Search found 9 matches
- Fri Nov 29, 2024 1:08 pm
- Forum: Implemented Suggestions
- Topic: Allow reordering Map Pins
- Replies: 18
- Views: 1715
Re: Allow reordering Map Pins
I would very much like to see this too.
- Mon Nov 25, 2024 10:10 am
- Forum: Modding help
- Topic: Determining whether an entity is currently in view
- Replies: 1
- Views: 228
Determining whether an entity is currently in view
Is there a way to determine whether an entity is currently being rendered to any player?
I would like to improve the performance of a mod by not processing entities that are not in any view.
The only way I can think of is to check every player, check whether they are in map view, if they are on ...
I would like to improve the performance of a mod by not processing entities that are not in any view.
The only way I can think of is to check every player, check whether they are in map view, if they are on ...
- Mon Nov 25, 2024 10:07 am
- Forum: Modding interface requests
- Topic: A way to determine whether an entity should be rendered
- Replies: 0
- Views: 132
A way to determine whether an entity should be rendered
I would like to improve the performance of a mod by not processing entities that are not in any view. These Nixie Tubes serve no other purpose than to display values, so it seems like a waste to update them when nobody is viewing them.
The only way I can think of is to check every player, check ...
The only way I can think of is to check every player, check ...
- Tue Nov 19, 2024 5:59 pm
- Forum: Mods
- Topic: Looking for new Nixie tube art
- Replies: 0
- Views: 341
Looking for new Nixie tube art
I'm currently rewriting the UPS Friendly Nixie Tube Display mod, which is a fork of Santa's Nixie Tube Display .
The art assets could be a higher resolution, and I would like to improve the looks of all assets, especially the rectangular ones.
The pixel budget is 64 pixels per square.
The ...
The art assets could be a higher resolution, and I would like to improve the looks of all assets, especially the rectangular ones.
The pixel budget is 64 pixels per square.
The ...
- Sat Nov 16, 2024 12:44 pm
- Forum: Modding help
- Topic: [2.0] Customise circuit connection dialog
- Replies: 3
- Views: 440
Re: [2.0] Customise circuit connection dialog
Thank you for your suggestion. Unfortunately, that only unchecks the box, which is not what I'm looking for. In the meantime I've come across the Untitled GUI Guide that helped me out massively, as well as looking at how raiguard has done the custom GUI for the Infinity Accumulator .
TL;DR: You ...
TL;DR: You ...
- Thu Nov 14, 2024 10:33 pm
- Forum: Not a bug
- Topic: [Kovarex] [2.0.15] Parameterized Blueprint variable issues
- Replies: 4
- Views: 736
Re: [2.0.15] Parameterized Blueprint variable issues
This, together with not being able to a new parameter (e.g. for use in a calculation step before the actual usage) are the two things I REALLY wish could get fixed.
- Sat Nov 02, 2024 1:51 pm
- Forum: Modding help
- Topic: [2.0] Customise circuit connection dialog
- Replies: 3
- Views: 440
[2.0] Customise circuit connection dialog
I'm working on updating and improving the
UPS Friendly Nixie Tube Display mod. The Nixie Tubes are an extension of a Lamp, which means it inherits its circuit connection section as well.
This is what I would like to achieve:
Remove the lamp specific section (Use colors/Color mapping/Color ...
UPS Friendly Nixie Tube Display mod. The Nixie Tubes are an extension of a Lamp, which means it inherits its circuit connection section as well.
This is what I would like to achieve:
Remove the lamp specific section (Use colors/Color mapping/Color ...
- Fri Nov 01, 2024 12:32 pm
- Forum: Ideas and Suggestions
- Topic: Please add a button to add a new blueprint parameter variable
- Replies: 47
- Views: 7167
Re: Blueprint parameters: new "Add Parameter Value" button
I just want to express my support for this request.
- Fri Nov 01, 2024 12:31 pm
- Forum: Won't fix.
- Topic: [Kovarex] [2.0.9] Blueprint parameters with same value are collapsed to one (MR)
- Replies: 10
- Views: 2051
Re: [Kovarex] [2.0.9] Blueprint parameters with same value are collapsed to one.
The workaround I use is to set unique arbitrary numbers in the value field to make sure they don’t collapse. I then set the actual desired value in the formula field.
I do think this should not be necessary, though.
I do think this should not be necessary, though.