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[MOD] Necro's Texture Changes - Early Edition

Posted: Tue May 13, 2014 3:08 am
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.

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

Posted: Tue May 13, 2014 3:51 am
by Airat9000
please screen.

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

Posted: Tue May 13, 2014 4:26 am
by Necromunger
Done. For all new stuff ill just update the previews section on the first post.

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

Posted: Tue May 13, 2014 5:41 am
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 :)

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

Posted: Thu May 29, 2014 12:43 pm
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.

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

Posted: Thu May 29, 2014 12:43 pm
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.

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

Posted: Fri May 30, 2014 2:46 am
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