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[MOD 0.10.x] Trailer Mod

Posted: Thu Jun 12, 2014 8:40 am
by slpwnd
Factorio trailer (http://www.youtube.com/watch?v=9yDZM0diiYc) was created using this mod. Trailer mod provides some modifications to the game as well as the trailer scenario which contains the map and logic for recording the trailer. We (the Factorio team) provide this mod just to show (and inspire others:)) how we have made the trailer.

Originally the mod was part of 0.10.0 but it was taken out starting with 0.10.1 and is now distributed separately. The reason for this is that the mod changes game properties significantly (!) and basically makes other games than the trailer map unplayable. This was causing confusion for other users who have switched the trailer mod on and then forgot to turn it off (yeah we should have "per game mod enabling" or something).

Download:

https://forums.factorio.com/download/ ... _1.0.0.zip

Re: [MOD 0.10.x] Trailer Mod

Posted: Thu Jun 12, 2014 12:35 pm
by Vitduo
slpwnd wrote:...This was causing confusion...
Ugh... You are absolutely right

Re: [MOD 0.10.x] Trailer Mod

Posted: Sat Jun 21, 2014 6:12 pm
by Reygan
Vitduo wrote: Ugh... You are absolutely right
Вот такие люди, как ты, и называются "в каждую бочку затычка" :)

Re: [MOD 0.10.x] Trailer Mod

Posted: Sun Jun 22, 2014 8:42 am
by slpwnd
Reygan wrote:
Vitduo wrote: Ugh... You are absolutely right
Вот такие люди, как ты, и называются "в каждую бочку затычка" :)
Hi, could you please use English on this forum :)

Re: [MOD 0.10.x] Trailer Mod

Posted: Mon Jun 23, 2014 4:05 pm
by ficolas
Reygan wrote:
Vitduo wrote: Ugh... You are absolutely right
Вот такие люди, как ты, и называются "в каждую бочку затычка" :)
Is not ok that you insult people, even if you do it in another language.
or at least an isult is what I understand :S

Re: [MOD 0.10.x] Trailer Mod

Posted: Wed Jun 25, 2014 1:51 pm
by naryl
ficolas wrote:
Reygan wrote:
Vitduo wrote: Ugh... You are absolutely right
Вот такие люди, как ты, и называются "в каждую бочку затычка" :)
Is not ok that you insult people, even if you do it in another language.
or at least an isult is what I understand :S
Reygan hints that Vitduo's comment is uninformative and was made because Vitduo feels obliged to comment on every post he reads.

And you're right. If you can't translate it to English on international part of the forum better not comment at all.

Re: [MOD 0.10.x] Trailer Mod

Posted: Wed Jun 25, 2014 3:48 pm
by Vitduo
But I really was confused that several saves hadn't been working!
Reygan, sorry, I have no my own *plagiarized * mod, have no topic of this mod and, of course, cant write something with meaning. Sorry ;)
It is sarcasm

Re: [MOD 0.10.x] Trailer Mod

Posted: Tue Jul 01, 2014 5:07 pm
by Reygan
Vitduo wrote:But I really was confused that several saves hadn't been working!
Reygan, sorry, I have no my own *plagiarized * mod, have no topic of this mod and, of course, cant write something with meaning. Sorry ;)
Alright, I forgive you.

Re: [MOD 0.10.x] Trailer Mod

Posted: Sun Jul 13, 2014 12:56 pm
by Dark
This "mod" is very very curious in terms of undocumented API, "walkingstate"...finally I found a way to rotate a player-type entity, some RTS-like mods may use it in near future.

"driving" & "ridingstate" are another interesting thing, at very least I can imagine recording a path and making sort of autopilot/taxi/patrol.

Some explanation of "game.mapsettings" properties would be nice, I see some new properties like "steering", "unit_group", "tick_tolerance_when_member_arrives", I'm sure there are more.

Re: [MOD 0.10.x] Trailer Mod

Posted: Sun Jul 13, 2014 8:10 pm
by Rahjital
Indeed. One could even create a fully autonomous AI bot now, provided they would give him at least a rudimentary way to avoid obstacles. Probably not good enough for coop, but we could assign them to the enemy force and use them as a threat instead of biters. :)

I also noticed that the orientation property of one of the biters is modified in the script, which means it's writeable for quite a long time already. The wiki is in a rather dire need of an update, but that's probably something that needs to be done by people with access to the source, ie the devs.

Re: [MOD 0.10.x] Trailer Mod

Posted: Mon Jan 01, 2018 3:21 pm
by Sacredd
The download does not work for me. Can I download it from somewhere else?

Re: [MOD 0.10.x] Trailer Mod

Posted: Wed Mar 28, 2018 7:19 pm
by Gergely
I have been searching for a working download link the past hour. This link does not work.

Please help me out.

:x

Re: [MOD 0.10.x] Trailer Mod

Posted: Tue Jul 27, 2021 9:59 pm
by Ziomek24
Can this map be downloaded somewhere? This link is not working.

Re: [MOD 0.10.x] Trailer Mod

Posted: Wed Jul 28, 2021 6:47 am
by Stringweasel
+1 for the save file! This will be an awesome addition to the Hall of Fame!

Re: [MOD 0.10.x] Trailer Mod

Posted: Wed Sep 15, 2021 9:44 am
by Therenas
I attached the mod to this message for those that are interested. The script likely won't run though since it uses some non-release API calls. But the map should be able to be migrated step by step to a recent release.

Re: [MOD 0.10.x] Trailer Mod

Posted: Sun Jan 30, 2022 10:47 am
by Stringweasel
This map is now visible in the non-official Hall of Fame!

Image

Funilly enough, it has a single purple science assembler that was used for alien science back in the day because the map is from Factorio 0.10. What's interesting is that this single assembler is still in the newest 2020 trailer as well, seemingly producing purple science!