Search found 21 matches

by Odynius
Mon Feb 27, 2017 10:54 pm
Forum: Modding help
Topic: Replicators; Graphics
Replies: 7
Views: 3125

Re: Replicators; Graphics

So, if I got that right, you want someone to take those sprite sheets and kind of equalize them?
by Odynius
Sun Feb 26, 2017 3:49 pm
Forum: Modding help
Topic: Muzzle fire animation / fuel deactivation
Replies: 10
Views: 3303

Re: Muzzle fire animation / fuel deactivation

All righty. God bless the factorio community! EDIT: In case someone else wants to use Nexelas control.lua. I found a small typo, this one is working: local function on_built(event) if event.created_entity.name == "my-entities-name" then event.created_entity.insert({name="coal", a...
by Odynius
Sun Feb 26, 2017 10:22 am
Forum: Ideas and Suggestions
Topic: Make the water usefull?
Replies: 13
Views: 5957

Re: Make the water usefull?

Boat could also be use for transportation and could work on same level as train. Train station --> Dock Signal --> Buoy Buoy will be a 2-way system. Boat will ALLWAYS have buoy starboard. Buoy entity 2x1 with 2 lights on it. really nice idea! and one could use early technology like sailing to begin...
by Odynius
Sun Feb 26, 2017 10:19 am
Forum: Modding help
Topic: Muzzle fire animation / fuel deactivation
Replies: 10
Views: 3303

Re: Muzzle fire animation / fuel deactivation

Okay, I got that fire animation going now!

And thanks to Nexela, I will try to implement that. I have never worked with "if, then"-functions though - do i just put it at the top of my entity.lua?
by Odynius
Sat Feb 25, 2017 10:28 pm
Forum: Modding help
Topic: Muzzle fire animation / fuel deactivation
Replies: 10
Views: 3303

Re: Muzzle fire animation / fuel deactivation

Oh I should have taken a closer look. Gonna try it out. Thanks mate!
by Odynius
Sat Feb 25, 2017 4:53 pm
Forum: Modding help
Topic: Muzzle fire animation / fuel deactivation
Replies: 10
Views: 3303

Re: Muzzle fire animation / fuel deactivation

Thank you for your answer.

I guess, I'm just going to live with the fuel problem then.

It's using its own gun, just like the car does. I assume this might be somehow connected to the gun_turret node? I'm new to modding and didn't deal with that until now.
by Odynius
Sat Feb 25, 2017 11:04 am
Forum: Modding help
Topic: Muzzle fire animation / fuel deactivation
Replies: 10
Views: 3303

Muzzle fire animation / fuel deactivation

Hey guys, I'm just working on a mod that implements bunkers into Factorio and am pretty happy with it, except two points which you can maybe help me with: Just one note, so you can follow me better: I used the "car" entity, so the player is able to enter the building and fire out of it. Of...
by Odynius
Fri Feb 24, 2017 9:29 pm
Forum: Ideas and Suggestions
Topic: Make the water usefull?
Replies: 13
Views: 5957

Re: Make the water usefull?

Yeah, that's why I'm gonna use it. And modding is a real cool thing, I felt very proud when i managed to make my own one. But still ... those features in the vanilla game would be nice, because not only would it save resources (factorio doesn't eat that much, but when i look at skyrim with 200+ inst...
by Odynius
Fri Feb 24, 2017 3:48 pm
Forum: Ideas and Suggestions
Topic: Make the water usefull?
Replies: 13
Views: 5957

Re: Make the water usefull?

You are lucky there's a mod with ship https://mods.factorio.com/mods/icedevml/Ships Have fun !! I saw this one, but it's version 0.13 ... i think it won't work. EDIT: okay, with a simple change of the info.json i made work. However, this thread is for ideas to implement in the game and answers like...
by Odynius
Fri Feb 24, 2017 3:46 pm
Forum: Modding discussion
Topic: Mod Publishing
Replies: 2
Views: 1413

Mod Publishing

Hey guys, i have a questoin related to mod publishing. I recently finished (well maybe not 100% finished) my first 2 mods, but am not sure, if I can upload them, because: The grapshics I used are SC1 textures, i found on the internet. I guess there are still royalties on them ... Do you know anythin...
by Odynius
Thu Feb 23, 2017 4:35 pm
Forum: Modding help
Topic: No such node (direction_count)
Replies: 12
Views: 3565

Re: No such node (direction_count)

prg wrote:layers needs to be a table of tables. You're just missing some {}.
Thanks, fixed it...

EDIT: Guys, I did it! After a few more problems I got it running! I couldn't have done it without you, so thank you very much. My first mod, i can't believe it. :D
by Odynius
Thu Feb 23, 2017 4:11 pm
Forum: Modding help
Topic: No such node (direction_count)
Replies: 12
Views: 3565

Re: No such node (direction_count)

Okay, I went thorugh it and this is where I'm at now: layers = { width = 120, height = 90, frame_count = 1, direction_count = 32, animation_speed = 16, max_advance = 0.2, stripes = { filename = "__BattleCruiserMod_0.1.1__/graphics/bc1.png", width_in_frames = 1, height_in_frames = 16 }, { f...
by Odynius
Thu Feb 23, 2017 3:42 pm
Forum: Ideas and Suggestions
Topic: Make the water usefull?
Replies: 13
Views: 5957

Re: Make the water usefull?

This board is for NEW ideas, isn't it? Of course, I know, that landfill exists. And i do use it. But it's a waste of potential not to use the water in terms of gameplay. If you want to play without being attacked you could as well play in peaceful mode... What I want to say: I would like to sail the...
by Odynius
Thu Feb 23, 2017 10:59 am
Forum: Ideas and Suggestions
Topic: Make the water usefull?
Replies: 13
Views: 5957

Re: Make the water usefull?

Well, I'm really into those vehicles, because they open up totally new possibilites for you. For example, i installed the Raven mod, which gives you a pretty nice aircraft. Now I can spend my time building airports all over the world. If there were ships you could also build industrial ports or ferr...
by Odynius
Thu Feb 23, 2017 10:56 am
Forum: Modding help
Topic: No such node (direction_count)
Replies: 12
Views: 3565

Re: No such node (direction_count)

I used the "car" entity, if thats what you mean
by Odynius
Thu Feb 23, 2017 10:03 am
Forum: Ideas and Suggestions
Topic: Make the water usefull?
Replies: 13
Views: 5957

Make the water usefull?

Right now, Water is just something that is in your ways, in best case it protects you from biters. But what if there were ships, so you can settle small islands or maybe even build platforms with oil pumps for off-shore industry? Additionally, it would add so much possibilities for different ship ty...
by Odynius
Thu Feb 23, 2017 9:33 am
Forum: Modding help
Topic: No such node (direction_count)
Replies: 12
Views: 3565

Re: No such node (direction_count)

Okay, i'm gonna fix that too then.

EDIT: I now have two stripes with 120x1440, but it didn't help with the direction_count error...
by Odynius
Wed Feb 22, 2017 11:47 pm
Forum: Modding help
Topic: No such node (direction_count)
Replies: 12
Views: 3565

Re: No such node (direction_count)

I made a 1 by 32 stripe now, but still the same error occurs. I also checked the mods skript and it was totally identical to mine in that way ...
by Odynius
Wed Feb 22, 2017 10:59 pm
Forum: Modding help
Topic: No such node (direction_count)
Replies: 12
Views: 3565

Re: No such node (direction_count)

Thanks for your answer!

So should i simply cut the sprite into 4 stripes and put them underneath?

EDIT: Why does the Hauler Mod work when it's 8x8 then?
by Odynius
Wed Feb 22, 2017 10:50 pm
Forum: Ideas and Requests For Mods
Topic: Ships? Aircraft?
Replies: 0
Views: 595

Ships? Aircraft?

Hey guys, I'm absoluteley in the Mod "Raven" which comes clostest to an actual aircraft. Since I have it, there are plenty more possibilities in the game. It would be really cool, if there were some more types of aircraft though. I'm thinking of slow and heavy cargo planes or early afforda...

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