Search found 77 matches

by SpeedyBrain
Sat May 30, 2015 1:41 pm
Forum: Ideas and Requests For Mods
Topic: Tripwire/Decoy
Replies: 2
Views: 3657

Re: Tripwire/Decoy

MF- wrote:AFAIK the original tripwire thread has some kind of proof-of-concept mod.
Here is the other tripwire thread
https://forums.factorio.com/forum/vie ... 33&t=12335

i build something like this in a few miniutes but never got feedback on it :P
by SpeedyBrain
Wed May 27, 2015 7:40 pm
Forum: Mods
Topic: [MOD 0.12.1] Supreme Warfare - 1.0.5
Replies: 139
Views: 164882

Re: [MOD 0.11.22] Supreme Warfare - 1.0.2

Sure include it in your modpack 8-) But I think you want to wait until the graphics for "rapid fire artillery" and "big bang" artillery are replaced If you need a diffrent balancing because of other mods tell me and I will try to include a new balance set or have a look inside t...
by SpeedyBrain
Wed May 27, 2015 7:25 am
Forum: Mods
Topic: [MOD 0.12.1] Supreme Warfare - 1.0.5
Replies: 139
Views: 164882

Re: [MOD 0.11.22] Supreme Warfare - 1.0.2

Sure include it in your modpack 8-) But I think you want to wait until the graphics for "rapid fire artillery" and "big bang" artillery are replaced If you need a diffrent balancing because of other mods tell me and I will try to include a new balance set or have a look inside th...
by SpeedyBrain
Sun May 24, 2015 5:41 pm
Forum: Texture Packs
Topic: [Request] Artwork for Supreme Warfare
Replies: 14
Views: 31626

Re: [Request] Artwork for Supreme Warfare

Awesome stuff Yuoki :D

I'm looking forward to seeing what you do with the Rapid Fire Artillery ;)
by SpeedyBrain
Sun May 24, 2015 5:14 pm
Forum: Mods
Topic: [MOD 0.12.1] Supreme Warfare - 1.0.5
Replies: 139
Views: 164882

Re: [MOD 0.11.22] Supreme Warfare - 1.0.0

Version 1.0.2! Yeah! Hey folks I have a new Update for you :D What's new? Fancy new graphics for the Rocket Launcher (Many thanks to YuokiTani for making this beautiful art) http://i.imgur.com/blvWu1r.png I've improved Artillery AI and the Scatter Algorithm SupremeWarfare now auto detects if DyTech...
by SpeedyBrain
Fri May 22, 2015 9:18 pm
Forum: Modding help
Topic: Migration scripts: a guide?
Replies: 25
Views: 16877

Re: Migration scripts: a guide?

What can I do when an entity type was replaced with another type. E.g. Old: type=container name=example New: type=cargo-wagon name=example If you try to load a map where an entity {container,example} is placed on the map the game will say that the map is corrupted. I couldn't find a way to delete th...
by SpeedyBrain
Fri May 22, 2015 8:23 am
Forum: Mods
Topic: [MOD 0.12.1] Supreme Warfare - 1.0.5
Replies: 139
Views: 164882

Re: [MOD 0.11.22] Supreme Warfare - 1.0.0

b) Please make the footprint of your buildings quadratic, otherwise they can't be rotated when blueprinting, leading to heaps of pure mess. b) I have no clue what you are talking about, can you explain it a bit more? If your building has a square base, and you make a blueprint with it, you won't ha...
by SpeedyBrain
Fri May 22, 2015 7:58 am
Forum: Mods
Topic: [MOD 0.12.1] Supreme Warfare - 1.0.5
Replies: 139
Views: 164882

Re: [MOD 0.11.22] Supreme Warfare - 1.0.0

Nice! Two nitpicks from my side: a) The position of projectile impact seems to be randomized inside a rectangular box. This looks a little weird :D 1. How about using something a distribution like a Gaussian curve rather than a fixed box edge-size. This would concentrate the shots in the middle wit...
by SpeedyBrain
Fri May 22, 2015 1:09 am
Forum: Modding help
Topic: Animations via script
Replies: 4
Views: 1477

Re: Animations via script

L0771 wrote:Can rotate without delete, but the player can rotate the entity too.
You can only rotate entitys that are rotatable in the first place. You can't make any entity rotatable
by SpeedyBrain
Thu May 21, 2015 11:02 pm
Forum: Modding help
Topic: Animations via script
Replies: 4
Views: 1477

Re: Animations via script

L0771 wrote:You can have 2 entities (or more) and alternate with this 2 entities, but isn't funny :P
Well then it would be better to destroy the entity and re-create it with another direction :)
by SpeedyBrain
Thu May 21, 2015 6:48 pm
Forum: Modding help
Topic: Animations via script
Replies: 4
Views: 1477

Animations via script

Hey Factorio Community :)

Does anybody know if there is a way to control animations of an entity via lua script?
Or alternative trigger animations?
by SpeedyBrain
Thu May 21, 2015 5:02 pm
Forum: Texture Packs
Topic: [Request] Artwork for Supreme Warfare
Replies: 14
Views: 31626

Re: [Request] Artwork for Supreme Warfare

Awesome Artwork!

Rapid Fire Arty and Big Bang Arty are more like Buildings they don't need to have super animations.
(I don't even know if I can implement animations for those entities :O )
by SpeedyBrain
Thu May 21, 2015 11:45 am
Forum: Texture Packs
Topic: [Request] Artwork for Supreme Warfare
Replies: 14
Views: 31626

Re: [Request] Artwork for Supreme Warfare

Thank you DOSorDIE for posting a request :)

For the Rocket Launcher something like this would be ideal
http://johnsmith.ktec.de/factorio/mods/ ... 3-anim.png
by SpeedyBrain
Thu May 21, 2015 1:59 am
Forum: Ideas and Requests For Mods
Topic: [Request] Tripwire
Replies: 4
Views: 4885

Re: [Request] Tripwire

I spent a few minutes to make something like this.
Please tell me if that's what you wanted.

Edit:// The item is listed under weapons and looks like a landmine :)
TripWire_0.0.1.zip
(33.46 KiB) Downloaded 149 times
by SpeedyBrain
Thu May 21, 2015 12:57 am
Forum: Modding help
Topic: Artillery Cannon help required
Replies: 12
Views: 4157

Re: Artillery Cannon help required

Anyone ever figure out how to create an explosion in a mod? I'm thinking that the turret doesn't actually fire, it just could create an explosion entity at a location (as if you threw a grenade there as a player) An explosion is just an entity :) Turrets shoot a projectile at a locked target The pr...
by SpeedyBrain
Thu May 21, 2015 12:41 am
Forum: Mods
Topic: [MOD 0.13.x] Artillery Cannon - v1.2.0
Replies: 47
Views: 35370

Re: [MOD 0.11.x] Artillery Cannon - v1.0.1

Seems we had the same idea :D
Check out my Artillery https://forums.factorio.com/forum/vie ... 14&t=12447
My cannon works fine, but yours has the fancier graphic :P
by SpeedyBrain
Thu May 21, 2015 12:19 am
Forum: Mods
Topic: [MOD 0.12.1] Supreme Warfare - 1.0.5
Replies: 139
Views: 164882

[MOD 0.12.1] Supreme Warfare - 1.0.5

http://i.imgur.com/PGn8oOH.png http://i.imgur.com/nFNmxtY.png You enjoy playing Factorio but you feel something is missing? I say you need bigger guns! The first iteration of Supreme Warfare gives you four artillery cannons to play around. You can find all the informations and more on the wiki! htt...

Go to advanced search