Page 1 of 1

Character acceleration when running

Posted: Sun May 08, 2016 2:40 am
by xBlizzDevious
I've always loved having a few exoskeletons in my armour to allow me to go significantly faster, but I've recently added a mod that provides significantly upgraded versions of the exoskeleton. These allow you to run as fast as a train - which I do think is a bit much but it's so ridiculous that I'm happy to keep it. However, this comes with the issue that you INSTANTLY reach your top speed of ~300km/h which makes it incredibly difficult to navigate your factory or just be precise with your movements.

Would it be possible for someone to make a mod that would allow your character to run at a much slower pace for a few seconds before accelerating to what you can run at with all buffs?

Re: Character acceleration when running

Posted: Sun May 29, 2016 4:01 pm
by binbinhfr
Not sure that is possible for the moment because the character speed is coded in the data of the player.
In 0.13 there will be a modifier on this, but I don't think it will be modifiable during the game either...

the only solution I see is to modify the roughess of the ground under the player's feet in realtime, so that the character is slowed, but I do not see how to detect precisely the player starting moving.

Re: Character acceleration when running

Posted: Thu Jun 02, 2016 2:53 am
by sparr
Hacky idea for implementing this: Poll player.position to see how fast the player is moving. Disable the exoskeletons, and re-enable them when the player has been moving at top speed for some time.

Re: Character acceleration when running

Posted: Fri Jun 03, 2016 2:48 am
by sporefreak
sparr wrote:Hacky idea for implementing this: Poll player.position to see how fast the player is moving. Disable the exoskeletons, and re-enable them when the player has been moving at top speed for some time.
Enable 1 exo per half second?

Re: Character acceleration when running

Posted: Fri Jun 03, 2016 9:33 am
by Kriogenic
You could make copies of the player entity a few times say 5 or 6 change the speed on each of them one faster then the other say named player-default, player-speed1, player-speed2, etc

Then you could write a script to change your player between the entities. (I am not sure how this effects inventory). I might take a look at this tonight.

So i didn't see some one mention the exoskeleton idea, which is probably much better.

I have completed it with changing character entities, which results in 3 bugs, biters dont attack the other speeds, inventory is empty until you stop and return to normal speed, uncovering of the map is per speed which leads to a fairly bad map.
Ill modify it to use exoskeletons.

Re: Character acceleration when running

Posted: Sat Jun 04, 2016 3:29 pm
by Kriogenic
Just uploaded a mod here - http://www.factoriomods.com/mods/the-running-man

It has a config file which lets you choose between player and armor mode, player having the bugs mentioned above.
I haven't tested it all to much but armor mode (default) works great.

Re: Character acceleration when running

Posted: Thu Jun 09, 2016 12:56 pm
by Qon
Kriogenic wrote:Just uploaded a mod here - http://www.factoriomods.com/mods/the-running-man

It has a config file which lets you choose between player and armor mode, player having the bugs mentioned above.
I haven't tested it all to much but armor mode (default) works great.
Can't access, needs login. Maybe you could upload it to the forums like everyone else? If you follow the standard layout it ends up on factoriomods anyways because they scrape the forums.
Seems like such a usefu mod.

Re: Character acceleration when running

Posted: Thu Jun 09, 2016 3:59 pm
by sparr
Qon wrote:
Kriogenic wrote:Just uploaded a mod here - http://www.factoriomods.com/mods/the-running-man

It has a config file which lets you choose between player and armor mode, player having the bugs mentioned above.
I haven't tested it all to much but armor mode (default) works great.
Can't access, needs login. Maybe you could upload it to the forums like everyone else? If you follow the standard layout it ends up on factoriomods anyways because they scrape the forums.
Seems like such a usefu mod.
Many people upload to factoriomods and not to the forums.

New factoriomods users get their first submission hidden for a few days. It will show up publicly once the admins approve it.

Re: Character acceleration when running

Posted: Thu Jun 09, 2016 4:14 pm
by binbinhfr
Kriogenic wrote:Just uploaded a mod here - http://www.factoriomods.com/mods/the-running-man

It has a config file which lets you choose between player and armor mode, player having the bugs mentioned above.
I haven't tested it all to much but armor mode (default) works great.
Your mod is not accessible on factoriomods. Please add it here as an attachement to your next post.

Re: Character acceleration when running

Posted: Thu Jun 09, 2016 5:16 pm
by Qon
sparr wrote:
Qon wrote:
Kriogenic wrote:Just uploaded a mod here - http://www.factoriomods.com/mods/the-running-man

It has a config file which lets you choose between player and armor mode, player having the bugs mentioned above.
I haven't tested it all to much but armor mode (default) works great.
Can't access, needs login. Maybe you could upload it to the forums like everyone else? If you follow the standard layout it ends up on factoriomods anyways because they scrape the forums.
Seems like such a usefu mod.
Many people upload to factoriomods and not to the forums.

New factoriomods users get their first submission hidden for a few days. It will show up publicly once the admins approve it.
I've browsed through most of the mods for factorio and tested a majority the library. I can say with qonfidence that "many" is fairly inaccurate. Almost all mods on factoriomods.com link to the forum thread where the mod was first posted. The few instances where the mod is only uploaded to factoriomods I've skipped it because there's no info thread detailing what it does and no thread with responses from earlier testers. The forum also contains updates the factoriomods website does not because users can comment with their own updates and fixes.

Your second point is just another argument for not using factoriomods if I didn't already discard any mods from qonsideration if they don't have a forum thread.