Search found 30 matches
- Thu Nov 21, 2024 4:46 am
- Forum: Modding interface requests
- Topic: create a demolisher entity with quality
- Replies: 0
- Views: 32
create a demolisher entity with quality
currently when making a new demolisher entity via create_entity the quality parameter is not valid for that type of entity. i haven't figured out if i can yet make a demolisher for a territory yet, im guessing possibly not. My goal is to be able to analysis the spawned demolisher for a territory and...
- Thu Nov 21, 2024 4:43 am
- Forum: Modding interface requests
- Topic: [2.0.14] Add more ways for quality to affect items
- Replies: 15
- Views: 570
Re: [2.0.14] Add more ways for quality to affect items
Any potential changes always have to keep performance in mind. It's extremely unlikely we would implement a system for mods to use that will negatively impact the entire base/space-age game performance when not used by mods. The more variability the system allows the more memory indirection happens...
- Thu Nov 14, 2024 1:39 pm
- Forum: Modding interface requests
- Topic: [2.0.14] Add more ways for quality to affect items
- Replies: 15
- Views: 570
- Thu Nov 14, 2024 1:35 pm
- Forum: Modding interface requests
- Topic: [2.0.12] Demolisher API (territories & spawning?)
- Replies: 2
- Views: 249
Re: [2.0.12] Demolisher API (territories & spawning?)
i would also like a way to spawn demolishers with quality. When you try to create entity by type with a quality property and its a demolisher it doesnt work and is an invalid luaEntity object while it does work with buildings / biter nests etc. if i want to replace a demolisher with a new one, will ...
- Sun Jul 28, 2024 6:15 am
- Forum: Ideas and Suggestions
- Topic: Tanks & Cars remote control
- Replies: 5
- Views: 4431
Re: Tanks & Cars remote control
In that case rampant should improve the personal defense drones so you can have a swarm of high-damage drones around your tank. What if rampant significantly buffed them, but reduced their duration by a lot, so you can have a death swarm in the early game for clearing out nests, but it'll cost you ...
- Sat Jul 27, 2024 3:18 pm
- Forum: Ideas and Suggestions
- Topic: Tanks & Cars remote control
- Replies: 5
- Views: 4431
Re: Tanks & Cars remote control
If vehicles are useless in Rampant, that seems more like a balance issue that should be addressed via the mod, rather than simply making them auto-drive capable. I feel like Rampant would do well to allow multiple tiers of each vehicle type, which get better over time, and allowing the earlier ones...
- Sat Jul 27, 2024 9:14 am
- Forum: Ideas and Suggestions
- Topic: Tanks & Cars remote control
- Replies: 5
- Views: 4431
Tanks & Cars remote control
TL;DR Tanks and Car's can be controlled like spidertrons remotely and auto fire What ? Tank's and Car's can be controlled with the same device spidertrons are controlled with, they also will auto fire the cannon and machine guns. Mod's have been unable to create it due to the limitation of the enti...
- Fri Jul 16, 2021 9:55 am
- Forum: Ideas and Suggestions
- Topic: Rework pumpjack expected resources value
- Replies: 14
- Views: 3716
Re: Rework pumpjack expected resources value
You can measure throughput by wiring up the belts carrying the ore away from the patch or by observing the tightness of the belts. Right, and I can see some use for that, but it is not what your suggestion provides for oil fields. Your suggestion is to provide the maximum output rate, which is the ...
- Thu Jul 15, 2021 9:37 am
- Forum: Ideas and Suggestions
- Topic: Rework pumpjack expected resources value
- Replies: 14
- Views: 3716
Re: Rework pumpjack expected resources value
+1
I would find this very useful to know ahead of time when i need to take a new oil outpost for my base as a an early alert, instead of going "oh shit my tanks are emptying fast and triggered a < 80% alarm"
I would find this very useful to know ahead of time when i need to take a new oil outpost for my base as a an early alert, instead of going "oh shit my tanks are emptying fast and triggered a < 80% alarm"
- Wed Jun 16, 2021 6:21 pm
- Forum: Releases
- Topic: Version 1.1.35
- Replies: 13
- Views: 23895
Re: Version 1.1.35
yes but we are talking about an API and making it easier to consume and not providing full on lua debugging. I use schema's primarily for autocompletion in kubernetes yaml files or for my cloudformation for AWS so i don't have to memorise the file format or have the doco open in another monitor to ...
- Wed Jun 16, 2021 5:49 pm
- Forum: Releases
- Topic: Version 1.1.35
- Replies: 13
- Views: 23895
Re: Version 1.1.35
should consider that json support for https://json-schema.org/ format example schema's can be seen: https://www.schemastore.org/json/ i use it all the time as i code from neovim. would mean the format provided is in a more generally consumable format with heaps of editors with support out of the bo...
- Wed Jun 16, 2021 5:19 pm
- Forum: Releases
- Topic: Version 1.1.35
- Replies: 13
- Views: 23895
Re: Version 1.1.35
should consider that json support for https://json-schema.org/ format example schema's can be seen: https://www.schemastore.org/json/ i use it all the time as i code from neovim. would mean the format provided is in a more generally consumable format with heaps of editors with support out of the bo...
- Wed Jun 16, 2021 5:06 pm
- Forum: Releases
- Topic: Version 1.1.35
- Replies: 13
- Views: 23895
Re: Version 1.1.35
Added a machine-readable JSON format of the runtime documentation, which can be used by developer tools to provide code completion and related functionality. is this json schema and where can I find it so I can use it as a linter! Information about it can be found here , and support for code comple...
- Wed Jun 16, 2021 4:49 pm
- Forum: Releases
- Topic: Version 1.1.35
- Replies: 13
- Views: 23895
Re: Version 1.1.35
is this json schema and where can I find it so I can use it as a linter!Added a machine-readable JSON format of the runtime documentation, which can be used by developer tools to provide code completion and related functionality.
- Thu May 11, 2017 4:34 am
- Forum: Implemented mod requests
- Topic: Simple property requests (something that exists but has no way to read/write it)
- Replies: 139
- Views: 48618
Re: Simple property requests (something that exists but has no way to read/write it)
- Thu May 11, 2017 3:11 am
- Forum: Modding help
- Topic: is it possible to extend a base entity's gui??
- Replies: 4
- Views: 1638
Re: is it possible to extend a base entity's gui??
thanks for that, is their any button already used in the modding community for such a hover button so i can stay consistent with the community and end user expectation? (also just learned using q while hovering items lets u place items of that type if you have them. QOL improved! xD)
- Thu May 11, 2017 2:20 am
- Forum: Modding help
- Topic: is it possible to extend a base entity's gui??
- Replies: 4
- Views: 1638
is it possible to extend a base entity's gui??
hi im just starting to mod an idea i had but i didn't want to re create the train station gui, im just trying to add a extra checkbox option in the mode of operation box in the train station gui that would ideally pop up another box the same way enable/disable does. i don't need to read any informat...
- Wed May 10, 2017 11:02 pm
- Forum: Implemented Suggestions
- Topic: [0.15.x] Train Station Maximum Queue
- Replies: 0
- Views: 948
[0.15.x] Train Station Maximum Queue
problem: At the moment after 0.15 if we wish to create multiple stations with the same name "iron ore pickup" and we require multiple trains to fully keep up with the rate the stations are turning on because they have enough for a full train (so toggling disabled or not based on available ...
- Fri May 05, 2017 9:19 pm
- Forum: News
- Topic: Friday Facts #189 - Specifying the 1.0
- Replies: 169
- Views: 82218
Re: Friday Facts #189 - Specifying the 1.0
arty train big yes so people aren't forced to wall in their train lines to outposts on death worlds like i have too :P. when you do the arty trains can you please consider making it a platform which is a wagon where people can mount their weapon systems of choice, so if they can mix and match the we...
- Thu May 04, 2017 12:34 pm
- Forum: Ideas and Suggestions
- Topic: Stack inserters with negative stack size
- Replies: 8
- Views: 4218
Re: Stack inserters with negative stack size
As 0.15 brought us configurable stack sizes, I feel that adding negative stacksizes for reversing movement (of splitters, belts, inserters) is definitely a lot more possible now, on the other hand I'm struggling with the complexity of this one for a lot of players. Wouldn't it be nice to just have ...