Mechanicus (outdated)


(OUTDATED) Please use "Mechanicus (Rebuild)" by Morton which has better code and has more features or "Mechanicus Reborn" by mad_engineer.

Tweaks
3 years ago
1.0 - 1.1
44.2K

i Space Age update?

24 days ago

please I beg you I have a physiological requirement to EXPAND the Omnissiah's will across the stars

24 days ago

same
for the Omnissiah

24 days ago

Same

23 days ago

same

22 days ago

Plus one! Update for 2.0 please, I really can't watch the standard engineer skin anymore

22 days ago

Oh great Omnissiah, give us strength to wait for the Mechanicus in 2.0

20 days ago

https://mods.factorio.com/mod/MechanicusMiniMAX

this one will be updated soon - sorry to pitch another mod but it looks like markmen494 is no longer active.

19 days ago

Replace the all the data.lua with the below lua

--data.lua

BASEPATH = "Mechanicus/images/"
MODEL_SCALE = 0.65
MODEL_SIZE = 360

IDLE = {
filename = BASEPATH .. "level1_idle.png",
width = 150,
height = 160,
frame_count = 22,
direction_count = 8,
animation_speed = 0.15,
scale = MODEL_SCALE
}

RUNNING = {
filename = BASEPATH .. "level1_running.png",
width = 150,
height = 160,
frame_count = 22,
direction_count = 8,
animation_speed = 0.6,
scale = MODEL_SCALE
}
MINING = {
filename = BASEPATH .. "level1_mining_tool.png",
width = 150,
height = 160,
frame_count = 22,
direction_count = 8,
animation_speed = 0.9,
scale = MODEL_SCALE
}
IDLE_GUN = {
filename = BASEPATH .. "level1_idle_gun.png",
width = 150,
height = 160,
frame_count = 22,
direction_count = 8,
animation_speed = 0.15,
scale = MODEL_SCALE
}
RUNNING_GUN = {
filename = BASEPATH .. "level1_running_gun.png",
width = 150,
height = 160,
frame_count = 22,
direction_count = 18,
animation_speed = 0.6,
scale = MODEL_SCALE
}

animations = data.raw["character"]["character"].animations

--Each value of array represents a different armor type
for i=1, #animations do
animations[i].idle = IDLE
animations[i].running = RUNNING
animations[i].mining_with_tool = MINING
animations[i].idle_with_gun = IDLE_GUN
animations[i].flipped_shadow_running_with_gun = nil
animations[i].running_with_gun = RUNNING_GUN
end

And replace .info.json with the below info

{
"name": "Mechanicus",
"version": "1.0.8",
"title": "Mechanicus",
"author": "Hapless",
"contact": "",
"homepage": "",
"factorio_version": "2.0",
"dependencies": ["base >= 2.0"],
"description": "For the glory of the machine god. A character skin that brings the glory of the Omnissiah to an unexploited world. Still a bit buggy but ill fix them in the next release."
}

This is just what I could do shadows don't work cant be bothered figuring it out if someone can fix those would be sick but at least it works

19 days ago
(updated 19 days ago)

^^^ For the second line the paste kinda screwed up

BASEPATH = "--Mechanicus--/images/"

replace the -- with __

18 days ago

I've done some rummaging, I think the reason the shadows are broken is because the size of the shadow textures in base is now significantly different to the shadow textures in Mechanicus, it will either require changing of the texture file or some extra settings in the data.lua. I'm working on it now, will update if I get it working.

18 days ago

So in order this mod to work you shood rename mod floder in just"Mechanicus" (it also should not be zip archive) then replace .info.json with
{
"name": "Mechanicus",
"version": "1.0.8",
"title": "Mechanicus",
"author": "Hapless",
"contact": "",
"homepage": "",
"factorio_version": "2.0",
"dependencies": ["base >= 2.0"],
"description": "For the glory of the machine god. A character skin that brings the glory of the Omnissiah to an unexploited world. Still a bit buggy but ill fix them in the next release."
}

ALSO Replace the all the data.lua with:
"-data.lua

BASEPATH = "Mechanicus/images/"
MODEL_SCALE = 0.65
MODEL_SIZE = 360

IDLE = {
filename = BASEPATH .. "level1_idle.png",
width = 150,
height = 160,
frame_count = 22,
direction_count = 8,
animation_speed = 0.15,
scale = MODEL_SCALE
}

RUNNING = {
filename = BASEPATH .. "level1_running.png",
width = 150,
height = 160,
frame_count = 22,
direction_count = 8,
animation_speed = 0.6,
scale = MODEL_SCALE
}
MINING = {
filename = BASEPATH .. "level1_mining_tool.png",
width = 150,
height = 160,
frame_count = 22,
direction_count = 8,
animation_speed = 0.9,
scale = MODEL_SCALE
}
IDLE_GUN = {
filename = BASEPATH .. "level1_idle_gun.png",
width = 150,
height = 160,
frame_count = 22,
direction_count = 8,
animation_speed = 0.15,
scale = MODEL_SCALE
}
RUNNING_GUN = {
filename = BASEPATH .. "level1_running_gun.png",
width = 150,
height = 160,
frame_count = 22,
direction_count = 18,
animation_speed = 0.6,
scale = MODEL_SCALE
}

animations = data.raw["character"]["character"].animations

--Each value of array represents a different armor type
for i=1, #animations do
animations[i].idle = IDLE
animations[i].running = RUNNING
animations[i].mining_with_tool = MINING
animations[i].idle_with_gun = IDLE_GUN
animations[i].flipped_shadow_running_with_gun = nil
animations[i].running_with_gun = RUNNING_GUN
end "

(WITHOUT "" AT THE BEGINNING AND END)

18 days ago

So in order this mod to work you shood rename mod floder in just"Mechanicus" (it also should not be zip archive) then replace .info.json with
{
"name": "Mechanicus",
"version": "1.0.8",
"title": "Mechanicus",
"author": "Hapless",
"contact": "",
"homepage": "",
"factorio_version": "2.0",
"dependencies": ["base >= 2.0"],
"description": "For the glory of the machine god. A character skin that brings the glory of the Omnissiah to an unexploited world. Still a bit buggy but ill fix them in the next release."
}

ALSO Replace the all the data.lua with:
"-data.lua

BASEPATH = "Mechanicus/images/"
MODEL_SCALE = 0.65
MODEL_SIZE = 360

IDLE = {
filename = BASEPATH .. "level1_idle.png",
width = 150,
height = 160,
frame_count = 22,
direction_count = 8,
animation_speed = 0.15,
scale = MODEL_SCALE
}

RUNNING = {
filename = BASEPATH .. "level1_running.png",
width = 150,
height = 160,
frame_count = 22,
direction_count = 8,
animation_speed = 0.6,
scale = MODEL_SCALE
}
MINING = {
filename = BASEPATH .. "level1_mining_tool.png",
width = 150,
height = 160,
frame_count = 22,
direction_count = 8,
animation_speed = 0.9,
scale = MODEL_SCALE
}
IDLE_GUN = {
filename = BASEPATH .. "level1_idle_gun.png",
width = 150,
height = 160,
frame_count = 22,
direction_count = 8,
animation_speed = 0.15,
scale = MODEL_SCALE
}
RUNNING_GUN = {
filename = BASEPATH .. "level1_running_gun.png",
width = 150,
height = 160,
frame_count = 22,
direction_count = 18,
animation_speed = 0.6,
scale = MODEL_SCALE
}

animations = data.raw["character"]["character"].animations

--Each value of array represents a different armor type
for i=1, #animations do
animations[i].idle = IDLE
animations[i].running = RUNNING
animations[i].mining_with_tool = MINING
animations[i].idle_with_gun = IDLE_GUN
animations[i].flipped_shadow_running_with_gun = nil
animations[i].running_with_gun = RUNNING_GUN
end "

(WITHOUT "" AT THE BEGINNING AND END)

Isn't this just what TooLatte posted? I'm working on further modifying what TooLatte did to get shadows working.

18 days ago

Folks, I slightly groomed a code and added settings to selectively override animations. Shadows also seems work okay. Feel free

https://mods.factorio.com/mod/mechanicus-reborn

Original author, if you somehow will continue support please let me know, I will remove that mod, all credits payed to you any way!
Thanks

17 days ago

Folks, I slightly groomed a code and added settings to selectively override animations. Shadows also seems work okay. Feel free

https://mods.factorio.com/mod/mechanicus-reborn

Original author, if you somehow will continue support please let me know, I will remove that mod, all credits payed to you any way!
Thanks

king shit!

11 days ago

My apologies for only getting online now after space age has been out a week. I don't think ill be updating this mod since since more knowledgeable people than i have thankfully forked it. i have added the updated alternatives in the description.

@mad_engineer, feel free to indefinitely update and modify it as needed, i appreciate your work.

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