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Re: [MOD 0.16.x] Flare

Posted: Tue Dec 19, 2017 3:24 pm
by Ranakastrasz
V16.1.0
Updated for V0.16

Re: [MOD 0.16.x] Flare

Posted: Tue Dec 19, 2017 3:26 pm
by Ranakastrasz
V16.1.0
Updated for V0.16

Surprisingly, this was harder than agent orange. Apperently they screwed with how smoke works. Admittedly, I don't recall exactly WHY I was using smoke there, but it works now, and that is good enough for me.

Re: [MOD 0.16.x] Flare

Posted: Sun Apr 14, 2019 12:21 am
by Ranakastrasz
V17.1.0
Updated for V0.17

Re: [MOD 0.17x] Flare

Posted: Fri May 08, 2020 8:01 pm
by T-A-R
I really enjoyed flare capsules, thanks for sharing the mod. Any change they get an update?

Re: [MOD 0.17x] Flare

Posted: Fri May 08, 2020 9:25 pm
by Pi-C
T-A-R wrote:
Fri May 08, 2020 8:01 pm
I really enjoyed flare capsules, thanks for sharing the mod. Any change they get an update?
It should be enough to just change the value of "factorio_version" in info.json …

Re: [MOD 0.17x] Flare

Posted: Mon May 11, 2020 5:19 pm
by T-A-R
Alright, that will do.

Edit: ok, that gets in a semi-working state in 1.1. The glow appears on throwing the capsule, but disappears instantly when the capsule hits it's 'target'.

Re: [MOD 0.17x] Flare

Posted: Tue Sep 27, 2022 5:37 pm
by Ranakastrasz
It appears that the hack I used isn't functional anymore. Explosions don't seem to support light anymore, or at least I can't see how. All instances of explosions now seem to have their light parameter commented out, so I would have to find a new dummy to create light with.