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[MOD 0.17x] Flare
Posted: Tue Jun 14, 2016 4:11 am
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
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Re: [MOD 0.12.x] Flare
Posted: Tue Jun 14, 2016 4:42 am
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.
Re: [MOD 0.12.x] Flare
Posted: Tue Jun 14, 2016 6:42 am
by sporefreak
Wow! What a great idea! Almost jealous I didn't think of it myself
I will probably using a modified version of this when I decide to do a play through again!
Re: [MOD 0.12.x] Flare
Posted: Thu Jun 16, 2016 1:11 am
by Ranakastrasz
sporefreak wrote:Wow! What a great idea! Almost jealous I didn't think of it myself
I will probably using a modified version of this when I decide to do a play through again!
Modified? In what way?
Re: [MOD 0.12.x] Flare
Posted: Thu Jun 16, 2016 4:51 pm
by sporefreak
Ranakastrasz wrote:sporefreak wrote:Wow! What a great idea! Almost jealous I didn't think of it myself
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.
Re: [MOD 0.12.x] Flare
Posted: Thu Jun 16, 2016 5:42 pm
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.
Re: [MOD 0.12.x] Flare
Posted: Thu Jun 16, 2016 8:44 pm
by Ranakastrasz
Added a short Demo Video.
Re: [MOD 0.12.x] Flare
Posted: Fri Jun 17, 2016 12:22 am
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.
Re: [MOD 0.12.x] Flare
Posted: Fri Jun 17, 2016 2:09 am
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.
Re: [MOD 0.12.x] Flare
Posted: Fri Jun 17, 2016 3:09 am
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.
Re: [MOD 0.12.x] Flare
Posted: Fri Jun 17, 2016 7:27 am
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?
Re: [MOD 0.12.x] Flare
Posted: Fri Jun 17, 2016 9:49 am
by XBBX
Cool now we need molotov cocktails
Re: [MOD 0.12.x] Flare
Posted: Fri Jun 17, 2016 1:44 pm
by Peter34
XBBX wrote:Cool now we need molotov cocktails
Those are going to rock in alpha 0.13 when fire can
spread.
Re: [MOD 0.12.x] Flare
Posted: Fri Jun 17, 2016 2:09 pm
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)
Re: [MOD 0.12.x] Flare
Posted: Fri Jun 17, 2016 7:51 pm
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.
Re: [MOD 0.12.x] Flare
Posted: Thu Jun 30, 2016 9:04 pm
by Ranakastrasz
v0.0.2:
Updated for Factorio 0.13
Re: [MOD 0.14.x] Flare
Posted: Thu Sep 15, 2016 2:21 pm
by Ranakastrasz
V14.0.3
Updated for V0.14
Re: [MOD 0.14.x] Flare
Posted: Sat Jan 07, 2017 1:34 am
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.
Re: [MOD 0.14.x] Flare
Posted: Sat Jan 07, 2017 1:39 am
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.
Re: [MOD 0.15.x] Flare
Posted: Thu Apr 27, 2017 4:55 pm
by Ranakastrasz
V15.1.0
Updated for V0.15