[MOD 0.17x] Flare

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Ranakastrasz
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[MOD 0.17x] Flare

Post by Ranakastrasz »

Flare
Description:
  • Adds a Flare Capsule, which provides significant amounts of light for 2 minutes after throwing. Intended for night fighting early on.
    Demo Video
Details:
  • Factorio Version: 0.17
  • Released: June 14th 2016
  • License: MIT License
  • Tags: Capsule,Light
Download
Flare_17.1.0.zip
(50.6 KiB) Downloaded 100 times
[/b][/color]
LONG DESCRIPTION
TODO
CHANGLOG
Attachments
Flare_16.1.0.zip
(48.12 KiB) Downloaded 114 times
Flare_15.1.0.zip
(43.18 KiB) Downloaded 145 times
Flare_14.0.3.zip
(6.98 KiB) Downloaded 162 times
Flare_0.0.1.zip
(6.88 KiB) Downloaded 146 times
Flare_0.0.2.zip
(6.9 KiB) Downloaded 136 times
Last edited by Ranakastrasz on Sun Apr 14, 2019 12:21 am, edited 8 times in total.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

British_Petroleum
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Re: [MOD 0.12.x] Flare

Post by British_Petroleum »

Cool, i think other players will like this, but i don't like the night so i usually disable night time in console.

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sporefreak
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Re: [MOD 0.12.x] Flare

Post by sporefreak »

Wow! What a great idea! Almost jealous I didn't think of it myself :P
I will probably using a modified version of this when I decide to do a play through again!

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Ranakastrasz
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Re: [MOD 0.12.x] Flare

Post by Ranakastrasz »

sporefreak wrote:Wow! What a great idea! Almost jealous I didn't think of it myself :P
I will probably using a modified version of this when I decide to do a play through again!
Modified? In what way?
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

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sporefreak
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Re: [MOD 0.12.x] Flare

Post by sporefreak »

Ranakastrasz wrote:
sporefreak wrote:Wow! What a great idea! Almost jealous I didn't think of it myself :P
I will probably using a modified version of this when I decide to do a play through again!
Modified? In what way?
Reduced length, Change the recipe, etc.

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Ranakastrasz
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Re: [MOD 0.12.x] Flare

Post by Ranakastrasz »

120 seconds is too long? I thought it should last most of a night. And what kind of recipe would you suggest? I pretty much used the same as Agent Orange.
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 0.12.x] Flare

Post by Ranakastrasz »

Added a short Demo Video.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

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thereaverofdarkness
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Re: [MOD 0.12.x] Flare

Post by thereaverofdarkness »

I saw the video on your youtube channel so I came here.

I think the light entity should have a bright center, much like a real life flare. It's a bit obnoxious to look at, but that's one of the drawbacks of using it.

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Ranakastrasz
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Re: [MOD 0.12.x] Flare

Post by Ranakastrasz »

No idea how to do that. If you stack a ton, it barely gets brighter. If you add even the slightest tint, the entire thing becomes opaque. No idea what to do.

If you made a mod of it that does so, I might use it tho.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

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sporefreak
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Re: [MOD 0.12.x] Flare

Post by sporefreak »

Ranakastrasz wrote:No idea how to do that. If you stack a ton, it barely gets brighter. If you add even the slightest tint, the entire thing becomes opaque. No idea what to do.

If you made a mod of it that does so, I might use it tho.
What if you had the flair spawn a flair entity that had a part of textures glowing look and then normal lighting effects.

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thereaverofdarkness
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Re: [MOD 0.12.x] Flare

Post by thereaverofdarkness »

Ranakastrasz wrote:No idea how to do that. If you stack a ton, it barely gets brighter.
You need to have two separate entities: one that produces light, and one that looks like a bright white flare. The flare would probably be a textured sprite entity, but would also be partially transparent.
Ranakastrasz wrote:If you add even the slightest tint, the entire thing becomes opaque.
Are you sure you didn't accidentally make it almost completely opaque, and just slightly transparent?

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Re: [MOD 0.12.x] Flare

Post by XBBX »

Cool now we need molotov cocktails :D

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Re: [MOD 0.12.x] Flare

Post by Peter34 »

XBBX wrote:Cool now we need molotov cocktails :D
Those are going to rock in alpha 0.13 when fire can spread.

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Ranakastrasz
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Re: [MOD 0.12.x] Flare

Post by Ranakastrasz »

Heh. I guess I might as well make a Capsule Pack mod.

Flare Capsule,
Agent Orange.
Fire Grenade.

Any other ideas?
Maybe an Ender Pearl Teleport Grenade. (No idea how to do that)
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

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thereaverofdarkness
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Re: [MOD 0.12.x] Flare

Post by thereaverofdarkness »

an upgrade to the basic grenade

a fragmentation grenade which deals physical damage

an iris capsule which shoots long range laser bolts in all directions


I'd like to see these mixed in at all different military research levels based on their strength, material cost, and the technology they use--for instance the iris capsule should be at least military 3 because it uses laser, but it might be powerful enough to go into military 4. And there should be some capsules that you start with, like the flare capsule.

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Ranakastrasz
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Re: [MOD 0.12.x] Flare

Post by Ranakastrasz »

v0.0.2:
Updated for Factorio 0.13
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 0.14.x] Flare

Post by Ranakastrasz »

V14.0.3
Updated for V0.14
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

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Re: [MOD 0.14.x] Flare

Post by SquarelyCircle »

I'm not sure if I've done something wrong, but I just installed this mod, and it enables flare production from the very beginning (even though it requires a green circuit to produce.

It would be much better if flares didn't show up as craftable until you've done some sort of research.

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Re: [MOD 0.14.x] Flare

Post by SquarelyCircle »

Actually, on second glance, you don't need to do any research to unlock green chips. Still, I like science things, and it would be cool if there was at least a cheap science for researching flares. :P

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Re: [MOD 0.15.x] Flare

Post by Ranakastrasz »

V15.1.0
Updated for V0.15
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

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