Search found 12 matches

by wretlaw120
Tue Jan 21, 2025 5:33 pm
Forum: Releases
Topic: Version 2.0.32
Replies: 7
Views: 12379

Re: Version 2.0.32

Lava reflections made no sense whatsoever. It's nice to see them removed.

Also,

Interestingly, there are articles that state that lava does reflect light (https://earthobservatory.nasa.gov/images/80473/lava-flows-on-tolbachik-volcano)

The way they use "reflect" in that article, is different ...
by wretlaw120
Tue Oct 22, 2024 7:26 pm
Forum: Won't implement
Topic: [2.0.8] prototypes.max_beacon_supply_area_distance and get_supply_area_distance() should be from center of entity.
Replies: 0
Views: 201

[2.0.8] prototypes.max_beacon_supply_area_distance and get_supply_area_distance() should be from center of entity.

prototypes.max_beacon_supply_area_distance measures the max distance a beacon can affect a building from the edge of the beacon. it would be much more convenient if it were from the center of the beacon, so that it isn't necessary to know the bounding box of the beacon when figuring out what ...
by wretlaw120
Mon Jun 24, 2024 1:03 am
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 115605

Re: Friday Facts #416 - Fluids 2.0


I like this change.
When you realize that whole countries have just a single pipline or two, and millions of people are served from this single pipline - for all intents and purposes, the stuff is "teleported" from source to destination.


and whenever I drive by an IRL refinery complex, I only ...
by wretlaw120
Sun Jun 23, 2024 4:45 pm
Forum: Ideas and Suggestions
Topic: Additional quality graphics: Quality Trim
Replies: 12
Views: 1819

Additional quality graphics: Quality Trim

TL;DR
Add a "trim" to most machines where quality does something important, to help distinguish them in a more diegetic fashion.


What?
Quality, without the little dots, is utterly unreadable. I also think that the quality dots add visual clutter. So, I suggest this:

quality_trim_1.png
And ...
by wretlaw120
Sat Jun 22, 2024 3:59 am
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 115605

Re: Friday Facts #416 - Fluids 2.0

I don't like the new system. It reduces design complexity in the game significantly. You know, the thing I play the game for. I don't need to think when placing pipes anymore. And, unlike *some* people, I believe that's a *bad thing*. I took pride in getting my reactors to work with the constrained ...
by wretlaw120
Sat May 18, 2024 2:30 pm
Forum: Documentation Improvement Requests
Topic: Let flags show up in API search
Replies: 0
Views: 464

Let flags show up in API search

Context: I was searching for "hide-alt-info," but it didn't show up. This was confusing. I think would make sense to have the flags show up in the search under their respective types.

Here's the type of behavior I would expect/like to see:
https://media.discordapp.net/attachments ...
by wretlaw120
Sun Jul 02, 2023 5:20 pm
Forum: Modding interface requests
Topic: Prevent shift-left-click on power poles from removing cross-surface wire connections
Replies: 1
Views: 555

Prevent shift-left-click on power poles from removing cross-surface wire connections

Prevent shift-left-click on power poles from removing cross-surface wire connections. Players can't connect power poles between different surfaces through regular means themselves, so they shouldn't be able to disconnect inter-surface connections either. In Space Exploration and Power Overload, for ...
by wretlaw120
Tue Jun 27, 2023 2:06 am
Forum: Resolved Problems and Bugs
Topic: [1.1.53] "Output Full" calculations break with result amounts > item stacksize
Replies: 22
Views: 11053

Re: [1.1.53] "Output Full" calculations break with result amounts > item stacksize

I would also like to express a desire for this behavior to be changed. There are some recipes in Space Exploration that can produce more than the stack size of the item in a single recipe cycle, and will stall the machine. I find this behavior very frustrating.
by wretlaw120
Mon Jan 09, 2023 8:59 pm
Forum: Documentation Improvement Requests
Topic: how much do crafting machines fill their output fluidboxes before stopping?
Replies: 0
Views: 379

how much do crafting machines fill their output fluidboxes before stopping?

Hello, can some documentation be added for how much crafting machines will fill their output fluidboxes before stopping? For context, I was looking at how some crafting machines in space exploration interact with their output fluidboxes, and I found that some recipes ignore the fluidbox size and ...
by wretlaw120
Sun Oct 02, 2022 4:38 am
Forum: Assigned
Topic: [Klonan] [1.1.69] Lab gui shows wrong level and science pack count after tech switch while lab gui is open.
Replies: 0
Views: 966

[Klonan] [1.1.69] Lab gui shows wrong level and science pack count after tech switch while lab gui is open.

When a tech switch to a leveled technology happens while the lab gui is open, the tech shown in the lab has an incorrect level and incorrect cost.

wrong tech gui.mp4

In the video, I use the research queue to switch the techs without closing the lab gui, and you can see that the tech goes to ...
by wretlaw120
Sun Jul 18, 2021 3:07 am
Forum: Modding help
Topic: [1.1.36] Cannon/Tank Gun Projectiles Ignore Ammo's range_modifier
Replies: 1
Views: 969

Re: [1.1.36] Cannon/Tank Gun Projectiles Ignore Ammo's range_modifier

I figured it out. I was deepcopying explosive-cannon-projectile and changing it's range_modifier, because I was under the impression that the distance that a projectile could travel was determined by the range of the turret that fired it. After changing the range of the gun that I was using, I found ...
by wretlaw120
Sat Jul 17, 2021 10:25 pm
Forum: Modding help
Topic: [1.1.36] Cannon/Tank Gun Projectiles Ignore Ammo's range_modifier
Replies: 1
Views: 969

[1.1.36] Cannon/Tank Gun Projectiles Ignore Ammo's range_modifier

Story time: I was messing with the True Nukes mod, and found that the nuclear cannon shells (which have a range modifier of 200%) were not actually firing any farther than the normal cannon shells.
So, I made a mod that takes the normal cannon shells and adds range modifiers, to see if it was just ...

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