Search found 3214 matches
- Sat Aug 05, 2017 9:10 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.32] Window larger than monitor
- Replies: 5
- Views: 3804
[0.15.32] Window larger than monitor
Yesterday I set my GUI scale to around 120%, I usually have it around 80%. When I started the game today, it created a window bigger than my screen instead of the usual 720p window. This meant that I could not change the UI scale in the options to be back at 80% because I couldn't "reach" ...
- Fri Aug 04, 2017 2:17 pm
- Forum: Gameplay Help
- Topic: What particular flashing icons mean
- Replies: 9
- Views: 4981
Re: What particular flashing icons mean
This page I just made should make you happylyallp wrote: In the wiki, a sample of an icon and a one sentence explanation as to why it is shown would do.
- Thu Aug 03, 2017 1:06 pm
- Forum: Not a bug
- Topic: [for 0.16][0.15.32] Seeds 4 and 5 give same map
- Replies: 2
- Views: 2484
[for 0.16][0.15.32] Seeds 4 and 5 give same map
Using the seed 4 and otherwise default settings gives the same map as using the the 5 and otherwise default settings. Only the tree graphics seem to be of different variations, the positions are the same.
Using 4:
Using 5:
Using 4:
Using 5:
- Thu Aug 03, 2017 12:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [for 0.16] [0.15.32] /seed gives nauvis seed, not game.plyr.surf seed
- Replies: 3
- Views: 1444
[Rseding91] [for 0.16] [0.15.32] /seed gives nauvis seed, not game.plyr.surf seed
Might be intended, but I would find it more intuitive if it printed the seed of game.player.surface instead of game.surfaces[1].
- Thu Aug 03, 2017 12:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.32] Incredibly unhelpful error message
- Replies: 1
- Views: 865
[0.15.32] Incredibly unhelpful error message
When trying to set the technology_difficutly or the recipe_difficulty to a number other than 0 or 1 the error message will be incredibly unhelpful: http://imgur.com/v8paTmF.png Setting to 1.5 or 0.5 doesn't give an error and sets to 1 and 0 respectively. When setting the value in control.lua, the er...
- Wed Aug 02, 2017 12:09 pm
- Forum: Modding help
- Topic: How to list through all items that can be held in inventory?
- Replies: 7
- Views: 3190
Re: How to list through all items that can be held in inventory?
When are you calling the function? If you are doing it on load you have no access to the game object.
- Tue Aug 01, 2017 5:40 pm
- Forum: Not a bug
- Topic: Steam engine seems bugged
- Replies: 2
- Views: 1089
Re: Steam engine seems bugged
The avaible performance is 100%. The current performance is below that because you don't consume that much power. The current performance will go up when you consume more power. NaB
- Tue Aug 01, 2017 3:50 pm
- Forum: Modding help
- Topic: [RESOLVED] control.lua script question?...
- Replies: 6
- Views: 4171
Re: [RESOLVED] control.lua script question?...
I also remembered that that might be the case, so I looked at the api and decided to ask Rseding and... control.lua changes do not trigger it.. sorry!Volvith wrote:(I thought on_configuration_changed meant enabling/disabling/adding/removing entire mods only. Oops. )
- Tue Aug 01, 2017 3:24 pm
- Forum: Modding help
- Topic: [RESOLVED] control.lua script question?...
- Replies: 6
- Views: 4171
Re: control.lua script question?...
You can use _on_configuration_changed. it get's called whenever anything in your mod files changes, which means that you can use it to execute things "on load" for mod testing purposes, since your mod almost always changes when you reload the game.
- Tue Aug 01, 2017 3:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [HanziQ][15.31] Extremely large research multiplier causes crash (MacOS)
- Replies: 4
- Views: 4749
Re: [HanziQ][15.31] Extremely large research multiplier causes crash (MacOS)
If you do limit it, please document the max number in the lua api doc.
- Mon Jul 31, 2017 8:24 am
- Forum: Resource Spawner Overhaul
- Topic: More mod compability please
- Replies: 26
- Views: 10957
Re: More mod compability please
I have yet to release my mod because I wanted to wait on you to make it so it could use RSO, but I attached the current version to this post. Technically the mod is finished, though I didn't comment out the command I use to (re)generate the GUI. The command is /regen_gui . It calls the same function...
- Sun Jul 30, 2017 1:43 pm
- Forum: Resource Spawner Overhaul
- Topic: More mod compability please
- Replies: 26
- Views: 10957
Re: More mod compability please
My mod generates the new world on gui click. I could also add a remote function to generate the new world if it's necessary, but I test by making the gui using a test command and then just clicking start or changing values if I need to.
- Sun Jul 30, 2017 9:59 am
- Forum: Resource Spawner Overhaul
- Topic: More mod compability please
- Replies: 26
- Views: 10957
Re: More mod compability please
Hmm and generation works on the new surface? I would thinkg it shouldn't be functioning properly.. but I might remember wrong. I have never played with your mod, but it does indeed not seem to function properly, although that could be attributed to me not setting a starting area. Here is a small al...
- Sat Jul 29, 2017 6:17 pm
- Forum: Resource Spawner Overhaul
- Topic: More mod compability please
- Replies: 26
- Views: 10957
Re: More mod compability please
I mainly care about the map gen settings getting taken from the surface the chunks are getting generated on. My mod tries to achieve a "new game+" experience. For that I make a new surface, teleport the player(s) there and delete all chunks on nauvis (since I can't actually delete that sur...
- Sat Jul 29, 2017 1:04 pm
- Forum: Resource Spawner Overhaul
- Topic: More mod compability please
- Replies: 26
- Views: 10957
Re: More mod compability please
That's sad to hear, this means that I will have to disable RSO on my surface and force the user to use vanilla generation. I hope that you will consider multiple surface support in the future.
- Sat Jul 29, 2017 12:21 pm
- Forum: Resource Spawner Overhaul
- Topic: More mod compability please
- Replies: 26
- Views: 10957
More mod compability please
Currently when RSO gets the map generation settings it always uses the map generation settings from the nauvis surface. It would be nice if I was able to tell RSO which surface to use for the map gen settings. This could be achieved by changing the regenConfig remote function. Currently the code is ...
- Sat Jul 29, 2017 8:13 am
- Forum: Not a bug
- Topic: Rocket Silo not consuming enough power
- Replies: 3
- Views: 1451
Re: Rocket Silo not consuming enough power
The energy consumption of the rocket silo only applies to it when the rocket is being launched. When that is not the case the silo consumes some power to craft and also drains some power, which is shown on the tooltip.
- Fri Jul 28, 2017 10:30 am
- Forum: Gameplay Help
- Topic: [0.15.31] Boilers stop working
- Replies: 12
- Views: 4902
Re: [0.15.31] Boilers stop working
Press alt, look at the symbols.
- Fri Jul 28, 2017 8:05 am
- Forum: Modding discussion
- Topic: Possible to make some .14 mods work in .15? If so, how?
- Replies: 14
- Views: 5017
- Fri Jul 28, 2017 8:04 am
- Forum: Modding help
- Topic: Loaders and electrical-energy-interface recipes
- Replies: 5
- Views: 4920
Re: Loaders and electrical-energy-interface recipes
No. The accumulators were part of the game before the interface was.d3x0r wrote:accumulators are derrived from electrical-energy-interface