No.578
Advanced Warfare & Resource Mod
The goal of the mod is to add alot of tanks, artillery , more ammo variety, and a bit better resource management
Remove Mechas from the premises
Pastebin, with the remaining and updated info:
http://pastebin.com/95W2tCcf
I am about to add a Direct Short Range Ballistic Missile Launcher Vehicle (Bavly).
The first Warhead that it will get will be a incendiary munition.
And later I need to make models of all the ammo stuff instead of the Macrohard Paint tier what I have right now…
Feedback, comments, ideas, critic etc goes here.
No.580
SOMETHING FOR THE MASSES
mm I had some sprite cut-off issue with the SRBM launcher somehow Border Padding wasn't sufficient at Texturepacker but at least inner padding fixed it.
No.581
Imported Tanks straight from Australia!
No.583
>Factorio mod
Nice, I love that game, my only question is how the 3D Model gets into a game like this, isn't it sort of 2D or something?
what am I missing exactly.
No.584
disregard my previous post, I just got to your second one.
i'm assuming you render the model to a certain angle and probably animate it and use all the rendered images as sprites amirite?
No.585
>>584
Exactly. I parent the Mesh to a empty and the empty gets rotated. The mesh itself doesn't need animation.
Heres the tutorial:
http://www.factorioforums.com/forum/viewtopic.php?f=34&t=5336&sid=f8cc5e0d78a63f086750ac1ee41cea1f
In my case I have to resort using TexturePacker because Spritify plugin for Blender is shitting out a totally useless Sprite Sheet because all the frames are just thrown into the Sprite Sheet instead of properly sorting it which is necessary.
No.586
>>585
have you ever used 3ds max?
Just found this:
http://www.scriptspot.com/3ds-max/scripts/sprite-sheet-renderer
not sure if it will give you the same shitty result but atleast it can render model in orthographic or perspective view, and if you want to exaggerate a bit you can even apply v-ray (although unecessary) material/rendering if you so desire to change the visuals around.
personally I don't know much about sprites, but seeing as how its a rendered image instead of the actual model being used in the game, you wouldn't need to waste time unwrapping the model and later applying textures, I mean lets just analyze the final result ingame, the sprite itself is small enough to disregard details that a texture can give, the dankest renderer or material can do that job very easily, just got to be careful with the whole reflection/luminosity as they won't be visually compatible with the game's environment.
No.587
>>586
I used 3DS max back then for adding some tanks for UT2004 and had Windoze 7 as the primary OS.
Blender and Texturepacker is so far sufficient for now.
No.589
Oh blyat, it looks like I need to redesign the Autocannon Tank and the SRBM launcher.
The Turret must be always placed at the center and it can only have a height differences, atleast for now thill a tutorial pops up about it or something I guess.
If that is not the case well pic related.
No.597
wew lad
Okay I fixed the Autocannon tank now.
For that one I had to disable all padding options, fucking weird man.
This plugin seems to work gud as well but it is tedious to work with:
http://registry.gimp.org/node/25129
As a test I had to make 8 folders containing 8 sprites which shits out a useable sprite sheet in square format.
1 Folder = 1 Sprite Sheet Line
8 Folder + 8 sprites each = Square Sprite Sheet
I also redesigned the Tank a bit so the turret is at exactly 0 apart from the height and made a cube under it.
No.609
>>597
thats looking pretty danke, if you're using texture on the model, you should try substance designer to add more details on those metallic plates.
but first I would recommend using crazybump to generate the normals and then sending it to substance designer or painter for maximum result
No.613
>>609
Thanks, yeah the 1 color per face is only temporary.
>Substance Designer
>There is a version for Windows and OS X
>but no linux version despite OS X is based on BSD
WEW LAD.
Well I hope it will work under Wine atleast, because I am a bit lazy sorting one of my HDD and reinstall it again for Windoze 7 (Windows 8 and especially 10 sucks balls)
Does that thing require UV-mapping or does it make one by itself or something? If not, its not a big deal since Blender can make a Auto-Unwrapping and Factorio is a 2D game I can use a larger sized texture to hide the ugly seams.
Atleast theoretically because I dint tried it yet.
>but first I would recommend using crazybump to generate the normals and then sending it to substance designer or painter for maximum result
Alright will try. Yeah because using only Diffuse texture makes the graphic look like it is from around 2001-2005 or so where bump-mapping etc hasn't been widely used.
Thanks for the tip m8y.
No.643
New Tank:
Medium Tank, Flamethrower + Coax-MG + Front-Grinder (Additional Crush Damage Resistance)
"Hercules Beetle"
No.644
>>643
Nice, I think I saw your model on the /agdg/ thread on /v/
No.645
>>644
Yeah thanks. I post on both because /vm/ is awfully slow.
And I have posted for quite a longish time on the /v/ /agdg/-thread.
No.646
>>645
I know that feel, best solution would be to wait for other modders to credit /vm/ again like in that shekelclicker game and wait for the influx of newfriends to arrive.
No.647
>>646
Yeah me too, I hope those freshman wont shit /v/ too much up because currently it doesn't look "pretty".
No.686
Alright I uploaded the ARWM mod at /vmshare/ and at updated the link, it is still the same version because the new one is not ready yet.
And new Vehicle:
Rocket Buggy
But since the next version will be over 8mb big due all the new additional content /vmshare/ wont be suitable anymore.
+I need to find a couple of other reliable filehoster which aren't such piece of shit. Nexusmods will be definite not on my list of uploading mods due to their immense Administration bullshit.
No.696
>>686
bretty dank.
I use filedropper for fast upload but i'm not sure for how long the file stays there.
No.698
>>696
thanks.
>Filedropper
>The files are kept forever as long as they are being downloaded. If the files are not downloaded even once within 30 days consecutively they are removed. If you have a premium account your files are never deleted.
Seems to be fair enough I guess.
Hmm I would also consider using Megaupload but sadly a fucking god damned chink infiltrated it.
Well I guess I need to find a couple other filehosters and make multiple uploads for now.
No.729
mmm, I am going to release ARWM v0.1.1 either today or tomorrow* which should contain mainly some few fixes such as fixed collision box for resource generator and some few other minor tweak, no new content.
The Resource Generator collision box needs to be fixed because when the player place it sometimes he cannot put inserters near it but when the player places the inserter first and then the Resource Generator it works. Its a bit weird.
That and the 200 round bullet box is ridiclous expensive it needs at the current release (v0.1.0) 70 iron-sheets.
The next major update will be at v 0.1.2
t. ARWM mod dev.
*depends on my laziness
No.736
Alright here is the minor update. Don't forget to back up the savegame -
Just in case.
It should work under 0.12.17 hopefully. Because the update is based on 0.1.0 which is the previous version I released here and not the current development version I am working on. I hope there is no nasty bug hidden somewhere.
http://www69.zippyshare.com/v/neyp7Hxv/file.html
http://b.1339.cf/dkqxmwq.zip
Updated Pastebin also.
Changelog:
ARWM (briefly tested under: Factorio 0.12.17)
Changelog:
Fixes:
-Resource Generator has smaller collision box now
-Car Bomb when mined becomes a Car Bomb item now instead of Car
Auxillary Changes:
-200 Round Basic Bullet Box needs only 20 iron-sheet instead of 70 now
-Fusion Reactor produces 75MW power instead of 25MW.
-Car Bomb Ammo doesnt need copper wire any more and takes 2 iron-plate now
-Reduced Cost of Molotov Cocktail, Fusion Reactor and MG Tripod a bit
I just noticed that I made some typos at the changelog shipped on the file, ah well fuck it.
No.740
>>736
>>729
i'm just about to get my hands on this game, what am I in for?
No.744
>>740
Well in this game you have to manage a factory, defending it and performing research as well later raiding the ayylien bases because some research/items requires alien artifact which you can only get by destroying the alien hives.
IIRC the game can be won/ended by building a Rocket Silo and launching some space shuttle. But I dint managed to get that far yet.
A factory base can get very complex or relative simple, depending on the layout. The game itself is not very hard to learn the basic aspect but managing the logistic can get tricky through.
You can also simplify the logistic chains a bit by using drones, there is also a builder drone which can build stuff for you via blueprint function or ordering them to deconstruct the buildings instead. The builder drones can also repair objects.
The logistic drones however are not suited for replacing the conveyor belts. As they are slow, requires recharges and cant carry much. But they can be upgraded to have a bit better performance. Aswell their range is limited by the drone hangar block zones.
Drone hangar function range can however be expanded by building more of these things close enough to other drone hangars.
Some buildings like the electric furnace or electric drill can be modified a bit by using modules which increase its production speed, productivity (more items) or just reducing the energy it consumes.
The game itself has already a armor system and 3 of them are modular, some weapons like auto shotgun or regular one, rocket launcher, machine guns and the like, a car and a tank, and most of the important a Machinegun, Laser Turret which is essential for defending a base in mid/late game.
The armor is of course meant for the player and nothing else.
I hope I explained it gud enough for you, if there is something not clear just ask.
features:
-Map Editor
-Single Player campaign + tutorial
-Multiplayer with saving function
-Emphasis on modding ability
-Scenarios/Custom Maps with scripting function
-Lua scripting
-random map generator with seeds function
Factorio is pretty gud so far and the devs doesn't seem to have taken the Social Justice Terrorist Kool-Aid yet.
No.745
>>744
so this works with the latest version right?
i'm getting errors all over my screen.
No.747
>>745
mm can you post the factorio-current.log somewhere?
I cant do much with this description.
No.748
>>747
oh that was my bad, I actually found out the problem, it wasn't your mod's fault, I had some old shit installed apparently and I haven't take notice in removing it, it was a replacement file so I couldn't tell that it was a mod.
No.749
>>748
Alright, good to hear you managed to fix it.
Nothing is more annoying as a unfixable bug, especially when the log says jackshit about the cause.
No.763
Hmm very nice, the factorio devs released 2 pictures of tank concepts.
I think I am going to make some few models based on those things. And doing their work for free :^) huehue.
Also if somebody got suggestions what I should add just shout ahead and I will see what I can do.
Some anon requested a rocket buggy which I have made it ingame now. Maybe I am going to make a new model for it because right now it looks more like a (mini-)car.
+I am currently a bit too busy playing UT99 which is why there is lack of progress but I will make some soon. Sorry about that.
No.764
>>763
try to make a mortar-type tank, the one that you can't move around while shooting, but is able to use artillery and wreck shit from far distance.
might be possible.
No.767
>>764
I already have a Light Mortar Tank.
Seeing as this parameter exist for weapon items, it should be possible.
movement_slow_down_factor = (FLOAT1),
Atleast it seems to work for the player but I dont see why it shouldn't do the same for the Vehicles.
Hmm makes sense I think, because Artillery vehicles always fire on stationary position, never on the move or atleast I am not aware of any Artillery system that is capable of doing that compared to Main Battle Tanks which can fire on the move.
For that I will also heavily buff its damage output.
No.789
>>787
>marauder
fucking nice.
No.790
man, you know what this game needs?
NPCs, hell you're like the only guy stuck on that planet, atleast synthetic humans to help you do shit would be amazing.
and buildings as well. thats just my opinion though.
No.812
>>790
hmm yeah it is possible having a allied unit. It's just that somebody needs to do some scripting to make them "smarter". But atleast we have drones which can help with logistic,repairing and placing buildings.
Also the ARWM v0.1.2 release will be somewhere this week or atleast next week.
New Shit:
Russian:
AK-47, 30 FMJ Mag, 45 FMJ Mag
Vodka, Cigarettes, Cigarettes Pack,
Beer, Beer Pack, Kolbasa, Sunflower Seed
Bulgarian/Ukraine:
Vodka:
Misc:
Tip (from cig's), Empty Cig Pack, Empty Vodka Bottle,
Empty Beer, Garbage, Anthrax Cocktail, Bottle, Proxy Barrel Bomb
Repair Kit (1k durability), Arc Welding Pistol (450 durability, 2.5x repair speed)
Structure:
Ore Mine, Adv. Module Beacon Station, Adv. Accumulator
Vehicles:
Light Rocket Launcher Buggy, Autocannon Tank 'Grim Reaper', Hercules Beetle MultiThrower, SRBM Launcher 'Bavly', Marauder Tank (Medium)
Ammo:
25mm AP/HE, Incendiary/Napalm/Acid/Acid+ Canister, 105mm HE/Buckshot/HE-Duplex-Slug
The Garbage can be used as cheap shit burning fuel but it is worthless (2 megajoule)
The Aquarium and Sunflower Seed will have to hold out because right now I dont want to fuck around with these things.
Molotov Cocktail is buffed and is much more useful now, can be used to destroy with only 1-2 of these things a bitter/spitter spawner building. And killing those rat shit too. But against stronger structures it is weak. Don't even think about it using it against a tank.
No.813
New release!: https://mega.nz/#!BEdQmbDY!Sz03Xc_LvuMaN_n9vnMcnPYWrfd0pQi3CAM9qf9pSkg
Please report all the bugs here or direct at IRC:
irc.rizon.net/6667 channel: #8/agdg/
I put my name on the subject now, because else 8chaim will reapply it all the time which is annoying.
Changelog
Advanced Resource and Warfare Mod v0.1.2
Factorio Version: 0.12.20
Install:
Put the mod at ~/Factorio/mods/
(Optional) Backup your saves from ~/Factorio/saves, just in case
some nasty thing happend and report the bug at me
If the sprites are displayed wrong then you need to delete crop-cache.dat located at ~/factorio/
Contact:
IRC: server: irc.rizon.net/6667 channel: #8/agdg/, Boris_Anon
Changelog:
-Changed the collision and size of Fusion Reactor.
-Added various items and recipes
New Vehicles:
SRBM Bavly, Autocannon Tank, Hercules Beetle multithrower, Marauder Medium Tank
Rocket Launcher Buggy
New Structure:
Ore Miner, Advanced Accumulator, Advanced Beacon Station
New Weapons/Ammo:
AK-47 (Russian), AK-47 Mag (30), AK-47 ExtMag (45)
Anthrax Cocktail
New Items:
Sausage, Vodka, Cigarettes, Beer
iron-pellets, copper-pellets, Abrudium Ore
New Recipes:
Stone Sorting, Synthetic Oil processing (from coal),
Synthetic Coal (from Wood)
Recipe changes:
Resource Generator needs now:
{"steel-plate", 50},
{"copper-plate", 20},
{"ARWM_AbrudiumOre", 50},
{"advanced-circuit", 10},
Fusion Reactor needs now:
{"steel-plate", 100},
{"copper-plate", 20},
{"solar-panel", 15},
{"advanced-circuit", 20},
Auxillary Info:
-Aquarium will be done for next release or so, so no recipes for it.
-Molotov Cocktail is much more stronger now
-Added a few music
-Fusion Reactor makes now 500-MW instead of 50MW
No.830
>>813
>Fusion reactor needs solar panels
what am I missing
No.832
>>813
I don't know I mean I think the fusion reactor needs… a reactor lol.
there is a shitty purple alien item that you can probably use.
but I guess I understand the whole "WIP/Use this for now" situation
No.834
>>832
hmm ye a fusion reactor should be able to work day and night, and not being limited by day only. It's because the type is a solar-panel. And i was a bit lazy figuring out how the damn fluid boxes work as they also read values from the collision-box and I dont know the formula of it.
The Factorio wiki is just a supplementary help at best.
Or experimenting a bit so that it works like a steam-machine instead (there isn't any other entity types that I could use).
Hmm right I could make that thing that it consumes fusion reactor modules (for modular armor) instead of solar panel which would make more sense but I will do that when I changed its behavior.
No.835
This is one of the reason why I will NEVER EVER post my mod at their fucking forum. + the fact I cannot write how much a faggot those god damned furfaggots are without getting banned because I hurt their feelings. God damn Bisphenol A riddled faggots.
And before you ask, yes there are furfaggots at that forum. Atleast 4. And since the devs are planning to greenlight their game at fucking steam which is both a blessing and a curse, I wouldn't be surprised if more of those god damn faggots would pour in.
And making a fucking autistic mod which is typical for those damn autists.
I dont give a shit about all those additional sub-cultures be it tumblrfail, freddys or brony scumbags. They are for me the same scumbags: Furfags. A rose has many names but it still a damn rose.
2nd pic: cheap way to have larger chest. I am using the wooden one because I can scale it better the amount it can hold. so a 2x2 chest will be able to hold 4x more items then a single one.
+the fact that the Factorio devs dint added the scroll thingy when a entity got a xbox huge inventory capacity. Atleast it was not the case I tested a thing a few versions earlier of Factorio.
No.836
>>835
>faggots being worthless as usual
>tell them that they are fucking worthless
>they whine at the SJW cuckold moderator to ban you.
I really hope that one day this whole fucking nightmare will end. the whole CURRENT YEAR has been giving me a fucking tumor
No.838
File: 1451554346350.jpg (244.88 KB, 1572x800, 393:200, 31-12-2015-10:26:14_screen.jpg)

>>836
me too m8, the amount of insanity and lemming tier behavior is fucking incredible.
I can't believe there are right now cucky politician saying for serious without any traces of irony "nuuuh uhh its the current year!" And that even as a fucking argument. Fucking progressivist.
This shit right here:
http://imgur.com/a/cdgzG
Is one of the reason why I fucking despite those damned autist
>waaah why can't I convert this person to my degenerate fetishes? waaah
>waah why cant I shit up their servers??
Jesus christ…
>tell them that they are fucking worthless
>they whine at the SJW cuckold moderator to ban you
Yep, because its durr hatespeech, flaming etc… So you cannot say anything against those faggots and they have free roams to shit up everything as they please.
Check this picture out. A fucking furfag thread which got much much more views and posting then all other threads.
There was also a brony scumbag thread but apparently they merged it now or something.
No I dont visit that forum at all or playing his shitty games, it was just somebody that I know informed me of that.
No.839
Furfags = Ayylien scumbags = Furfags
Oohhoho what a loopy mess!
No.841
>mfw furfags are shitting up /pol/
Jesus Christ…
No.845
New shit:
Canister which is made from 2 plastic bar, and can be filled with any liquids/gas from vanilla game.
Upon unloading you won't get back the Canisters. If you want a reusable one use the barrel mod instead.
105mm:
APCB and APCRBC which are essentially AP with improved damage and higher cost.
Heavy Anti-Tank Rocket, capable of destroying a small group of behemoth-biters (spiters have 3k health less then the behemoth biter)
40mm Grenade (Vehicle type)
Used by almost all vehicles and tanks from this mod.
Currently there is only HE but I am looking forward to make few more types.
'Flashbang' Handgrenade (2 tiers)
It just halts the enemy movement for a short period.
I will also edit the recipes of almost all of my new ammo, which will be a bit simplified:
Universal Propellant, Universal Rocket Propellant and Universal Casing.
For example to make a 105mm AP shell you will need U. Propellant and U. Casing , for rockets they use the Rocket Propellant instead.
Uranium and Plutonium ores which will be used for energy shit and making nuclear weapons.
Abrudium Gem* processing which can be used for either additional resources or for weapon/ammo production which allows new types to be made.
(*shit internally it is called Ore even through it is shaped like a crystal with rock pots)
For the Abrudium Gem it would allow better AP ammo and when it is refinement it makes also toxic waste byproduct.
There will be also another Gem types which upon refinement it makes explosive byproducts.
Also I wonder if I should further complicate the crafting of Resource Generator which in my opinion really makes things a bit too easy. Same for the Ore Mine. Hmmm… The Ore Mine however should be a bit less costy because you need to filter all the shit that thing makes.
Did I mention also that Resource Generator and Ore Mine doesn't require additional resource? Well if not, its that the case now.
No.848
>>845
to justify all the good shit you have created, are you capable of creating new enemies so that the tanks can have more utility and reason for its existence?
like for instance, some mega worm that actually takes an OP tank to obliterate it or that tank has the only mounted weapon that can penetrate the thick skin of said worm, the enemy could be anything to be quite honest, it could also be a larger version of an existing asset in the game.
No.849
>>848
>are you capable of creating new enemies
That would be a bit troublesome because I need to get used to blenders way of animation.
I still have some troubles because when the object is animated and I want to seperate a mesh from this object and changing its origin, it gets messy and it create its own action instead of sharing the same action type which is very annoying for me.
I need to do some further research and experimentation till I can do such things.
In my whole time as I modelled stuff I never bothered doing anything organic, like humans, animals and the like. It was always vehicles, tanks and buildings.
And I used Wings 3D mainly as well, nothing else. Blender comes 2nd
Speaking of animation. I think I should do that for some of my new buildings so the player knows the object is busy doing stuff.
> it could also be a larger version of an existing asset in the game.
Eh I guess I can do that in the meanwhile.
But yeah I admit the vehicles and ammo for it are not really well balanced. For the marauder and the hercules beetle tank I rarely have to repair it after destroying dozends of hives.
So something along the lines of further cost increase, some changes here and there should hopefully make it more balanced I hope.
TL;DR: I will look forward for further balancing of my vehicles/ammo and trying to add new enemy types one way or another.
No.850
>>849
if organic is an issue which I see what you mean by that, try to make a new type of enemy like some abandoned AI or some shit, that way you can completely avoid the organic aesthetics and continue with what you are currently doing without needing to model any organic stuff, make wheeled robots or whatnot, AI tanks with their own style and go from there I guess, that could work too.
No.851
>>850
Good idea, I can make those enemy types instead. So I don't need to fiddle around with Blender animation shit. It really pisses me off.
No.852
>blender animation
HOW THE FUCK DOES THAT SHIT WORK?. THE WAY THEY SETUP THIS SHIT LOOK LIKES YOU NEED A FUCKING PH.D DOUBLE BACHELOR DEGREE TO UNDERSTAND HOW THE FUCK THIS CRYPTIC SHIT WORKS.
WHERE THE FUCK DO I GET THIS PH.D STUDY??, I CAN'T MAKE ANY SENSE OF IT OF HOW THE DEVS MADE IT.
HOW THE FUCK DOES IT WORK?????
FUCK SHIT SALT AATHETIHEROIJWHOKQ§=?"%$")%=EWJKLÖmnsadn FUUFUUUGG
The server took too long to submit your post. Your post was probably still submitted. If it wasn't, 8chan might be experiencing issues right now – please try your post again later. Error information:
FUCK YOU TOO YOU FUCKING PIECE OF AMPHIBIAN SHIT ARRRRRGHHHHH.. KIKEWHEELS AND JOOSH YOU ARE THE MOST INCOMPETEND FAGGOT EVER TO EXIST
No.853
>>852
okay nevermind, discard it.
Apparently when I seperate a mesh from a object it has the same action, and standard each object has its own action.
Some Anon pointed it out, wew.
No.854
I wonder if Blender devs will ever add a function where one can add transforms to delta instead of absolute transforms.
No.855
>>852
>not using maya for animation
I know how to animate with maya, and trust me, I've done this to create a character with separated bodyparts, and the amount of gaps I had in my guy were phenomenal, I had to constantly weightpaint that fucker so it deforms properly and follows the bone, this is what happens when faggots want to include gore in their game, this is the future I chose.
but then again maya is pretty damn easy for rigging/animation, also wait until the 15th and register at CGPeers for dank premium tutorials
that aside, maya has a student version which is actually the full version of the program, the difference has to do with the license.
No.857
>>855 (checked)
>Maya
B-but I am at loonix ;_;
>I've done this to create a character with separated bodyparts,
So for that game they made it possible for the NPC, Creature whatever the fuck it is that it can still do shit while one of its body part is removed? Damn nigga sounds like a real tough job.
No.858
>>857
yes.
the bones are still there, the mesh which could either be the head/torso/legs/arms/etc they turn into a physics object and detach itself from the bone hierarchy.
No.859
>>857
>not torrenting windows 7
No.860
wew
KIKEWHEELS LET ME POST
No.862
Added bunch of additional inserter types with 90 degree left/right and ranges from R1-3 with the exception of long-handed-inserter which doesn't have R1 because it is a bit pointless.
Because I'm lazy I made them all require only the specific inserter so for example a basic inserter R3 will require only a basic-inserter and so on. Also when all those things are mined they go back to the basic form like when mining a smart-inserter R3 will become a smart-inserter.
Geh I still need to balance my ammo shit, the recipes and some of the damages. I think ammos like Heavy AT Rocket (105mm) will do much less damage but still alot and doing additional damages to breathing targets. Currently it does 6500 damage so it can one shot the behemoth biters and spitters.
No.865
I figured out the animation shit now
Heres my workflow:
1. Add a action for a object
2. Name it as ObjectName.StuffItDoes
3. Animate it (I do it with Delta transform).
When it's fully animated as intended proceed with the next step.
4. Press FIRST the F button then the X button
(This causes the Action to be assigned to a fake user which will be saved)
5. Rinse and repeat for any given object that needs to be animated
6. Put them all together in the NLA editor
7. (Optional) Backup the .blend just in case.
That is breddy gud so far. I hope the Blender devs will soon in the near future "flesh" out the procedure better.
No.866
File: 1452972911278.jpg (64.45 KB, 1180x842, 590:421, 483208412-real-estate-tyco….jpg)

>>865
>>862
>>860
that looks rad as fuck my man, keep up the good work.
No.867
>>866 (checked)
Thanks Mr. Trump.
No.868
>>866
I wonder if Mr. Trump is Patton reincarnated… At least he looks like a bit.
No.869
So right now most of my ammo types requires only these types: Casing, Explosive Charges and Rocket Propellant.
Hmm I think I should rather do this:
There will be several types:
Casing, Charges, Projectile types, Projectile type 2 etc…
So for example a AP shot would require now these types:
Casing, Explosive Charge, AP Core
OR maybe
Casing+Explosive Charge, AP Core
Of course I want to keep it simple and not adding too many little special shits.
Those Ammo Production ingredients will now be in a Universal Ammo Production Can (Uni.AmPCan/UAPC)
So it will be shit like:
Casing, Rocket Fuel, Explosives, Steel Core,Steel Core+,
Incendiary, Poison, Acid, Nuclear, Homing, Clusters, Shaped Charge, Abrudium etc…
Production Examples:
HE Rocket:
Casing, Rocket Fuel, Explosives
HEAT Rocket:
Casing, Rocket Fuel, Shaped Charge
AP Shot:
Casing, Explosives, Steel Core
Incendiary Shell:
Casing, Explosives, Incendiary
AP Shot (Abrudium):
Casing, Explosives, Abrudium
AP Shot (Abrudium), Cluster:
Casing, Explosives, Abrudium, Cluster Element
Acid Sludge Shell:
Casing, Explosives, Acid Sludge
etc…
No.871
It's not time for the horsefuckers to fuck. Its time for the horsefuckers to
DIE
MAKE WHITE HUMANITY GREAT AGAIN
Thanks for making the skullfuck mod, you fucking cunts. Next I will also rip furfag skins and turn them into CANNON FODDERS. THE TANK MUST BE FEED, IT MUST DESTROY.
KILL MAIM KILL MAIM KILL KILL KILL
THE ONLY SOLUTION TO THE FURFAGGOTRY IS THE COMPLETE ELIMINATION.
I wonder if motherfucking Tristan885 made this fucking mod, I know this faggot at TheOrangeBlock, where that cunt is named as Simba. This faggot made also the Ao_Oni.wad (or pk3 I forget) and guess what, the market map has fucking pony shit spread around in secret areas.
I KNOW THAT YOU FAGGOT ARE LURKING IN THIS CHAN RIGHT NOW
DON'T YOU THINK THE BATTLE AT SKYPE WAS THE LAST ONE
I WONDER ALSO IF YOU ARE ALSO THE SAME FAGGOT SPREADING NAZI FURFAGGOTRY AT /pol/
This is going to take a while to make this cancerous shit into a useable sprite sheet. Fucking arbitrary sizes… I guess I need to use blender for this shit or something.
No.872
>>871
The kebab stops here.
GOD BLESS OUR EARTH
No.873
>>872
>that fandom wreckage
WEWLAD
No.874
File: 1453140614486.jpg (48.23 KB, 853x480, 853:480, Would you like to know mor….jpg)

No.876
WHY THE FUCK DO YOU SET MY POST TO INVISIBILITY MODE YOU FUCKING KIKE
No.877
File: 1453289523597.jpg (183 KB, 1674x1001, 1674:1001, 20-01-2016-12:28:46_screen.jpg)

UNIVERSAL AMMO PRODUCTION.
ITS GOING TO BE BIG. YOU GONNA LOVE IT.
OR YOUR MONEY BACK
No.878
https://www.youtube.com/watch?v=40nopWk-cy4
This motherfucking video. THIS FUCKING VIDEO
I AM SO MAD FUCK
No.879
>>878
the epitome of stop motion cringe in 60 fucking frames apparently
why did he think this was necessary for a shitty stop motion
No.883
>>879
I bet that faggot got autism or something. Thats the only possible explanation for this shit. Hell the average FNAF fan cunts are just as autistic as well.
No.887
>>883
>FNAF
I instantly remember the fall of game theory.
No.888
>>887
Man I never watched that show. Was that thing really good back then?
No.892
Definitive Use:
Pony Corpse (Rotting) =
Methane Gas, Poison Gas.
Pony Corpse (Cremation) =
Pony Ashes
Poison Vial ->
40mm Pod Gren. (Poison), Poison Bottle (Hand Gren.), 105mm Poison Shell
Unknown:
Methane Gas + Coal = Liquid Methane
Liquid Methane + Water = Petroleum
Poison Gas + Coal = Liquid Poison
Liquid Poison + Glass = Poison Vial
Pony Ashes + ? = ?
No.893
>>892
Ok eh made some changes
No methane-gas for now because I dunno for what. So the corpse rotting makes petroleum instead of methane.
So for now it will be this:
Pony corpse rotting:
Petroleum; Poison-Gas
Pony corpse cremation:
Pony corpse, dry
Pony corpse, dry cremation:
Pony ashes
Pony ash + Pony corpse, dry = Coal
Poison Gas + Bottle = Poison Vial
Poison Vial + Bottle = Poison Hand Grenade
The 40mm Pod Grenade (poison) and 105mm Poison Shell will still be in which I need to make it.
Oh yeah I need to think of a new recipe for the Poison-Gas by using some resource instead of corpse extraction process.
No.894
Oh shit! I just have another idea as well.
How about a GULAG factory so you can put those ponys into gud use finally for their pathetic lives.
But there is currently no way to stun those shitlings and kidnap it hmm…
No.895
>>894
put a big NCF logo on there.
No.896
>>895
NCF, NSF? Wut which one.
No.897
No.898
>>897
Hmmm… Sounds like a gud plan. Proposal accepted.
No.902
swastika is one of my favorite symbol, it generate endless butthurt.
No.903
aaartrrghh bklqlprquop fucfkkkenn drrunnk
No.906
>>902
AY YO
HOL UP
is that UAPC Poison?
No.908
>>906
Das right. For your correction guessing of the chemical substance you are getting 10 credit points.
No.909
mhm, right. I should make soon but I will do it for the next release a advance steam machine and boiler. The 510KW power it outputs is not cutting it on mid-late game.
No.912
>>911
Dubs confirms another 9/11 soon.
to your question, no.
No.913
FUCK YOU KIKEWHEELS, STOP MAKING MY POST INVISIBLE YOU NIGGER JEW KIKE FURFAG KIKE
No.914
>>913
this site is falling apart, literally, its pissing me off everytime I post, a duplicate comes in,.
No.915
>>914
Yep or bunch of obscure error messages. Fuck Josh, he did jack shit at all, caused only drama. And is now gone with all the money leaving a heap of broken mess. Fucking cunt I swear.
No.916
This thread is making my blood boil.
No.917
RRRRRR UU UU SSS SSS IIIIII AAAAA
RR RR UU UU SSS SSS IIIIII AA AA
RRRRRR UU UU SSS SSS AA AA
RRRR UU UU SSS SSS IIIIII AAAAAA
RR RR UUUUUUU SSS SSS IIIIII AA AA
RR RR UUUUU SSS SSS IIIIII AA AA
No.918
>>917
>formatting got fucked up
JUST
J U S T
JUST
No.919
>>913
>>914
>>915
You guys have probably already seen this news on other boards but just in case you haven't: the site got fixed today. Pic related.
No.920
>>919
About fucking time. I hope that fucking cripple learns his mistakes and hires a competent coder from now on.
I was getting sick of all those constant errors and other bullshit.
No.921
>>917
Who maybe could save the world?
No.927
>trying to fix the damned cone lights of BTR-70
JUST FUCK MY SHIT UP, FAM
No.928
Alright nevermind, I fixed this shit now.
I just need to figure the fucking cremation rotation somehow because uh right now you can rotate it in 2 direction due to the collision box. But I can't figure out that it should render a different sprite.
Piece of shit I swear.
The red boxes are collision boxes.
No.929
No.938
new upload
>>>/vmshare/13
Version 1.3
Changelog is inside the file.
No.939
mhm, I wonder if I should add another method to make use of the rocks… Right now the player can get small copper/iron ore from it… Which needs to be smelted atleast 2x times to get plates
No.940
YouTube embed. Click thumbnail to play.
A R M I J A B I H
R
M
I
J
A
B
I
H
No.941
>ArmijaBiH.com
>It's just a .gif file
W E W
E E
W E W
No.944
>>941
Alright, for the next 2 releases or so I will focus on balance and some recipe changes. I will hardly add any new shit.
Because I have some plenty of ideas that I would like to expand upon and add.
About bug fixes, actually the only "bug" I would encounter is probably related to balance and thats fucking it. Because I cant code lua for shit. Which probably could be helpful to me so I can do more crazier shit… mmhm Oh maybe I decide to learn it… But it is not that day :^)
No.946
No.948
File: 1455145862654.jpg (106.48 KB, 1422x908, 711:454, 11-02-2016-00:06:19_screen.jpg)

Interesting… I did not know that ores are attracting the spess ayyliens like fly on shit's would. I mean just look where all those red dots are placed. Mainly on resources. So I guess I need to create a few more blueprints to quickly harvest those shit so those ayyliens don't get attracted here faster.
I was kinda busy trying to destroy those hives just later to figure it out that they are expanding there even more. Yes the evolution is already full since I have to fight against the behemoth niggers now, at least I have 105mm Heavy AT rocket for quick kebab disposal
Oh yeah that reminds me, I need to rebalance those ammo stuff too. the 105mm HATR does currently 6,5k damage. I thin I will do it much less in turn for a bit cheaper production BUT it will do bonus damage against breathing targets.
Yes I do want to rework on that part instead of spawning 4 different ores upon destruction it will be something else.
No.949
>>948
Oh yeah I also wanted to mention I will also do some major rework to the infinite resource generation. Of course the player will still get to access this technology but it will be very pricy.
And I will throw away all those (super-)hi-tech/sci-fi junk like the (fake)Fusion Reactor and replace it with a less sci-fi one. I like low/mid-tech shit. Y'know stuff like GLA tech tier and such I am not really found on sci-fi crap.
I think I also figured out the pipes stuff so I am going to add soonish boilers and steam generators. Because vanilla power generation is meh.
For model scales and shit I found a formular which should be valid for Wings 3D/Blender. a 8x8 sized cube equals to 32x32 pixels or 1 grid, which is the smallest size. So something like a lamp or a chest fits on it.
The crematorium I initially made fits on a 1x2 grid but then there is a trouble that Factorio also sometimes rotates the shit which explains the problem I had with the resource generator and ore mine where sometimes a player cannot place a inserter near it due to collision box is a rectangle which tends to rotatable unlike the box. And no there is no flag that disable this shit.
No.951
>>948
jesus christ that image.
No.953
New release goys, I just tweaked some few ammo recipes and fixed the 25mm AP/HE (Dual) one
https://mega.nz/#!lMt0Gbzb!g8yOlEnN0zd4EJzQABODKoWvcrGJBKfZJH44l67IWt8
No.955
YouTube embed. Click thumbnail to play.
HOLY FUCK YES
MOTHERFUCKING FIRE
MY BONER CAN GET ONLY SO ERECT
https://www.factorio.com/blog/post/fff-125
No.956
going to add Marauder vehicle, catapult version.
Which will launch bunch of different barrel types and pony corpses as bio ammo.
No.972
>>971
that webm scarred me for life.
how could you anon.
No.976
>>972
Ohhhh, are you missing your favorite furfag fucktoy? Damn I think I am going to cry for you man.
No.977
uh oh. Sounds like trouble.
No.1001
>>609
>substance designer
well alright it seems it works under Wine now, but the problem of it right now is that it lags badly on my PC. No my PC ain't a toaster, but it is not the newest model type either.
Well, how does that thing work? Can I even import my meshes in it?
No.1003
>please don't be offensive
Fuck you too you god damned pussy ass faggot moderator. You piece of shit. YOU FUCKING NIGGER FAGGOT. I BET YOU ENJOY DOING THIS SHIT FOR FREE HUH, THE ONLY REAL POWER YOU COULD EVER EXPERIENCE IS BEING A FUCKING HOTPOCKET YOU FAGGOT, FUCK YOU AND DOUBLE FUCK YOU
No.1005
>>1003
>please don't be offensive
His own existence is offensive, fuck these lard ass faggot modcucks.
No.1008
>>1005
Ye I can tell some storys about moderator hotpockets. I tried to insult this autist in a rather "subtle" manner, heh looks like even that was too much for this hotpocket. Fucking forums man.
No.1023
>>609
>>1001
Oh yeah I forget to ask, Does substance designer work well for low-mid polygons? Or does it need to be high-polygon?
No.1025
Is there a mod to produce soldiers? I can't seem to find one, is it even possible to do?
No.1026
>>1025
Well there is a mod at the factorio cuck forum which you can create ayyliens, but controlling them like a RTS? Haven't seen one there at all.
No.1027
>>1025
lemme show you:
http://www.factoriomods.com/mods/evolution-alien-manipulation
>0.11.X only
What a shame, When this mod doesn't have any lua coding at all then it shouldn't be really much difficult to port it over to the newest game version.
mhm, I need to overhaul my combat system somehow… Because right now I find it a bit boring to fight shit there, maybe because due to lack of stronk enemies or fancy graphic/effects or so, hmmm… I need to "flesh" it out more somehow.
No.1028
>>841
http://8ch.net/pol/res/5304359.html
>this whole thread
WHY THE FUCK ARE THE MODS OVER HERE NOT PURGING THOSE SCUMBAGS
No.1034
>start substance painter
>my fucking models need to be UV-mapped for this shit
JUST FUCK MY SHIT UP
IS THERE NO FUCKING PROGRAM OUT THERE THAT REMOVES THE FUCKING SHIT THAT IS CALLED UV MAPPING AND THE SEAMS
yes I'm fucking autistic when it comes to these things
No.1036
>>1034
>not using Headus UV Layout
that shit practically takes 2 minutes to unwrap the most awesome looking UV Set.
No.1037
>>1036
does this thing work at all for hardsurface object? It looks like it is optimized for organic meshes.