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aircraft's Introduction

The Aircraft mod for Factorio

The Aircraft mod adds various aircraft to Factorio. Factorio is a game about building and managing factories while also defending yourself from the native population who do not like the factory pollution destroying the planet. The later stages of the game can be boring due to the constant traveling back and forth between factories. The added aircraft all have different uses:

  • The jet is very quick and can be used to commute back and forth between distant outposts
  • The cargo plane is very spacious and can be used to cargo numerous items far distances
  • The flying fortress is an attack aircraft that can easily destroy natives daring to protest the pollution
  • The gunship is a balance of the other three aircraft

I also tried to make sure that Aircraft mod is compatible with other mods. The mod supports some of the larger mods, such as Bob's mods. I also attempted to make patches for some smaller mods like Raven and Helicopters. If there are any mods that are incompatible, let me know so I can try to fix it.

Non-English translations are not maintained by me, they are generously donated by volunteers. If your language isn't translated, or there's an error, please feel free to make a pull request or a bug report.

aircraft's People

Contributors

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aircraft's Issues

Player Color mask

The current sprites have two problems, they're not HD, and they do not respect the player colour. I also assume the original 3D models have been lost.

We should make new models, taking advantage of this to make the new sprites in higher resolution to match the presumptive 1.0 resolution. This can also be used to make changes to the original models, and make sure their sprites respect the play boarding them, like the vanilla Car and Tank. Finally it should be ensured they are releasable under the same license as the mod.

Can't see battery level

What is the bug?
We can't see the battery level next to the vehicule

How do I make it happen?
When batteries are in the grid

What's supposed to happen instead?
See the battery level like it happens with a suit

Screenshots/Videos
https://imgur.com/a/c0y9d3V

Versions

  • Operating System: w10
  • Factorio Version: 17.69
  • Mod Version: 1.6.12 + IR 0.99.7

Extra Info

grid for the military equipment

Hello I play with Krastorio2 and AAI Industry, and the first one divide by 2 the grid for the military equipment.
And that provoque a problem that did (screenshoot)
probleme
I had allrady put this in the github's Krastorio2 but I havn't get an answer so may could you put en option for choose the size of military equipment. Even if, I will modify (just for mytself and will not put in on internet) manually for the the option directly into the code ( a simply fork just for me).

Navigation assistance. HUD arrow to track a map tag.

Hi Thomasnotused, thanks for developing this mod. It's great fun, and very useful when you reach the late stages of the game and have a large base with distant outposts.
However, I find navigating the aircraft a little difficult. Would it be possible to create a small arrow pointer on the screen, like an aircraft HUD, which points compass-style towards a map tag? A pilot could then create a tag at their destination on the map, turn on the HUD arrow, select the tag to track, and they would be guided in the right direction.
I hope you could do this if it's not too difficult to program.
Thanks for taking the time to read this.

Missing tech dependency for aircraft energy shields

IMO the aircraft energy shield should have a tech dependency on personal energy shields especially since it is required for crafting.
This also allows the user to see it early on that there is an extension for the shields when researching the personal energy shields.

Yes, I know that you will always have researched the PES long before the AES, but I would add it anyway for consistency reasons.

Airports

This is not a new topic, but I really want airports. The current plane physics, albeit useful and simple, are making me feel uncomfortable. There's already a Helicopters mod, and planes should behave like planes. Airports are fundamentally missing.

This should consist of two or three main items:

  1. lift-off / landing / flying mechanics
  2. stops with remote controls and/or schedules
  3. AI to generate flying paths (optional, and possibly the hardest part: circular area can be used instead of a strip)

The best airports in RTS that come to mind are from modded C&C Generals. The planes are properly parked, you give them an area to bomb, they get fueled, fly there using realistic trajectories, bomb the target, fly back and land (if not destroyed and have enough fuel) to get fixed, refueled and rearmed.

I found various attempts on this topic:

So, what are the main reasons aircraft mod doesn't have airports yet? Any recommendations on whom I should ask next to implement this if it's too complex? For donations perhaps?

VTOLs

A feature request. The aircrafts in this mod currently behave more like VTOLs rather than planes. So as an alternative to airports, such potentially easier changes could be done:

  1. Make flying height dynamic. Currently they float in the air, at the same height, all the time. Visually, this is mostly about drawing the shadow, I think. Raven and Helicopters have this.
  2. Optionally, change acceleration mechanics. VTOLs are more inertial.
  3. Optionally, make parked units collideable.
  4. Optionally, new animations. This would be too cool though.

Or at least mention in the mod description that they are VTOLs. Would feel more harmonic.

Non-combat mode irreversible per-save

What is the bug?
Non-combat mode can't be disabled on an ongoing save

How do I make it happen?
Make a new save with non-combat mode enabled/Enable non-combat mode on an existing save
Save the game
Quit and disable non-combat mode
Reload the previous save and see that all combat-oriented techs are still missing

What's supposed to happen instead?
Combat technologies should be restored upon disabling the setting

Versions

  • Operating System: Win11 Pro 64x
  • Factorio Version: 1.1.80
  • Mod Version: 1.8.5

Extra Info
Been an issue for a while, not sure how to fix it. Apparently the function I'm using to disable it in the first place is the wrong way to do it anyways.

info.json

for the dependency you should use "?" not "(?)"

Suggestion: Change balancing to be more realistic (crafting)

IMO the recipes for aircraft are crafted way to fast.

  • aircraft equipment should at least take 10 seconds to be crafted each.
  • Also the aircraft energy shield should take more batteries because that is quite cheap in comparison with the processors from MK2. Maybe 250 batteries would be a good value.
  • The airplanes should take 30 seconds to be crafted and the flying fortress 60 seconds (you only need very few of them anyway)
  • maybe the airplanes should be moved to the logistics tab since the other vehicles are there as well
  • the highly explosive canon ammo needs some tweaks, as it looks like it is more explosive/damaging than the uranium version, maybe the recipe could be removed altogether, due to the other alternatives
  • i cannot find a difference between napalm and the vanilla flame-thrower ammo (damage). Maybe this needs to be buffed a little. (and it is also too fast to be crafted)

Energy shield causes an error

What is the bug?
The energy shields makes an error to appear

How do I make it happen?
Using a energy shield on the aircraft

What's supposed to happen instead?
The error not happening

Screenshots/Videos
Screenshots and/or videos are helpful in situations where it's a graphical bug, or if you can't copy/paste text directly from the source. You can host them using a site like imgur.com.
Image:
https://imgur.com/a/sjc9yPA

Versions

  • Operating System:W10
  • Factorio Version:1.1.37
  • Mod Version:1.3.1

Extra Info

Planes getting destroyed almost instantly by acid

What is the bug?
Plane getting destroyed almost instanly by flying over the acid

How do I make it happen?
let a group of spitters stain a small area with acid then fly above to get damage from acid until it get destroyed.

What's supposed to happen instead?
Nothing, not receiving any damage, but only if the plane is directly hit by acid.

Screenshots/Videos
Screenshots and/or videos are helpful in situations where it's a graphical bug, or if you can't copy/paste text directly from the source. You can host them using a site like imgur.com.

Versions

  • Operating System: Win10 x64 v.1903
  • Factorio Version: 0.17.52
  • Mod Version: 1.6.6

Extra Info
I noticed this issue with my Jet plane and having a shield incorporated + 2 extra afterburners.

Please add an option to mute the jet sound

What's your idea?

An option to mute the sounds of the jet, it's incredibly annoying when you use it to constantly to move around

Do you have any other options or variations you've considered?

Mock-up art
You can post images, videos, or anything else here to help visualize your point. You can use a site like imgur.com to host them.

Add license to repository

I'm not sure what the license for this mod is, and it would be helpful to have the license in a LICENSE file as is standard practice.

I'd like to fork this and make a pull request to make it work for 0.14, but I am not sure whether forking would constitute illegal distribution.

Thanks!

Please add no-automated-item-removal to all fighter jet class planes

In 0.17 no-automated-item-removal and no-automated-item-insertion was put in as prototype flags.

While flying over my base in either fighter-classed planes (Flying Fortress or the Gunship) and having its fuel taken out of it or random stuff shoved into it has caused some issues in the past with random items being placed on belts for example.

Because of this, I ask if it's possible for you to also add the flags "no-automated-item-removal" (and maybe "no-automated-item-insertion") into these vehicles?

Many thanks,
AlienX

Failed to load modifications 'heli-technology'

Mods to disable: Failed to load modifications: __Aircraft__/data-updates.lua:96: attempt to index field 'heli-technology' (a nil value)
After check option in settings mods, I have this error.

Also too:
Mods to disable: Failed to load modifications: __Aircraft__/data-updates.lua:100: attempt to index field 'raven' (a nil value)

Sounds too loud

Reduce by 50%, suggested by Shilk_Wurm on mods.factorio.com

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