Page 1 of 1

[MOD WIP 0.11.6] Zoomer: flying machine

Posted: Tue Mar 03, 2015 8:19 pm
by Zuzak
Zoomer is a large, fast, power hungry, drivable, flying transport;
based onFreeER's Step by Step Bomber Mod that adds a 'bomber' to Factorio",

Needs research to be able to scale up and Macguyver some prototype bots into a ridable flying craft.
Intended for quick personal transport inside defended perimeters and careful scouting.

current graphics are a scaled up construction bot for now
type = "unlock-recipe",
recipe = "zoomer"
},
},
prerequisites = {
"flying"
},
unit = {
count = 100,
ingredients = {
{"science-pack-1", 2},
{"science-pack-2", 2},
to build:
{"iron-stick",50},
{"electronic-circuit",50},
{"iron-gear-wheel",50},
{"iron-plate",200}

Cannot collide with anything, even map edges. Don't get stranded in the void!
Health is on the low side to discourage personal laser strafing of enemy bases.
Outrunning projectiles does no good. They will eventually hit it.
It has a slow autoheal to offset low health
Fuel consumption is ~ 5x locomotive. Fuel slots=5. It is basicly a steam powered helicopter :lol: .
Top speed is 300kph, (any faster outruns map generation too quickly and can cause crash)
quick acceleration, no coasting(so as not to accidentally stand yourself somewhere)
Cargo inventory is smallish, at 16 because it seems to pick up random stuff when flying over inserters
Has a floodlight underneath like the ground lamp when driven at night.
Entity file has lots of comments on important bits of code.

possible future stuff to do:
  • return to player gui button
    Gunship
    bomber
    Cargo Plane
    Chinook
    Cargo blimp
    Terraformer
    mobile steam powered flying roboport
    Logistics/wire/smart conditions and connections
    automatic stuff for cargo handling, self driving, waypoints,
tested with Factorio 11.6 ; v0.7 buglist:
  • changing rendering layer in 11.6 has no effect on it, so it will look like its behind buildings and stuff
    might be incompatible with roadworks 2.0 - it threw some errors at me
    can outrun map generation
    can go past map edges

Thanks to: makers of Factorio, FreeER, Pickle

Re: [MOD WIP 0.11.6] Zoomer: flying machine

Posted: Wed Mar 04, 2015 5:45 pm
by Vitduo
Top speed is 300kph, (any faster outruns map generation too quickly and can cause crash)
So it looks like equipped in QuantumSuite me in Minecraft's creative mode on my PC ;)

Re: [MOD WIP 0.11.6] Zoomer: flying machine

Posted: Thu Mar 05, 2015 2:53 pm
by YuokiTani
i work on a addon for my mod - this includes some hangars with aircraft/spacecrafts. i don't want to add them flyable because it's not was i want to achieve with my addon, but you have a flying mod.
so i think, i ask you if you want to use this graphics in your mod. in my mod-addon they remain stationary, but you can make them flyable if you want.

link to forum/screenshot Jump

Re: [MOD WIP 0.11.6] Zoomer: flying machine

Posted: Thu Mar 05, 2015 9:42 pm
by Zuzak
Thank you for the attention YuokiTani.
I was not planning on ground base stuff for this, but seeing those graphics gives me ideas.
Something like: build a hanger, and the vehicle will return to the nearest one, and/or automatically build replacements. maybe even runways, waypoints, and such. but at that point, might as well play OpenTTD (free transport tycoon) that has all the vehicles, waypoints, signals, etc already working.

I'm still mad I am unable to make flying thing be in flying layer. I am experimenting with making flying thing have a 'type=decorative copy of itself on constantly moved to its position and orientation. Position works; same orientation, not so much. Mayhaps I make a saucer and say done. But I want to make things like c130, b52, chinnok, so cutting corner that big is not good.

For now, zoomer does what I want, namely quick transport around sprawling base without using 5 exoskeleton mk7. Unfortunately while flying very low to ground.
....
Next update might include hovercrafts/landspeeder.

Re: [MOD WIP 0.11.6] Zoomer: flying machine

Posted: Thu Mar 05, 2015 10:35 pm
by YuokiTani
if you can solve the flying layer give me a sign - then i can make 1 or 2 sprite-sheets with flying aircrafts that you can use in your mod - if you want.
the models are there - need only resize and render the directions.

the idea of runways is because the graphical-limits maybe not the best idea. but helipads or short-runways should work. in my screenshot the buildings are 320x320 pixel (10x10 tiles)