Yes it's intended, I had also meant to include other techs that don't require their prerequisites, but I never got around to doing so, for the time being at least things are working as intended.HiddenWolf wrote:I just started using this mod, and I noticed that there's a tier-3 battery, which unlike the other modules doesn't upgrade from the vanilla tier-2 batteries? Is this intended? It feels a bit odd that the recipe does not require batteries.
Also wondering if there's any upgrades to the fusion reactor planned, considering the power draw of the higher-tier items. I'm struggling a bit with finding a grid layout that I like as a result.
[Mod 2.0] Power Armor MK3+
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Re: [Mod 0.15] Power Armor MK3
Re: [Mod 0.15] Power Armor MK3
Any plans for a 0.16 update?
Re: [Mod 0.15] Power Armor MK3
Hope so tooHactarCE wrote:Any plans for a 0.16 update?
Re: [Mod 0.15] Power Armor MK3
I posted a pull request on github, but it seems he is also there not active.HactarCE wrote:Any plans for a 0.16 update?
Here is also the Updated Version:
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- Power Armor MK3_0.1.3.zip
- Updated Version for 0.16
- (187.41 KiB) Downloaded 233 times
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Re: [Mod 0.15] Power Armor MK3
Sorry for the late update, I've been otherwise occupied the last few months. Everything should be good to go, I had no issues on my end at least, let me know of any problems and I'll get right on it.
EDIT: Also thanks to DjSni who updated in my absence.
EDIT: Also thanks to DjSni who updated in my absence.
Re: [Mod 0.15] Power Armor MK3
Welp, this is a longtime fave mod of mine, but it seems to be busted with the new version (0.16.40). It crashed my game with something about Lua and grid prototypes failing. Always another mod mentioned that it didn't play nice with. I couldn't keep deactivating them just to get through the mess, it would have deleted half my factory to do so.
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Re: [Mod 0.15] Power Armor MK3
Is this still a problem or has the recent patch fixed it? I've tested it myself and found no problems, but if the problem still exists then a crash log would help.aescula wrote:it seems to be busted with the new version (0.16.40).
Re: [Mod 0.15] Power Armor MK3
What about something like this?jimmy_1283 wrote:I've gone ahead and added a MK4 version of the armor by popular request, at the moment it looks exactly the same as the MK3, as does the tech, and unless someone volunteers a replacement, it's likely to remain that way, as I'm quite frankly terrible with art.
As always I'm happy to receive feedback on bugs and balancing.
I made a simple recolour (two variants) for myself. It is consistent with the game scheme. Yellow, Red, Blue-ish (original MK2, MK3, MK4)
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- PA_vars.png (145.89 KiB) Viewed 8723 times
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Re: [Mod 0.15] Power Armor MK3
I appreciate the effort, but I was mostly referring to the player sprite, I may use the red variant for the MK4 regardless, however the player will still look identical to MK2 and MK3 due to 'team colours', even in single player.Drakoman wrote:What about something like this?
I made a simple recolour (two variants) for myself. It is consistent with the game scheme. Yellow, Red, Blue-ish (original MK2, MK3, MK4)
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Re: [Mod 0.15] Power Armor MK3
Haven't made a post in a while, so figured I'd post due to the recent update.
Not much to see here really, changes are in the changelog as usual, thanks ahead of time to anyone who reports bugs.
Not much to see here really, changes are in the changelog as usual, thanks ahead of time to anyone who reports bugs.
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Re: [Mod 0.15] Power Armor MK3
Added Russian locale as provided by IgorLutiy on Github, may be out of date, please report if there are any problems.
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Re: [Mod 0.16] Power Armor MK3
Question: I'm trying to get another mod that grants power armor the ability to show a visual on the player as you have managed to do. I looked though the mod files and found this sequence of code which I know is how you get it to work.
I've tried inserting the code into the proper place in the mod in question, changing the "power-armor-mk3" in line 5 to the name of the armor in that mod, removing the second line as there is only one armor in the mod. The mod runs but the visuals are still not there. Why can't I get this to work?
Code: Select all
for _, animation in ipairs(data.raw["player"]["player"]["animations"]) do
if animation.armors then
for _, armor in ipairs(animation.armors) do
if armor == "power-armor-mk2" then
animation.armors[#animation.armors + 1] = "power-armor-mk3"
animation.armors[#animation.armors + 1] = "power-armor-mk4"
break
end
end
end
end
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Re: [Mod 0.16] Power Armor MK3
The problem might be the removal of the second line, try copying the entire entry without omitting anything, I believe that should work. Unless you meantDTSephiroth wrote: ↑Sat Jan 05, 2019 2:35 pm
I've tried inserting the code into the proper place in the mod in question, changing the "power-armor-mk3" in line 5 to the name of the armor in that mod, removing the second line as there is only one armor in the mod. The mod runs but the visuals are still not there. Why can't I get this to work?
Code: Select all
animation.armors[#animation.armors + 1] = "power-armor-mk4"
Consider PMing me the code you are using and I'll check it for you.
Re: [Mod 0.16] Power Armor MK3
I have made some sprites to the reaserch of power armor MK 3 and 4, if this is useful i can make sprites for icons too.
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- Reaserch power armor mk4.
- power-armor-mk4.png (24.2 KiB) Viewed 8087 times
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- Reaserch power armor mk3.
- power-armor-mk3.png (22.85 KiB) Viewed 8087 times
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Re: [Mod 0.16] Power Armor MK3
That's pretty neat, I've seriously been needing new art for ages, and yeah icons would be greatly appreciated as well. Thank you kindly for your effort.
Re: [Mod 0.16] Power Armor MK3
Here are icons for power armor, not quire satisfied with power armor 4 icon but maybe I will be able to work on a better version when I find out better ways to make icons. Also I have borrowed a sprite for reaserch of belt immunity equipment, but i don't know if I am allowed to use it. If it's okay from the developer, I can post it here. It's from this forum: viewtopic.php?t=54078
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- power-armor-mk4.png (2.49 KiB) Viewed 8065 times
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- power-armor-mk3.png (2.76 KiB) Viewed 8065 times
Re: [Mod 0.16] Power Armor MK3
I talked with the artist who created the faction art, and he said it was okay to borrow it.
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- belt-immunity-equipment.png (38.74 KiB) Viewed 8020 times
Re: [Mod 0.16] Power Armor MK3
Hi,
when i'm playing with your Mod with 'FactorioExtended Plus-Equipment' it delivers also an Mk3 Armor. It doesn't double it but in the Tech-Tree is still for both there to research it.
Would you able to prevent it?
I would appreciate it.
when i'm playing with your Mod with 'FactorioExtended Plus-Equipment' it delivers also an Mk3 Armor. It doesn't double it but in the Tech-Tree is still for both there to research it.
Would you able to prevent it?
I would appreciate it.
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Re: [Mod 0.16] Power Armor MK3
I assume both armors have the same name? There isn't really anything I can do to prevent that without changing the name of the armor, I guess you want/need access to both armors for some reason?
Re: [Mod 0.16] Power Armor MK3
No the names a different yours says 'Power armor Mk3' and the other one just extended the defaults ones so 'Power armor 3'.jimmy_1283 wrote: ↑Mon Mar 04, 2019 8:28 amI assume both armors have the same name? There isn't really anything I can do to prevent that without changing the name of the armor, I guess you want/need access to both armors for some reason?
EDIT:
Ohh yes, he's Tech-Research gives some upgrades but i also see that your Armor is in his Effects on the research. So if i'm unlock from the 'FactorioExtended Plus-Equipment' Mod i also got your Armor with the same name that i mention. But still there is 2 research unlock and the second one is totally useless in that case.
Also see https://imgur.com/36SXPyS & https://imgur.com/cii2HyD