Search found 512 matches

by Mylon
Tue May 23, 2023 7:15 pm
Forum: Fixed for 2.0
Topic: [1.1.82] Game sounds stacked on top of each other are not properly scaled down
Replies: 1
Views: 635

[1.1.82] Game sounds stacked on top of each other are not properly scaled down

Problem: Too many sounds played at once are very loud. Even louder than should be expected given the system volume. Expected: The sound matches the volume of other sounds in the game and does not cause excessively loud bursts. To recreate: This command reliably causes an extremely loud burst of sou...
by Mylon
Thu Apr 13, 2023 11:41 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 303
Views: 120463

Re: Mylon's Many Mods

I think I figured out how to make dangOreus perform more smoothly. Gimme some time to write it up.
by Mylon
Sat Jul 23, 2022 1:19 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.61] Switch raises on_gui_click twice
Replies: 1
Views: 1705

[1.1.61] Switch raises on_gui_click twice

Problem: On_gui_click event fires twice when a switch is toggled. Expected: Event only fires once. To recreate: * Run this command to create a gui element and hook into the event: /c global.count = 0; game.player.gui.center.add{type="switch", name="bug"}; script.on_event(defines....
by Mylon
Fri May 27, 2022 1:48 pm
Forum: Won't implement
Topic: Request: Dummy capsules
Replies: 1
Views: 989

Request: Dummy capsules

What: Add several dummy capsule items. Example would be to create a prototype for each signal in the game.

Why: Create more potential events for softmods. e.g. "magic spells".
by Mylon
Wed May 18, 2022 2:22 pm
Forum: Modding interface requests
Topic: LuaGuiElement request: Inventory
Replies: 0
Views: 544

LuaGuiElement request: Inventory

I would like a native inventory widget specifically for accessing LuaScriptInventory.

The goal is to attach it to an existing GUI using the "relative" container to extend functionality depending on items inside.
by Mylon
Mon Aug 30, 2021 3:29 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.38] Grenades ignore entities with no flags
Replies: 1
Views: 2840

[1.1.38] Grenades ignore entities with no flags

Problem: Grenades are not damaging entity-with-health that have no flags set. To recreate: Create an entity-with-health with no flags, or remove the flags of an existing entity, like so: data.raw["simple-entity"]["rock-big"].flags = {} data.raw["simple-entity"]["r...
by Mylon
Mon Apr 19, 2021 9:23 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 303
Views: 120463

Re: Mylon's Many Mods

Mentioned it in the portal, but I know things can get hidden there. Assembler Assay's mod portal link in the OP of this thread is broken, but the main thing I wanted to report, don't know if a solution is possible: Assembler Assay conflicts with Production Scrap 2. "data_final_fixes.lua: 179: ...
by Mylon
Fri Feb 05, 2021 1:38 pm
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 298
Views: 163401

Re: Friday Facts #365 - Future plans

I hope the expansion means the base game will be discounted. I almost always way for the GOTY edition to get the "full" game at a reasonable price. And this is one reason why I'll never buy the "complete" EU4.
by Mylon
Tue Feb 02, 2021 5:11 pm
Forum: News
Topic: Friday Facts #364 - 1.1 stable
Replies: 57
Views: 35311

Re: Friday Facts #364 - 1.1 stable

I tried the new smart belt building. Is it possible to keep the feature active without having to press R repetitively? Basically I would like to be able to make turns without having to press R every time. I tried to keep R pressed while turning but the key has to be released and pressed again every...
by Mylon
Tue Jan 05, 2021 2:55 pm
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 233
Views: 129450

Re: The real reason that turret creep is a common strategy

Grenades, landmines (this one is abit of an exploit), flame throwers, poison capsule, rocket launcher, tank, artillery cannons and spidertrons are the primary offensive weapons of the engineer. I may have missed some of the subtlety as many of these featured creeped up on me in my time in this comm...
by Mylon
Sat Oct 24, 2020 3:59 pm
Forum: Modding interface requests
Topic: surface.delete_chunk{position, update_chart}
Replies: 0
Views: 766

surface.delete_chunk{position, update_chart}

I would like an additional parameter to surface.delete_chunk. update_chart also clears chart information for all forces for that chunk. This is what happens already. I would like to be able to set this to false so a mod could generate chunks far into the distance and then delete them, retaining the ...
by Mylon
Sat Oct 24, 2020 1:40 pm
Forum: Modding interface requests
Topic: LuaEntity.unrevive() turn an entity into a ghost
Replies: 2
Views: 1021

Re: LuaEntity.unrevive() turn an entity into a ghost

You can manually change the force's ghost_time_to_live to be a positive number to force a ghost to spawn on entity death. local force = entity.force local ttl = force.ghost_time_to_live force.ghost_time_to_live = 60 * 60 * 60 --1 hour entity.die() force.ghost_time_to_live = ttl
by Mylon
Mon Oct 19, 2020 7:42 pm
Forum: Not a bug
Topic: [1.0.0] resource.deplete() destroys infinite resources
Replies: 5
Views: 1832

Re: [1.0.0] resource.deplete() destroys infinite resources

Infinite resources can still deplete (and they fire the related event) without being destroyed via normal gameplay. I may have mistated my original request, but the goal was to recreate the vanilla behavior.
by Mylon
Mon Oct 19, 2020 3:01 pm
Forum: Not a bug
Topic: [1.0.0] resource.deplete() destroys infinite resources
Replies: 5
Views: 1832

[1.0.0] resource.deplete() destroys infinite resources

Summary:
entity.deplete() deletes infinite resources

To recreate: mouse over a patch of oil and do
/c game.player.selected.deplete()

What happened:
Resource is destroyed.

What was expected:
Resource remains. Is set to depletion amount.
by Mylon
Tue Sep 22, 2020 1:08 pm
Forum: Questions, reviews and ratings
Topic: dangoreus weird generation
Replies: 1
Views: 1408

Re: dangoreus weird generation

Fixed. Thanks for the report.
by Mylon
Wed Sep 02, 2020 6:37 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 303
Views: 120463

Re: Mylon's Many Mods

Apparently Big Monsters and Prospector do not like each other. The mod Prospector (1.0.26) caused a non-recoverable error. Please report this error to the mod author. Error while running event Prospector::on_sector_scanned (ID 7) The mod Big-Monsters (1.0.1) caused a non-recoverable error. Please r...
by Mylon
Sun Aug 23, 2020 2:07 pm
Forum: Modding interface requests
Topic: Set Hue for data stage (and for control stage; and saturation and value)
Replies: 43
Views: 8556

Re: Set Hue for data stage (and for control stage; and saturation and value)

If anyone is still paying attention, I finally sat down to explore this and found success! https://media.discordapp.net/attachments/306402592265732098/746403609876627557/unknown.png Here's the code I used to achieve this result: local refurbisher = util.table.deepcopy(data.raw["assembling-machi...
by Mylon
Sun Jul 19, 2020 2:04 pm
Forum: Duplicates
Topic: [0.18.36] Unable to place train ghosts
Replies: 0
Views: 751

[0.18.36] Unable to place train ghosts

At some point in the past I was able to place train ghosts. It was super simple, q a locomotive then shift-click on a track to place a locomotive. Do the same for cargo wagons and new train, connected and ready to go. At some point within 0.18 this stopped working. Sometimes when I click a ghost wil...
by Mylon
Sun Jul 19, 2020 12:52 pm
Forum: Ideas and Suggestions
Topic: Network Mask for Electric Poles
Replies: 5
Views: 2425

Re: Network Mask for Electric Poles

automatically wire up green and red wires if the connection is in range, or according to whatever criteria they want. This could currently be done by matching the names of the poles in your script, Could do this via a toggle accessible via a mod ui. Toggle the flag and any Electric Poles will autom...
by Mylon
Sat Jul 18, 2020 5:24 pm
Forum: Ideas and Suggestions
Topic: Network Mask for Electric Poles
Replies: 5
Views: 2425

Re: Network Mask for Electric Poles

This should be possible with a mod. Using scripts when entities are built, connections between incompatible entities can be removed, or connections between compatible entities created.

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