[.13-1.1.81] Aircraft (1.8.6)

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Sunnova
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Re: [0.13.18|0.14.1] Aircraft (1.1.3) New Planes!

Post by Sunnova »

SuicidalKid wrote:1.1.3 released!

- Added bob's mods support, some of the planes will now require bob's plates to build! (ex. Flying Fortress now requires 2,000 Invar plates to build).
- Shadowless spritesheets bundled in the main mod now, will only be used by the Liftoff mod
- Changed Flying Fortress recipe to require processing units instead of advanced circuits.
- Enhanced some tech icons to 128x128
I don't use bob's mods at all, so does this mean this mod won't work without them now?

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Re: [0.13.18|0.14.1] Aircraft (1.1.3) New Planes!

Post by Thomasnotused »

charmead wrote:
SuicidalKid wrote:1.1.3 released!

- Added bob's mods support, some of the planes will now require bob's plates to build! (ex. Flying Fortress now requires 2,000 Invar plates to build).
- Shadowless spritesheets bundled in the main mod now, will only be used by the Liftoff mod
- Changed Flying Fortress recipe to require processing units instead of advanced circuits.
- Enhanced some tech icons to 128x128
I don't use bob's mods at all, so does this mean this mod won't work without them now?
No, it's an optional thing. If you don't have bob's mods, you can still use it just as you did before.
I have no idea what I'm doing.

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Re: [0.13.18|0.14.1] Aircraft (1.1.3) New Planes!

Post by Sunnova »

Cool, thank you :)

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Adil
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Re: [0.13.18|0.14.1] Aircraft (1.1.3) New Planes!

Post by Adil »

SuicidalKid wrote:I changed the items to item-with-entity-data, and they still get lost when mining the planes. Am I missing something?
Are you sure? The newly built planes surely work for me.
There's also related issue with liftoff, when you place plane in invalid location and get item back. I've yet to fix that one.
I do mods. Modding wiki is friend, it teaches how to mod. Api docs is friend too...
I also update mods, some of them even work.
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Thomasnotused
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Re: [0.13.18|0.14.1] Aircraft (1.1.3) New Planes!

Post by Thomasnotused »

Adil wrote:
SuicidalKid wrote:I changed the items to item-with-entity-data, and they still get lost when mining the planes. Am I missing something?
Are you sure? The newly built planes surely work for me.
There's also related issue with liftoff, when you place plane in invalid location and get item back. I've yet to fix that one.
Yes, I tried it with new planes, spawned in new items, and they still disappeared after being placed in the grid and mined. I also tried it with Liftoff 0.1.6 and it still did not work.
I have no idea what I'm doing.

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Adil
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Re: [0.13.18|0.14.1] Aircraft (1.1.3) New Planes!

Post by Adil »

I don't understand what is happening, here's only file I've altered.
With or without Liftoff you can place the plane, stuff equipment into its grid, mine plane, place it again and the equipment will remain in the grid.
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items.lua
(10.58 KiB) Downloaded 150 times
I do mods. Modding wiki is friend, it teaches how to mod. Api docs is friend too...
I also update mods, some of them even work.
Recently I did a mod tutorial.

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Re: [0.13.18|0.14.1] Aircraft (1.1.3) New Planes!

Post by Thomasnotused »

Oh my god, I feel so stupid right now. I was changing the category on the equipment, not the planes.
I have no idea what I'm doing.

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Re: [0.13.18|0.14.1] Aircraft (1.1.4) New Planes!

Post by Thomasnotused »

1.1.4 released!

- Fixed equipment disappearing when aircraft were mined (Thanks Adil)
- Fixed Flying Fortress/Gunship recipe mismatch.
- Added/Modified a LOT of code commenting, mostly for organizational reasons.
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steinio
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Re: [0.13.18|0.14.1] Aircraft (1.1.4) New Planes!

Post by steinio »

It seems that the 0.14 version is not published on the mod portal.
Don't see it there.
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Re: [0.13.18|0.14.4] Aircraft (1.1.4) New Planes!

Post by triggerman602 »

You should publish the lastest version on the mod portal.

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Re: [0.13.18|0.14.4] Aircraft (1.1.4) New Planes!

Post by Optera »

I thought the 7x4 grid size was odd at first, but then I realized it's a nice balance so you can't put in a fusion reactor and 4 shields.
With any mod shrinking down the energy source, e.g. wireless charging suddenly having 4 Shields turns even the Jet into something sturdy.

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Re: [0.13.18|0.14.4] Aircraft (1.1.4) New Planes!

Post by zingo2 »

Ups my bad!
Didnt notice that Author had updated this gem. :roll:

Just updated it on offical mod portal!

https://mods.factorio.com/mods/zingo2/A ... /downloads

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Re: [0.13.18|0.14.4] Aircraft (1.1.4) New Planes!

Post by Sutremaine »

Lovely mod, and the new equipment grids make things much more interesting (I added a 3x4 grid to the cargo plane, just to be able to play with that. There's not much you can do with that space, or at least I haven't found anything particularly clever).

I do have one question though -- why choose the afterburner over the exoskeleton legs? The afterburner has a consumption of 350kW and a movement bonus of 0.30, and the legs have a consumption of 200kW and a movement bonus of 0.3. Plus, you get the mental image of an eight-legged flying fortress bearing down upon the enemy like a mechanical Sleipnir.

As for the jet's 7x4 capacity, I put a fusion reactor in to charge the batteries and then replace the reactor with 4 shields -- being very careful to not click on any of the batteries!

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Re: [0.13.18|0.14.4] Aircraft (1.1.4) New Planes!

Post by Thomasnotused »

Sutremaine wrote:I do have one question though -- why choose the afterburner over the exoskeleton legs? The afterburner has a consumption of 350kW and a movement bonus of 0.30, and the legs have a consumption of 200kW and a movement bonus of 0.3. Plus, you get the mental image of an eight-legged flying fortress bearing down upon the enemy like a mechanical Sleipnir.
Oops, the afterburner is supposed to have a bonus of 0.5. I'll put that in the next patch.
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Re: [0.13.18|0.14.14] Aircraft (1.1.4) New Planes!

Post by Speadge »

is there any chance to prevent inserters from using the inventory when u fly over them?

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Re: [0.13.18|0.14.14] Aircraft (1.1.4) New Planes!

Post by Thomasnotused »

Speadge wrote:is there any chance to prevent inserters from using the inventory when u fly over them?
If you're parked over them, I don't think so, but they shouldn't take items out of it mid-flight.
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Re: [0.13.18|0.14.21] Aircraft (1.1.5) New Planes!

Post by Thomasnotused »

1.1.5 Released!

-Removed Iron Plates from Jet recipe.
-Updated German translation (Thanks to Shilk_Wurm)
-Halved volume of aircraft sounds (0.8 to 0.4)
-Tweaked research prerequisites to make a bit more sense.
-Updated Aircraft Energy Shield graphics (also thanks to Shilk_Wurm)
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Re: [0.13.18|0.14.21] Aircraft (1.1.5) New Planes!

Post by IgorLutiy »

Hi,
I update my translation into russian for this mod for version 1.1.5
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all.cfg
Russian translation for 1.1.5
(3.17 KiB) Downloaded 130 times
Мир друзьям - смерть врагам!

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Re: [0.13.18|0.14.21] Aircraft (1.1.5) New Planes!

Post by Kaio_ »

by what means should I be powering the energy shield for the planes? the grid does not accept the vehicle equipment from Bob's Mods, and there doesn't seem to be any research topics for aircraft power supplies specifically so I'm kinda at a loss here

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Re: [0.13.18|0.14.21] Aircraft (1.1.5) New Planes!

Post by Thomasnotused »

Kaio_ wrote:by what means should I be powering the energy shield for the planes? the grid does not accept the vehicle equipment from Bob's Mods, and there doesn't seem to be any research topics for aircraft power supplies specifically so I'm kinda at a loss here
The portable fusion reactor or solar panels should work, I'll see if I can figure out how to do bob's stuff.
I have no idea what I'm doing.

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