HelicopterRevival


Adds a fully animated attack helicopter to the game. Ideal for getting from A to B quickly, exploring the map, building islands and nuking biters from the sky. Originally forked from Kumpu with fixes for Factorio 0.18.2+, but adding some enhancements of my own as well.

Content
a month ago
0.18 - 2.0
80.2K
Transportation

b Remote can't be place in equipment grid

a month ago

Putting this preemptively - As much as I've tried, I couldn't find the reason why I cannot place the remote into the equipment grid... I'm still investigating, but, the rest of the heli is working properly. so much as well put out the functional heli and then continue investigating...

a month ago
(updated a month ago)

Thank you SO much for 2.0 update! :D

a month ago

The main thing is that the helicopter works and works perfectly :) good job thanks !

a month ago

As a stop gap, would it be possible to make the remote function so long as it's in your inventory or for not disable requiring the remote to call in a helicopter?

a month ago

is anything needed to use the remote i cant put it in equipment grid any more

a month ago

on ne peu utiliser les heliport s'ils ont ne peux utuliser la télécommande ?

a month ago

Hello authog. Only interesting question :)
Do you have any update? :)
It is only question, also for mod big thanks :)

a month ago

Thanks for the mod, excellent work.

I found a bug not being able to load the remote control in armor grid.

Thanks in advance and regards

29 days ago

Ah, so it's a known bug. Was wondering why the remote is not working. Okie then.

29 days ago

Ah, so it's a known bug. Was wondering why the remote is not working. Okie then.

Working on it... Needed a little bit of break from Factorio in general...

18 days ago
(updated 18 days ago)

No problem. Take your time. Burnout is no fun 🙂

I'm already happy to be able to zip around my sprawling base on a helo.
Speed when using Rocket Fuel is wicked fast! 👍🏼

3 days ago

I just encountered this problem too.
From the 2.0 modding API changelog: https://forums.factorio.com/viewtopic.php?t=115737
...
Renamed ItemPrototype::placed_as_equipment_result to place_as_equipment_result to match the runtime name.
...
Renamed global into storage.
...

After fixing those two issues, I can put the remote into the grid, but when I press the button the game crashes.

I just encountered this problem too.
From the 2.0 modding API changelog: https://forums.factorio.com/viewtopic.php?t=115737
...
Renamed ItemPrototype::placed_as_equipment_result to place_as_equipment_result to match the runtime name.
...
Renamed global into storage.
...

Would you believe that little thing discouraged me from attending this further, at least for time being? Was planning to do much deeper surgery, but never got around to it, heh... And yeah... I already replaced a TON of global into storage too. That was a really... ehm... "fun" migration to say the least...

After fixing those two issues, I can put the remote into the grid, but when I press the button the game crashes.

That's completely expected... since the code at that part wasn't changed at all... Since it wasn't placeable into a grid, then, well... And thanks to this, the fix should come out shortly! (but depends on how much is there to fix still)

3 days ago

The crash happens in function buildGui, because the table storage.heliControllers for some reason is nil. I can't find out why.

There is a certain bug in heliSelectionGui.lua line 406, heliController is not defined, but this is not what causes the crash.

There are also some minor (irrelevant) things that need to be migrated, like energy_source.emissions does not exist etc.

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