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[MOD 0.17] DiscoScience

Posted: Sat Apr 13, 2019 6:40 pm
by danielbrauer
When I first tried the New Player Experience in 0.17, I thought the lab was lighting up red because it was consuming red science packs. So great was my disappointment upon discovering I was mistaken, that I decided to make this mod.

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It's my first Factorio mod, and my first time using Lua, so I've been bumbling through the API and data lifecycle, etc. for the past month. It's been a great experience. The API is good, people here are very helpful (the devs, too!), and the game itself is of course incredible.

Today I implemented something I've been thinking about for a week:

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See the mod in action: https://vimeo.com/330201338

I hope you enjoy it! Download, report bugs, etc:

https://mods.factorio.com/mod/DiscoScience

Re: [MOD 0.17] DiscoScience

Posted: Sat Apr 13, 2019 6:53 pm
by Ultros
I've been using this mod because well, it's awesome :D

So you're saying that there's now RGB sync on the labs? Does that increase productivity by 10%? :P

Re: [MOD 0.17] DiscoScience

Posted: Sat Apr 13, 2019 7:08 pm
by danielbrauer
Ultros wrote: Sat Apr 13, 2019 6:53 pm So you're saying that there's now RGB sync on the labs?
Yeah, they dance around your player. I haven't actually tested it but I think if you have two players in competitive, they can have separate light shows. Sort of like those neighbourhoods where people compete on Christmas lights.
Does that increase productivity by 10%? :P
So far I've only lost productivity due to this mod.