Search found 438 matches

by y.petremann
Thu Oct 23, 2025 8:30 pm
Forum: Releases
Topic: Version 2.0.72
Replies: 24
Views: 9664

Re: Version 2.0.72


i meant more in the sense of "I like building random spaghetti nearby, and occasionally upgrading all power poles on the map to legendary even if not needed", which will inadvertently reconnect the separate power network by accident.

When a block works I usually don't upgrade things like power ...
by y.petremann
Wed Oct 22, 2025 8:09 pm
Forum: General discussion
Topic: WASM instead of Lua
Replies: 10
Views: 1508

Re: WASM instead of Lua


Rimworld modding is C# based, however as far as I understand Rimworld itself is programmed in C# (Unity engine) and the modding "API" is just a hook into the class and object structure directly. It's directly patching the game, not going through a well defined modding api. A different concept than ...
by y.petremann
Wed Oct 22, 2025 7:34 pm
Forum: Releases
Topic: Version 2.0.72
Replies: 24
Views: 9664

Re: Version 2.0.72


Yeah separating power grids is a pain though, because each time you put a power pole nearby it will just autoconnect the two networks and you need to undo it, making setups really hard to keep compact, which is likely the reason this change was implemented in the first place.

It also lags quite a ...
by y.petremann
Wed Oct 22, 2025 2:07 pm
Forum: Releases
Topic: Version 2.0.72
Replies: 24
Views: 9664

Re: Version 2.0.72


also gonna be funny when the speakers dont work from low power so you wont get notified something is wrong XD


Then do what real life system does: Make a secondary electric network for important things that need constant power even on global power failure.

On my factories I usually put ...
by y.petremann
Sun Oct 12, 2025 6:44 pm
Forum: Ideas and Suggestions
Topic: Improve Wire Rendering
Replies: 11
Views: 1238

Re: Improve Wire Rendering

Here it's totally unoptimised, consider that on every pixel, it will get to check if it's near a cable:
1) we have sdSegment that return the distance of any point to a segment defined by two points.
2) we have sdBezier which does a 12 point interpolation of a bezier curve, use sdSegment on each part ...
by y.petremann
Sun Oct 12, 2025 2:14 am
Forum: Ideas and Suggestions
Topic: Improve Wire Rendering
Replies: 11
Views: 1238

Re: Improve Wire Rendering

Curved rails are managed by sprites and it seems reasonable becaus eit can became really complex because they hold a lot of details.
But the fact is that wires are monocolored and mostly empty sprite that is stretched and skewed, on some cases they are so thin that they are barely visible.

My ...
by y.petremann
Wed Oct 08, 2025 4:19 pm
Forum: Ideas and Suggestions
Topic: Improve Wire Rendering
Replies: 11
Views: 1238

Re: Improve Wire Rendering


It shows a triangle of red wire on green background. ( and their shadow )

Can you highlight which number to modify to change the position of one point of the triangle for someone with no background in programming to see how it looks when the point are placed differently ?


There is PowerPole ...
by y.petremann
Wed Oct 08, 2025 8:10 am
Forum: Ideas and Suggestions
Topic: Improve Wire Rendering
Replies: 11
Views: 1238

Re: Improve Wire Rendering

Sorry for unknow reason, my shadertoy demo link has problems and the account too, so simple paste the code in a new shadertoy
by y.petremann
Sun Oct 05, 2025 3:10 pm
Forum: Modding interface requests
Topic: Getting event filter results
Replies: 1
Views: 142

Re: Getting event filter results

Also before I was just putting a simple example, but actually I'm trying to make something that would permit to register and dispatch micro events like:


player_built_entity.register({
{filter="type", type="constant-combinator"},
{filter="ghost_type", ghost_type="constant-combinator ...
by y.petremann
Sun Oct 05, 2025 2:59 pm
Forum: Modding interface requests
Topic: Getting event filter results
Replies: 1
Views: 142

Getting event filter results

I'm starting to build an event with lots filter case

To summarise to look like this:
script.on_event(defines.events.on_built_entity, function(event)
game.print(serpent.block(event))
end, {
{filter="type", type="constant-combinator"},
{filter="ghost_type", ghost_type="constant-combinator ...
by y.petremann
Sun Sep 28, 2025 12:06 am
Forum: Ideas and Suggestions
Topic: Improve Wire Rendering
Replies: 11
Views: 1238

Re: Improve Wire Rendering

I know it's been near one year, I've got some update about that.

I tried with my humble programming background to write my first ever shader for wire rendering demonstration

Go to https://www.shadertoy.com/new and replace by the code bellow.
// Example: draw one wire
struct Wire {
vec3 from ...
by y.petremann
Sat Sep 27, 2025 4:50 am
Forum: Modding interface requests
Topic: [Space Age] Orbit Line Movement
Replies: 6
Views: 1370

Re: [Space Age] Orbit Line Movement

I've put link to you proposal in my Modding Interface Request
Setting Parent Body for a SpaceLocation
by y.petremann
Sat Sep 27, 2025 4:50 am
Forum: Modding interface requests
Topic: [Space Age] Space Connection Curving
Replies: 1
Views: 621

Re: [Space Age] Space Connection Curving

I've put link to you proposal in my Modding Interface Request
Setting Parent Body for a SpaceLocation
by y.petremann
Sat Sep 27, 2025 4:39 am
Forum: Modding interface requests
Topic: Setting Parent Body for a SpaceLocation
Replies: 8
Views: 1910

Re: Setting Parent Body for a SpaceLocation

After lots of time, I reiterate this proposal with some consideration:

The community has been using Planetslib to implement this proposal. They need to fake the orbits by registering a sprite for it, this result in a lot of sprites only for orbits.

Also as for now space connection are handler in a ...
by y.petremann
Thu Sep 25, 2025 1:11 pm
Forum: Ideas and Suggestions
Topic: Install mods in older version
Replies: 0
Views: 223

Install mods in older version

TL;DR
Ability to install older version of mods from mod manager

What?
Like in the Manage tab, In the Explore tab in the mod browser, we should be able to select the version of the mod we want to install (this also mean that the install button will not be disabled if we install a version we don ...
by y.petremann
Sat Feb 08, 2025 10:50 pm
Forum: Implemented mod requests
Topic: Allow cargo pod scripting
Replies: 7
Views: 1432

Re: Allow cargo pod scripting

Does anyone found a way to use the new api methods/properties to launch a cargo-pod ?

I tried and for not this is what I got:
viewtopic.php?t=126691
by y.petremann
Sat Feb 08, 2025 4:55 pm
Forum: Modding help
Topic: Sending (fake) cargo-pod by script
Replies: 1
Views: 567

Sending (fake) cargo-pod by script

I have two cargo pod owned by the same force "merchants", one is on nauvis (storage.merchants.nauvis.surface.player), the other is in orbit of nauvis (storage.merchants.nauvis.orbit)

I would like to launch a cargo-pod from orbit to surface with animations and everything

For now I tried :


local ...
by y.petremann
Fri Nov 22, 2024 12:48 am
Forum: Ideas and Suggestions
Topic: Improve Wire Rendering
Replies: 11
Views: 1238

Improve Wire Rendering

As for now, wires are rendered as sprites that get transformed.
Because of this, wire strictly vertical and wire shadow strictly horizontal get 1 pixel wide and not antialiased :
- Wires can't be made thicker verticaly
- Wires hide when big poles are out of view but wire still goes in the view ...
by y.petremann
Thu Nov 21, 2024 9:21 pm
Forum: Releases
Topic: Version 2.0.21
Replies: 28
Views: 29157

Re: Version 2.0.21

Minor Features
- Added drag-to-reorder to the research queue.
Changes
- Replaced the "move forward" and "move backward" buttons on technologies in the research queue with a draggable handle.
The best 2.0 update
by y.petremann
Wed Nov 20, 2024 4:56 pm
Forum: Modding interface requests
Topic: Allow to set a space location's parent.
Replies: 1
Views: 733

Re: Allow to set a space location's parent.

Sorry, didn't see your post, I've put details on why it would be interesting and what changes it would need.
Setting Parent Body for a SpaceLocation

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