Search found 289 matches
- Sun Nov 12, 2023 3:34 am
- Forum: Ideas and Requests For Mods
- Topic: [Mod Request] GUI Theme Changer
- Replies: 2
- Views: 603
Re: [Mod Request] GUI Theme Changer
The person wanting to use a different theme might be able to replace the graphics files in their installation, assuming the new theme exactly matches the placements of everything in the sprite sheet. A bit drastic, perhaps, but GUI styles are prototypes just like most anything else defined in the ga...
- Sun Nov 12, 2023 3:32 am
- Forum: Modding help
- Topic: Get hovered item in Inventory
- Replies: 1
- Views: 496
Re: Get hovered item in Inventory
The closest thing I can think of is to have the custom input provide the hovered prototype, and try to infer what to do from that. This would, however, not allow you to select a specific item stack, the best you could do with it is "take one item matching the prototype that was hovered", b...
- Sun Nov 12, 2023 3:30 am
- Forum: Modding help
- Topic: Items crafted by an assembly machine
- Replies: 1
- Views: 470
Re: Items crafted by an assembly machine
There is no event for machines completing a craft. Such an event would happen thousands of times per second or even more in megabases. Player handcrafting, by contrast, is relatively rare.
- Fri Nov 03, 2023 2:19 pm
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 174
- Views: 40024
Re: Friday Facts #383 - Super force building
Awesome news! How flexible is the auto-landfill part of the super force build mode with regard to modding? Is "landfill" going to be hard-coded similar to the "copper-wire", "red-wire" and "green-wire" items, or is it using some property of the tile prototype ...
- Thu Sep 14, 2023 6:52 pm
- Forum: Modding interface requests
- Topic: Third option for use_exact_mode: toggle
- Replies: 0
- Views: 377
Third option for use_exact_mode: toggle
I was halfway through writing a suggestion for the game itself when I remembered that half of the idea is already implemented for mods. I would like to suggest an option for chests to have a checkbox allowing the player to toggle exact mode on a given entity. I would especially love it if this could...
- Fri May 12, 2023 2:08 am
- Forum: Ideas and Requests For Mods
- Topic: [Mod Idea] - Personal Auto Crafting mod
- Replies: 5
- Views: 1529
Re: [Mod Idea] - Personal Auto Crafting mod
I should note that IR3 intentionally makes handcrafting painful to strongly encourage automation. In my personal experience of it, you should focus on automating intermediates so that you're only hand crafting buildings, then work on automating the buildings. I feel that this is a very deliberate de...
- Mon May 01, 2023 1:08 am
- Forum: Implemented for 2.0
- Topic: on_gui_element_destroyed
- Replies: 7
- Views: 1598
Re: on_gui_element_destroyed
Likely should require registration, similar to entities being destroyed, otherwise a lot of irrelevant events could happen.
- Sat Apr 29, 2023 12:55 am
- Forum: Modding help
- Topic: Healing Over Time
- Replies: 15
- Views: 3048
Re: Healing Over Time
I don't remember it exactly myself, but the projectile creates a "poison-cloud" entity, which I believe is a "smoke with triggers" I think?
- Fri Apr 28, 2023 11:00 pm
- Forum: Modding help
- Topic: Modify the "tutorial" player?
- Replies: 2
- Views: 727
Re: Modify the "tutorial" player?
You should be able to loop through tutorials in the prototype tree, and prefix their code with a line to set the character's reach there.
- Fri Apr 28, 2023 10:57 pm
- Forum: Modding help
- Topic: Healing Over Time
- Replies: 15
- Views: 3048
Re: Healing Over Time
Look at how poison clouds do damage over time, and give that negative damage to make a heal-over-time area.
- Fri Feb 10, 2023 3:07 pm
- Forum: Modding help
- Topic: How do I use request_path?
- Replies: 4
- Views: 1312
Re: How do I use request_path?
I think character.prototype.bounding_box should work, right? But aside from that your code is prone to issues in a multiplayer setting, since you've hardcoded "player 1" in there. You should instead do game.players[event.player_index], and you should also be checking that objects exist and...
- Wed Feb 08, 2023 3:31 am
- Forum: Modding interface requests
- Topic: Adding a way for "dynamic" camera
- Replies: 2
- Views: 924
Re: Adding a way for "dynamic" camera
This definitely feels like it would be better as a suggestion on the base game. As it involves the cursor position (which isn't part of the game state) and the rendered camera (which just renders the game state) it would be very difficult to get it in a mod since mods are all about working with the ...
- Thu Jan 26, 2023 10:54 am
- Forum: Modding discussion
- Topic: spider-vehicle unselectable if it is too high
- Replies: 5
- Views: 1526
Re: spider-vehicle unselectable if it is too high
Forgive me if this is a daft question, but why is the search for selection boxes implemented using collision boxes? I'm guessing code reuse, since collision boxes are used in so many more places?
- Tue Jan 03, 2023 11:24 am
- Forum: Ideas and Requests For Mods
- Topic: Aliens/Enemies controlling as Mod
- Replies: 1
- Views: 842
- Mon Dec 05, 2022 8:02 am
- Forum: Won't implement
- Topic: [lua][feature] User defined data attached to lua entity
- Replies: 6
- Views: 2396
Re: [lua][feature] User defined data attached to lua entity
I'm fairly sure this would actually be worse for performance, since you'd be querying the game engine for the user data rather than using your local Lua environment for it. Interfacing between script and game are the biggest bottleneck for mod performance, and such round trips should be minimised. B...
- Wed Nov 16, 2022 7:02 pm
- Forum: Modding help
- Topic: sprite-button with semi-transparent sprite
- Replies: 0
- Views: 573
sprite-button with semi-transparent sprite
I'm creating some custom GUI for a part of my mod, and I would like to be able to replicate the visual effect of a filtered inventory slot. To this end I created a `sprite-button` with `style="inventory_slot"`, but obviously just setting the `sprite` to the desired item results in the spri...
- Thu Nov 10, 2022 11:57 pm
- Forum: Modding help
- Topic: Unremovable armour
- Replies: 1
- Views: 779
Unremovable armour
As part of my mod I want to create a piece of armour that cannot be removed - this is to allow having an equipment grid that you can place your actual equipment into. To that end, I can give the player this armour item when they spawn/respawn, and replace it with its equipped items in their corpse o...
- Mon Nov 07, 2022 11:00 am
- Forum: Modding interface requests
- Topic: gun_inventory_size for characters
- Replies: 0
- Views: 548
gun_inventory_size for characters
Unless I'm missing it, the gun inventory size appears to be hard-coded to 3. I think it would be beneficial to have that moddable. Even better if it could be expanded via technology. This would allow my mod to have a progression where you start with only one slot for weapons, and can unlock more as ...
- Mon Nov 07, 2022 10:57 am
- Forum: Documentation Improvement Requests
- Topic: API Docs Visual Refresh
- Replies: 5
- Views: 2088
Re: API Docs Visual Refresh
I'm going to second InappropriatePenguin's comment about link colours. It was the very first thing I noticed, and after checking I see it has a contrast ratio of 4.1 with the grey background. Given the relatively thin font weight, this makes it a big fail for accessibility/legibility. It doesn't jus...
- Fri Oct 28, 2022 6:46 am
- Forum: Modding help
- Topic: Mining In a Line
- Replies: 6
- Views: 1374
Re: Mining In a Line
Unfortunately not, the mining radius is always a square.