Search found 162 matches

by lovely_santa
Sun Aug 18, 2019 9:18 pm
Forum: Resolved Problems and Bugs
Topic: [posila][0.17.66][Modding] Different types of walls do not connect to each other
Replies: 4
Views: 420

Re: [posila][0.17.66][Modding] Different types of walls do not connect to each other

posila wrote:
Sun Aug 18, 2019 6:25 pm
the original idea was to have some "layer_id" that would need to be the same for two types of walls to draw the connection ... so I might do that.
I understand, I can work with layer_id, hopefully it accepts also a table of layer_id's for multiple mod compatibilities...
by lovely_santa
Sun Aug 18, 2019 6:06 pm
Forum: Resolved Problems and Bugs
Topic: [posila][0.17.66][Modding] Different types of walls do not connect to each other
Replies: 4
Views: 420

Re: [posila][0.17.66][Modding] Different types of walls do not connect to each other

They do connect, but they are not drawn as connected. I believe it was changed to work this way when we were making HD wall graphics for 0.17, and there was an idea of having stone wall that would look like it was actually made of stone, and concrete walls, and we didn't like how the connection bet...
by lovely_santa
Sun Aug 18, 2019 1:17 pm
Forum: Resolved Problems and Bugs
Topic: [posila][0.17.66][Modding] Different types of walls do not connect to each other
Replies: 4
Views: 420

[posila][0.17.66][Modding] Different types of walls do not connect to each other

Hi, I am working on making my forcefield mod compatible with 0.17 when I noticed different types of wall do not connect to each other. I am making a duplicate of the stone wall and adding a tint to them, other than changing graphics, they are identical. When I connect the walls up to themselves, the...
by lovely_santa
Tue Aug 13, 2019 1:56 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3073
Views: 502374

Re: Development and Discussion

Hello, is it planned to add compatibility with AAI programmable vehicle, I tried to use the crawler using the remote control of AAI programmable vehicle but the latter does not want to move forward, and even if you want to manually move it forward it does not move I can look into that. However, I s...
by lovely_santa
Thu Aug 01, 2019 10:10 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3073
Views: 502374

Re: Development and Discussion

If Angel has already decided how to proceed, that hasn't been made known to the readers of this thread, so conversations here are taking place without that knowledge. Let me clear some of those conserns: Angel has already a repository with all his mods (I got even write access as I got collab mods ...
by lovely_santa
Wed Jul 31, 2019 8:00 pm
Forum: Texture Packs
Topic: [Request] Train Construction Site mod needs (static) graphics (details in post).
Replies: 0
Views: 461

[Request] Train Construction Site mod needs (static) graphics (details in post).

Hi, Voske_123 and me created a nice, configurable way of automaticaly creating trains instead of blueprinting/manualy placing them on the rails. This mod is called the Train Construction Site , feel free to check it out on the mod portal, where a long description of the workings of the mod is explai...
by lovely_santa
Sat Jul 27, 2019 5:47 pm
Forum: Modding interface requests
Topic: Oposite of util.parse_energy(energy)
Replies: 3
Views: 146

Re: Oposite of util.parse_energy(energy)

The lookup table can indeed be put outside the actual function; which I updated the initial code post.
And the while loop could be changed to if elseif ... else end case, but that's what i've put in discord first, and was requested to change...
by lovely_santa
Sat Jul 27, 2019 2:08 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.59] Migration content UI only promts on first load.
Replies: 2
Views: 245

[0.17.59] Migration content UI only promts on first load.

Hi, It's a bit of a complicated bug report. In attachments I added 2 files: cab-test-old.zip is a save file, it uses content from the angelsaddons-cab mod version 0.1.3 angelsaddons-cab_0.1.4 is the updated mod ( newer version (0.1.4) than on save file, containing some items, entities that needs mig...
by lovely_santa
Sat Jul 27, 2019 12:36 pm
Forum: Modding interface requests
Topic: Oposite of util.parse_energy(energy)
Replies: 3
Views: 146

Oposite of util.parse_energy(energy)

Hi, util.parse_energy(energy) will revert a string to a value. While creating some localised_description with additional values, I came across the need of converting an int value to it's string value (localised version then). Bilka said, when finished I should ask to add this to the core game lualib...
by lovely_santa
Wed Jul 24, 2019 12:52 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.58] Technology mod changes not line wrapping
Replies: 1
Views: 166

[0.17.58] Technology mod changes not line wrapping

When using mods, with the new technology gui overhaul, the mod list (order) that changes the particular technology does not line wrap (as it should, said RSeding). Capture.PNG As RSeding requested, here a save with a small (3) mods to test this out. The technology that I've selected, green science) ...
by lovely_santa
Tue Jul 23, 2019 8:49 pm
Forum: Modding interface requests
Topic: [RSeding91] Runtime access to utility constants
Replies: 0
Views: 68

[RSeding91] Runtime access to utility constants

I got an entity that I can draw with the renderer (converted it to sprite animation). So at this point, I can render an entity that looks exactly the same as the actual entity. Now, when the entity gets destroyed, it destroys my rendering (as it is tied into the entity, so it is at the end of its li...
by lovely_santa
Wed Jul 17, 2019 10:16 pm
Forum: Modding interface requests
Topic: [0.17.x] Allow to hide the fluid icon on the fluid connections
Replies: 1
Views: 95

[0.17.x] Allow to hide the fluid icon on the fluid connections

Hi, I got a 1x1 assembling machine that has an input and an output, as shown below: tmp.PNG As you can see on detailed mode; this entity has 3 icon graphics drawn: The recipe icon in the middle of the graphic (backgound) The input fluid icon The output fluid icon The fluid icons are drawn over each ...
by lovely_santa
Sun Jun 23, 2019 11:46 am
Forum: Implemented mod requests
Topic: Allow different shapes in equipment armor
Replies: 12
Views: 424

Re: Allow different shapes in equipment armor

Thanks for the implementation! <3
by lovely_santa
Tue Jun 18, 2019 12:14 pm
Forum: Implemented mod requests
Topic: Allow different shapes in equipment armor
Replies: 12
Views: 424

Allow different shapes in equipment armor

As of now, equipment requires to have a shape defined, but the type must be "full". I want to make different shape equipments, for example an "L" shape would be nice to have a 2x2 mk1 equipment, the mk2 could be an addon 3x3 "L" shaped armor that wraps around the 2x2 and together form a square 3x3 e...
by lovely_santa
Thu May 30, 2019 11:44 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.43] Scroll-pane flow does not look at flow style setting
Replies: 1
Views: 257

[Rseding91] [0.17.43] Scroll-pane flow does not look at flow style setting

Hi, I got this simple mod to reproduce the bug. In the data stage I define a new scroll_pane_style: data.raw["gui-style"]["default"]["bugreport_customScrollPane"] = { type = "scroll_pane_style", parent = "scroll_pane" , padding = 12, vertical_flow_style = { type = "vertical_flow_style", vertical_spa...
by lovely_santa
Tue May 28, 2019 6:14 am
Forum: Releases
Topic: Version 0.17.43
Replies: 12
Views: 7317

Re: Version 0.17.43

I downloaded and installed this 0.17.43. Everything works nice. But I noticed that it brought forward my blueprints from Ver 0.16. Ok, but I was using 0.17.4 previously, and a lot of the blueprints from v16 was now not working correctly. So, since I had installed this as a separate install, I went ...
by lovely_santa
Sat May 25, 2019 12:58 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.43][minor] GUI debug info (ctrl F6) stuck to guiElement instead of cursor
Replies: 1
Views: 361

[0.17.43][minor] GUI debug info (ctrl F6) stuck to guiElement instead of cursor

Hi, When you click on a slider, the small slider button will move and your new slider value becomes the value at the position you clicked. When you do this with the debug menu (ctrl +F6) open, the debug options get stuck to the slider element, and a new set of debug options appear on your cursor, as...
by lovely_santa
Sat May 25, 2019 9:33 am
Forum: Modding help
Topic: Map Gen settings to create an infinite grass world?
Replies: 3
Views: 201

Re: Map Gen settings to create an infinite grass world?

Here you go, just made one (0.17.43): game.create_surface("MyGrassySurfaceName", { -- TERRAIN SPECIFICATION -- terrain_segmentation = 0, water = 0, -- no water width = 0, -- infinite height = 0, -- infinite -- AUTOPLACE SETTINGS -- autoplace_controls = nil, default_enable_all_autoplace_controls = fa...
by lovely_santa
Fri May 24, 2019 10:49 pm
Forum: Minor issues
Topic: [0.17.43][minor] character GUI filler is not filling the whole empty space
Replies: 1
Views: 149

[0.17.43][minor] character GUI filler is not filling the whole empty space

Hi,

When the search bar is not activated, the filler to drag the UI is not stretching up to the search button.
screenshot.PNG
screenshot.PNG (1.4 MiB) Viewed 149 times
Kind regards
lovely_santa
by lovely_santa
Fri May 24, 2019 6:44 pm
Forum: Releases
Topic: Version 0.17.43
Replies: 12
Views: 7317

Re: Version 0.17.43

[*]Car/tank color keeps the color of the last user. Can we have this for turrets as well, so we may build a rainbow of fiery death to the biters? Might as well code in a paint gun, and each model has a part of the texture that can be recoloured on the fly Aw hell, I'd use that! Especially if you ca...

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