Search found 160 matches
- Sat Jan 25, 2025 11:10 am
- Forum: Ideas and Suggestions
- Topic: Pipeline length should not be calculated between linked fluid boxes
- Replies: 7
- Views: 300
Re: Pipeline length should not be calculated between linked fluid boxes
This is quite unfortunate situation. Linked fluid box connections were added way before the idea of fluid segments was implemented, and when fluid segments were implemented they were known to cause problems with linked connections and for the sake of implementation (fluid segments were implemented ...
- Sat Jan 25, 2025 10:00 am
- Forum: Ideas and Suggestions
- Topic: Pipeline length should not be calculated between linked fluid boxes
- Replies: 7
- Views: 300
- Sat Jan 25, 2025 9:58 am
- Forum: Ideas and Suggestions
- Topic: Pipeline length should not be calculated between linked fluid boxes
- Replies: 7
- Views: 300
Re: Pipeline length should not be calculated between linked fluid boxes
Dear bosses, shouldn't this issue be addressed? I wrote a mod for two days and two nights, and now it's stuck here. My temporary solution is to increase the pipeline length limit, but I don't want to do it because it will change the game rules.
My suggestion is to add a fourth parameter to 'add ...
My suggestion is to add a fourth parameter to 'add ...
- Fri Jan 24, 2025 3:54 am
- Forum: Ideas and Suggestions
- Topic: Link box supports' quality_ effects _ inventory size '
- Replies: 0
- Views: 51
Link box supports' quality_ effects _ inventory size '
All boxes are supported, including unlimited boxes. Why is it not possible to connect boxes? Is there any special reason?
- Fri Jan 24, 2025 3:14 am
- Forum: Ideas and Suggestions
- Topic: Pipeline length should not be calculated between linked fluid boxes
- Replies: 7
- Views: 300
Pipeline length should not be calculated between linked fluid boxes
And this calculation is also unreasonable, only calculating coordinates
I establish links between different planets, as long as the coordinates are not significantly different, it can be used normally.
On the contrary, even on the same planet, if the coordinates differ too much, it cannot be used ...
I establish links between different planets, as long as the coordinates are not significantly different, it can be used normally.
On the contrary, even on the same planet, if the coordinates differ too much, it cannot be used ...
- Tue Dec 31, 2024 5:42 am
- Forum: Modding help
- Topic: May I ask how to move the position of this panel
- Replies: 0
- Views: 202
May I ask how to move the position of this panel
I want my GUI to be on the left and the signal network GUI to be on the right. Can I move it?
I don't want to put it on the left side of the backpack
I don't want to put it on the left side of the backpack
- Fri Dec 27, 2024 6:21 am
- Forum: Modding help
- Topic: May I ask how to modify the drawing order of physical images
- Replies: 6
- Views: 267
Re: May I ask how to modify the drawing order of physical images
I'm not sure what the best solution for you is. You might need to make a composite entity, where the base is a heat pipe and the graphics are added/removed by scripts when the base is built/destroyed. There are other threads about how to do that.
Thank you, I followed your instructions and added ...
- Thu Dec 26, 2024 6:19 am
- Forum: Modding help
- Topic: May I ask how to modify the drawing order of physical images
- Replies: 6
- Views: 267
Re: May I ask how to modify the drawing order of physical images
Some entities allow the use of picture sets that include draw layer specifications. It seems that heat pipes do not, since they use ConnectableEntityGraphics which only allows flat sprites that automatically get drawn at ground level. You'll need to use a different entity type to make the graphics ...
- Thu Dec 26, 2024 5:47 am
- Forum: Modding help
- Topic: May I ask how to modify the drawing order of physical images
- Replies: 6
- Views: 267
Re: May I ask how to modify the drawing order of physical images
local entity = util.table.deepcopy(data.raw["heat-pipe"]["heat-pipe"])
entity.name = name
entity.icon = path.."icon.png"
entity.flags = {"placeable-neutral", "placeable-player", "player-creation"}
entity.icon_size = 64
entity.minable = {mining_time = 1, result = name}
entity.max_health = 600 ...
- Thu Dec 26, 2024 5:07 am
- Forum: Modding help
- Topic: May I ask how to modify the drawing order of physical images
- Replies: 6
- Views: 267
Re: May I ask how to modify the drawing order of physical images
{
filename = path.."heating-tower.png",
priority = "high",
width = 320,
height = 320,
shift = {0.03, -1.45},
scale = 0.5,
},
- Thu Dec 26, 2024 5:05 am
- Forum: Modding help
- Topic: May I ask how to modify the drawing order of physical images
- Replies: 6
- Views: 267
May I ask how to modify the drawing order of physical images
I made a solid using a prototype of a heat pipe, but it is always obscured by the entity behind it. How can I modify it? thank you
- Tue Dec 10, 2024 10:33 am
- Forum: Modding discussion
- Topic: How to implement automatic ammunition loading through scripts on the platform
- Replies: 0
- Views: 144
How to implement automatic ammunition loading through scripts on the platform
I wrote a mod that automatically loads ammunition through a script. It works normally on Earth, but is not effective on the platform. Can anyone help me modify it? thank you
function ammo.stowage_on_tick(event)
if event.tick % filling_time == 0 then
for _, surface in pairs(game.surfaces) do ...
function ammo.stowage_on_tick(event)
if event.tick % filling_time == 0 then
for _, surface in pairs(game.surfaces) do ...
- Thu Nov 28, 2024 3:35 am
- Forum: Modding discussion
- Topic: Can the 'remove unfiltered items' in the infinite box be controlled by a script?
- Replies: 2
- Views: 173
Re: Can the 'remove unfiltered items' in the infinite box be controlled by a script?
Thank you very much, friend. That's exactly what I want to know. Because my English is not good, it is very inconvenient to search
- Wed Nov 27, 2024 7:49 am
- Forum: Modding discussion
- Topic: Can the 'remove unfiltered items' in the infinite box be controlled by a script?
- Replies: 2
- Views: 173
Can the 'remove unfiltered items' in the infinite box be controlled by a script?
Can the 'remove unfiltered items' in the infinite box be controlled by a script? I want to automatically turn on this option when placing it
- Mon Nov 11, 2024 10:31 am
- Forum: Modding discussion
- Topic: Can someone help me see why the box can't rotate
- Replies: 1
- Views: 222
Re: Can someone help me see why the box can't rotate
I have checked the relevant information and it seems that the box is not allowed to rotate
- Sun Nov 10, 2024 4:37 pm
- Forum: Modding discussion
- Topic: Can someone help me see why the box can't rotate
- Replies: 1
- Views: 222
Can someone help me see why the box can't rotate
I made a box and I want it to be able to rotate freely when placed, but the picture is invalid. Can someone help me take a look? Why is this? thank you
local chest = util.table.deepcopy(data.raw["linked-container"]["linked-chest"])
chest.name = "linked-chest-3"
chest.minable.result = "linked-chest ...
local chest = util.table.deepcopy(data.raw["linked-container"]["linked-chest"])
chest.name = "linked-chest-3"
chest.minable.result = "linked-chest ...
- Tue Nov 05, 2024 8:04 am
- Forum: Modding discussion
- Topic: How to set the "description" of "shortcut"?
- Replies: 14
- Views: 597
Re: How to set the "description" of "shortcut"?
Firstly, thank you very much for helping me solve this problem. I would like to ask, is it never possible to achieve mouse hover display through scripts?
There is on_gui_hover , but I'm not sure it will work with vanilla GUIs.
Thank you, my friend. Although my questions are boring, I always ...
- Mon Nov 04, 2024 1:55 pm
- Forum: Modding help
- Topic: May I ask how to prevent players from modifying shortcut keys?
- Replies: 2
- Views: 226
Re: May I ask how to prevent players from modifying shortcut keys?
I added a 'custom input' and I don't want players to modify it.
Why would you want that?
How can I set it up? Or hide it?
If you hide it (I presume from Main menu --> Controls), how would the players know that your custom input exists, and what key sequence will trigger it?
Personally ...
- Mon Nov 04, 2024 12:27 pm
- Forum: Modding help
- Topic: May I ask how to prevent players from modifying shortcut keys?
- Replies: 2
- Views: 226
May I ask how to prevent players from modifying shortcut keys?
I added a 'custom input' and I don't want players to modify it. How can I set it up? Or hide it?
Code: Select all
{
type = "custom-input",
name = "fast-transmission",
hidden = true, --invalid??????
key_sequence = "CONTROL + mouse-button-1",
}
- Mon Nov 04, 2024 6:29 am
- Forum: Ideas and Suggestions
- Topic: [0.17.x] Save and Load Quickbar Layouts like blueprints
- Replies: 58
- Views: 20336
Suggest saving the shortcut bar for new archive use
It's troublesome to set up a complete shortcut bar. I don't want it to become blank when creating a new archive.
You may say that there are mods that support this feature, but their functionality is not perfect. Besides, I don't want to install an additional mod just because of this small feature ...
You may say that there are mods that support this feature, but their functionality is not perfect. Besides, I don't want to install an additional mod just because of this small feature ...