posted: Sat Sep 10, 2016 8:06 am
by SlopppyEngineering
Is it possible for the scripting to add a small electric pole into a tile? This way you could perhaps make an electrified factory floor.

Re: [MOD 0.14] More Floors 1.0.4

Posted: Sun Sep 11, 2016 2:30 am
by Tone
SlopppyEngineering wrote:Is it possible for the scripting to add a small electric pole into a tile? This way you could perhaps make an electrified factory floor.
Pete and I were actually discussing this a few weeks ago. I would love to add some type of electrified flooring but unfortunately I do not have enough coding experience for something like this. However, if some other modder would be willing to contribute, then I would add it.

This idea has also been brought up in the past but as others stated this would have to be an entity and have thousands of "electrified floors", would create some nasty lag.
https://www.reddit.com/r/factorio/comme ... ling_with/

Re: [MOD 0.14] More Floors 1.0.4

Posted: Sat Sep 24, 2016 2:48 am
by hyspeed
Hi,

I love this mod and used a lot of it in the Roboport Grid Layout post I did for reddit.

However, in multiplayer, the alien floor can consume all of the alien artifacts if someone uses it. Is there an easy way to toggle individual floors? If not, could you add a config file that allows each to be turned off?

thanks,
jon

Re: [MOD 0.14] More Floors 1.0.4

Posted: Sat Sep 24, 2016 3:36 am
by aubergine18
hyspeed wrote:However, in multiplayer, the alien floor can consume all of the alien artifacts if someone uses it. Is there an easy way to toggle individual floors? If not, could you add a config file that allows each to be turned off?
Mod settings API is planned for Factorio 0.15 :) viewtopic.php?f=34&t=32890

Re: [MOD 0.14] More Floors 1.0.4

Posted: Fri Sep 30, 2016 4:10 am
by Tone
hyspeed wrote:Hi,

I love this mod and used a lot of it in the Roboport Grid Layout post I did for reddit.

However, in multiplayer, the alien floor can consume all of the alien artifacts if someone uses it. Is there an easy way to toggle individual floors? If not, could you add a config file that allows each to be turned off?

thanks,
jon
Kill more biters? :P

Re: [MOD 0.14] More Floors 1.0.4

Posted: Fri Oct 14, 2016 3:53 pm
by PeteTheLich
hyspeed wrote:Hi,

I love this mod and used a lot of it in the Roboport Grid Layout post I did for reddit.

However, in multiplayer, the alien floor can consume all of the alien artifacts if someone uses it. Is there an easy way to toggle individual floors? If not, could you add a config file that allows each to be turned off?

thanks,
jon

When I created the alien tile since it gave such extreme speed I wanted it to be an expensive tile but I hadn't thought about multiplayer.

I think i'll change it from using alien artifacts to blue circuits but add a new research tier

Or just change it flat out.

Re: [MOD 0.14] More Floors 1.0.4

Posted: Thu Nov 17, 2016 10:59 am
by British_Petroleum
Hello,

Circuit floors don't look right to me. They just have the dull background, missing the green stuff. Factorio version 0.14.20. Can you replicate?

Re: [MOD 0.14] More Floors 1.0.4

Posted: Tue Nov 29, 2016 6:27 pm
by Lezreth
The lava and asphalt tiles are missing.
Crafting Window
Also, I can confirm the above report on the problem with the circuit floor texture.
Circuit Floor Missing Green Texture
EDIT: In the map editor:
  • The lava and asphalt tiles do appear in the map editor as tiles that can be painted on the world.
  • They also appear when placing a container (e.g. steel chest) and putting items in it.
  • The circuit floor does appear correctly when painting it in the world, but only when painting large sections at a time.

Re: [MOD 0.14] More Floors 1.0.4

Posted: Thu Dec 01, 2016 6:31 pm
by Ranakastrasz
I would request that wooden floors use wood to place similar to bricks being placed. Ideally, As a copy of Bio-industries. Being able to pick it up later and recycle it is preferable to leaving it in a chest like any other obsolete item.

Re: [MOD 0.14] More Floors 1.0.4

Posted: Fri Dec 02, 2016 5:55 pm
by swni
This is great, I'd love to see also a selection of bolder, solid colors (like colored carpets in Rimworld) for color-coding regions of the factory.