miniMAXIme: Character scaler and selector

by Pi-C

The player stands like a giant near the vehicles. Now you can adjust the size of your character -- and you can change your appearance at any time if you've other mods that provide extra characters!

Tweaks
4 months ago
0.16 - 2.0
41.5K

g Hi Pi-C

a month ago

I was checkin this mod and the selector is really great. Is there a way to my mod to comunicate with you mod to select a character via interface ?
I have 4 classes in my new mod, deep core operations, and it would be nice to integrate a skin changer. The player may select a new classe any time, and then If I could, I would remote call a skin change

a month ago

Hi! Sorry I didn't respond any sooner, I've less time now for modding … Nevertheless, thanks for your interest! :-)

I already have something similar already for Bob's Character classes. Basically, I create variants of the all recognized characters for the different classes in the data stage. I'll add code to the data stage for creating character variants for your classes, and to control for recognizing those character variants when the character lists are initialized. When that is done, I guess you could use the remote function I've made for Bob's classes – not quite sure yet whether I need to handle your variants differently.

I'll let you know when I've checked out your mod and prepared for the necessary changes.

a month ago
(updated a month ago)

Hi there Pi-C thanks for answering. All I needed was a way to change the character in runtime stage as you do in your selector. There is no need to change data stages.
I could add some remotes on a pack mod I've made. If you would like to take a look its here. It is working fine now: https://mods.factorio.com/mod/deep_core_operations_skins_pack

a month ago

Hi there Pi-C thanks for answering. All I needed was a way to change the character in runtime stage as you do in your selector. There is no need to change data stages.

Data stage changes are done by my mod. Basically, new character skins are based on data.raw.character.character, with properties like character animations and corpse changed. But Bob's classes introduce changes to other properties as well (e.g. mining/building reach, inventory size, speed). These changes should be kept no matter what skin the player is using, so after all character mods are done creating their version of the default character I create a copies of those the new characters (one per class, so they are using the new graphics from the character mod with the properties set by the class).

In the control stage, Bob's mod informs my mod whenever a player changes to another class. My mod will then replace the player's current character with a new entity that corresponds to the currently selected character and the new class. Likewise, when a player is using my character selector to change the character's appearance, the current character will be replaced with a new entity corresponding to the new skin and the current class.

I could add some remotes on a pack mod I've made. If you would like to take a look its here. It is working fine now: https://mods.factorio.com/mod/deep_core_operations_skins_pack

So you provide new skins for the default character, based on your character class? I'll have to check this out …

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