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
Search found 423 matches
- Sat Feb 08, 2025 10:50 pm
- Forum: Implemented mod requests
- Topic: Allow cargo pod scripting
- Replies: 7
- Views: 721
- Sat Feb 08, 2025 4:55 pm
- Forum: Modding help
- Topic: Sending (fake) cargo-pod by script
- Replies: 1
- Views: 252
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 ...
I would like to launch a cargo-pod from orbit to surface with animations and everything
For now I tried :
local ...
- Fri Nov 22, 2024 12:48 am
- Forum: Ideas and Suggestions
- Topic: Improve Wire Rendering
- Replies: 0
- Views: 194
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 ...
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 ...
- Thu Nov 21, 2024 9:21 pm
- Forum: Releases
- Topic: Version 2.0.21
- Replies: 28
- Views: 22278
Re: Version 2.0.21
The best 2.0 updateMinor 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.
- Wed Nov 20, 2024 4:56 pm
- Forum: Modding interface requests
- Topic: Allow to set a space location's parent.
- Replies: 1
- Views: 364
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
Setting Parent Body for a SpaceLocation
- Mon Nov 18, 2024 2:44 pm
- Forum: Modding interface requests
- Topic: Setting Parent Body for a SpaceLocation
- Replies: 7
- Views: 901
Re: Setting Parent Body for a SpaceLocation
This is neat. Currently us modders basically need to keep a spreadsheet of all planets to avoid collisions with other mods in the starmap. This would be a welcome feature.
This would not prevent them to colide, but it would be less likely
Something interesting is that someone could make a final ...
- Sun Nov 17, 2024 12:49 am
- Forum: Modding interface requests
- Topic: Setting Parent Body for a SpaceLocation
- Replies: 7
- Views: 901
Setting Parent Body for a SpaceLocation
For now we have :
distance :: double : Distance from the location's parent body in map coordinates.
orientation :: RealOrientation : Angle in relation to the parent body.
It would be interesting to add
parent :: string : Name of the parent SpaceLocation, optionnal, if not set it would work like ...
distance :: double : Distance from the location's parent body in map coordinates.
orientation :: RealOrientation : Angle in relation to the parent body.
It would be interesting to add
parent :: string : Name of the parent SpaceLocation, optionnal, if not set it would work like ...
- Fri Nov 08, 2024 1:22 pm
- Forum: News
- Topic: Friday Facts #436 - Lost in Translation
- Replies: 81
- Views: 16898
Re: Friday Facts #436 - Lost in Translation
One thing I really would like to see is alternate search languages to allow searching with internal keys or english (or a secondary language you choosen) when you don't use english as display language.
So if you are french, you could type: "plaque de fer", "iron plate" or even "iron-plate"
This ...
So if you are french, you could type: "plaque de fer", "iron plate" or even "iron-plate"
This ...
- Sat Nov 02, 2024 9:57 pm
- Forum: Implemented mod requests
- Topic: [2.0.14] lane-splitter missing api
- Replies: 3
- Views: 483
Re: [2.0.14] lane-splitter missing api
The reason I asked for this id because I was interested in updating the Belt Visualiser mod to implement lane-splitter, and it has the feature that when you have an item in hand, it display the potential path for this item, and use the mentionned properties on splitter
- Sat Nov 02, 2024 3:21 pm
- Forum: Implemented mod requests
- Topic: [2.0.14] lane-splitter missing api
- Replies: 3
- Views: 483
[2.0.14] lane-splitter missing api
lane-splitter works simirlarly to splitter but don't have splitter_filter and splitter_output_priority in api
- Sat Oct 26, 2024 3:25 pm
- Forum: Modding interface requests
- Topic: [2.x] Negative quality
- Replies: 6
- Views: 1139
Re: [2.x] Negative quality
As I"ve calculated, most quality is based on a multiplier of 1/3 so the minimal quality would be of -3 (-3.33333)
There is still some edge case, like electric poles, which is based on increments of 2 for their range and wire distance, this put the Big electric pole to a minimum effective level of -1 ...
There is still some edge case, like electric poles, which is based on increments of 2 for their range and wire distance, this put the Big electric pole to a minimum effective level of -1 ...
- Fri Oct 25, 2024 4:00 pm
- Forum: Modding interface requests
- Topic: [2.x] Negative quality
- Replies: 6
- Views: 1139
[2.x] Negative quality
As for now, when adding a new quality, it can only be positive, it would be interesting to let define negative quality.
It would permit to define that something can be worse than normal
For example, I'm making a mod where everything you hancraft is of Makeshift quality, meaning it's worse than ...
It would permit to define that something can be worse than normal
For example, I'm making a mod where everything you hancraft is of Makeshift quality, meaning it's worse than ...
- Wed Oct 23, 2024 11:18 am
- Forum: Resolved Problems and Bugs
- Topic: [Tobias] [2.0.9] Display Panel still display if no condition is fullfilled
- Replies: 1
- Views: 1063
[Tobias] [2.0.9] Display Panel still display if no condition is fullfilled
I've tried to make a map 7-segment display using the lines signals and found out that the display panel display a display panel if no condition is fullfilled, same if no icon is selected.
Copie d'écran_20241023_131207.png
As a display panel can still be explicitly selected as an icon, I would ...
Copie d'écran_20241023_131207.png
As a display panel can still be explicitly selected as an icon, I would ...
- Fri May 03, 2024 1:38 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 180
- Views: 49140
Re: Friday Facts #409 - Diminishing beacons
Or use Helmod ...vark111 wrote: Fri May 03, 2024 12:11 pm Agree 100% with this. You boys realize that you have now effectively required the use of online calculators for mere mortals to get accurate throughput numbers? Since calculators are now a requirement, are you including one in-game?
- Fri May 03, 2024 11:21 am
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 180
- Views: 49140
Re: Friday Facts #409 - Diminishing beacons
The fact that it's finally dicted by a lua table is the most exciting thing of the feature.
- Wed May 01, 2024 8:57 am
- Forum: Duplicates
- Topic: [1.1.107] (minor) Item render order on belts
- Replies: 1
- Views: 406
[1.1.107] (minor) Item render order on belts
Why:
On still image this is doesn't really bugs me but ingame where items move on belts, this show a small imperfection in the factory
Actual behavior:
- On Down or Right belts (red on image): items are rendered from start to end
- On Up or Left belts (yellow on image): items are rendered from ...
On still image this is doesn't really bugs me but ingame where items move on belts, this show a small imperfection in the factory
Actual behavior:
- On Down or Right belts (red on image): items are rendered from start to end
- On Up or Left belts (yellow on image): items are rendered from ...
- Sun Nov 05, 2023 10:24 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.94] Filter frame has misalignment
- Replies: 1
- Views: 709
[1.1.94] Filter frame has misalignment
Filter frame has some misalignment when in button mode
It give this result
Bad.png
This is how it should look like
Good.png
Here a reference of filter_tabbed_pane
Ref.png
I tried fixing it manually but I don't know if filter_frame is used elsewhere, it needed to update this in style.lua:4450 ...
It give this result
Bad.png
This is how it should look like
Good.png
Here a reference of filter_tabbed_pane
Ref.png
I tried fixing it manually but I don't know if filter_frame is used elsewhere, it needed to update this in style.lua:4450 ...
- Sat Jan 02, 2021 7:45 am
- Forum: Won't implement
- Topic: LuaControl.move_crafting(start_index, end_index, count)
- Replies: 2
- Views: 1765
LuaControl.move_crafting(start_index, end_index, count)
TL;DR
LuaControl.move_crafting would permit to reorder crafting queue without quirks
LuaControl.begin_crafting and LuaControl.cancel_crafting can cause unwanted side effects when reordering and need some hacks to prevent them which cause other unwanted side effects.
What ?
LuaControl.move ...
LuaControl.move_crafting would permit to reorder crafting queue without quirks
LuaControl.begin_crafting and LuaControl.cancel_crafting can cause unwanted side effects when reordering and need some hacks to prevent them which cause other unwanted side effects.
What ?
LuaControl.move ...
- Sun Dec 13, 2020 6:27 pm
- Forum: Implemented mod requests
- Topic: Linked-belt
- Replies: 9
- Views: 7346
Re: Linked-belt
Sorry for posting in the wrong section, in fact if you can, can you move this in the Modding Interface Request since it is where it belong.
I'm not asking about another mod doing things, I'm asking about a feature fors mods to use.
Linked-chest are cool and there is a lot of cool things we can do ...
I'm not asking about another mod doing things, I'm asking about a feature fors mods to use.
Linked-chest are cool and there is a lot of cool things we can do ...
- Sun Dec 13, 2020 9:09 am
- Forum: Implemented mod requests
- Topic: Linked-belt
- Replies: 9
- Views: 7346
Linked-belt
TL;DR
Linked-belt would link two belt-lines wherever there are (could be on two different surfaces).
linked-belt-concept.png
What ?
Linked-belt would link two belt-lines and merge them into one belt-line wherever the links are, they can be really far appart or on two different surfaces ...
Linked-belt would link two belt-lines wherever there are (could be on two different surfaces).
linked-belt-concept.png
What ?
Linked-belt would link two belt-lines and merge them into one belt-line wherever the links are, they can be really far appart or on two different surfaces ...