Search found 94 matches

by Stringweasel
Tue May 17, 2022 11:30 am
Forum: Modding help
Topic: Secondary "Power" Grid
Replies: 8
Views: 274

Re: Secondary "Power" Grid

The only problem now is that this doesn't prevent powering plasma machines with electricity. Another option is to disable your plasma machines when they touch a normal electric pole's coverage, similar to SE's beacon overload system, also mimicked by Beacon Rebalance . You could make it part of the...
by Stringweasel
Tue May 17, 2022 6:34 am
Forum: Modding help
Topic: Secondary "Power" Grid
Replies: 8
Views: 274

Re: Secondary "Power" Grid

I guess another question you can ask is: what do you want to achieve? For example, if you go the fluid direction then your plasma grid will not behave like electricity in the sense that it has perfect and instant transmission. Fluids will have to flow through all the poles to get where it needs to b...
by Stringweasel
Tue May 17, 2022 6:30 am
Forum: Modding help
Topic: Secondary "Power" Grid
Replies: 8
Views: 274

Re: Secondary "Power" Grid

Yes, it is. You can only filter one type though. This means a FluidBox will only accept one type of fluid, or all of them. Going the fluids route might be hard to do, because it's a real a pain to work with. Especially where you need to turn electricity into fluid and fluid back into electricity so...
by Stringweasel
Sun May 08, 2022 2:28 pm
Forum: Assigned
Topic: [Genhis] [1.1.57] Syncronize mods with save fails silently with slow internet connection
Replies: 0
Views: 106

[Genhis] [1.1.57] Syncronize mods with save fails silently with slow internet connection

Hello! I'm not sure if this is intended behaviour, or me missing something. However, it caused quite a bit of confusion for me to realize what's going on, so I hope that it can be improved if possible. Might help other people who has bad internet, like me, to have less head-scratch moments in the fu...
by Stringweasel
Fri Apr 22, 2022 11:06 am
Forum: Ideas and Requests For Mods
Topic: RANDOM / unpredictable output of Factories
Replies: 4
Views: 222

Re: RANDOM / unpredictable output of Factories

If you're looking for a more random playthrough you could try Vill's Recipe Randomizer :)

You can read about how it works here: https://alt-f4.blog/ALTF4-33/
by Stringweasel
Tue Apr 19, 2022 8:59 pm
Forum: Minor issues
Topic: [1.1.53] Pump speed exceeding maximum when multiple fluidbox connections
Replies: 2
Views: 354

Re: [1.1.53] Pump speed exceeding maximum when multiple fluidbox connections

I'd prefer you keep it as is :P

Thanks though! Didn't expect or really need it to change. Was merely an interresting bug report.
by Stringweasel
Thu Apr 14, 2022 9:27 am
Forum: Technical Help
Topic: [1.1.57] Sudden FPS Lag Spikes in 10 Hour Modded Save
Replies: 3
Views: 181

Re: [1.1.57] Sudden FPS Lag Spikes in 10 Hour Modded Save

The best way to get people to help you find the source of lag spikes is by showing the ingame timing information. It shows which things, and which mods, take's the most time, and will show you which mod is the culprit. If you don't know how, press F4, scroll down to `show-timing-information` or some...
by Stringweasel
Sun Apr 10, 2022 1:10 pm
Forum: Minor issues
Topic: [1.1.34] play_sound{...} not playing sound globally
Replies: 5
Views: 698

Re: [1.1.34] play_sound{...} not playing sound globally

Did you find any way to play a custom sound globally for all players and position-independently? I decided it was out-of-scope for me, but someone did make a good suggestion to me. Spawn a speaker and let the speaker play the sound somehow. A speaker can be set to play global, and will stay global ...
by Stringweasel
Sun Apr 10, 2022 9:27 am
Forum: Resolved Problems and Bugs
Topic: [1.1.56] Failed to load a non-modded save from a supported game version because of a NaN value
Replies: 5
Views: 474

Re: [1.1.56] Failed to load a non-modded save from a supported game version because of a NaN value

Solved. It was a corrupted biter and a corrupted turret. I destroyed and replaced these entities in a previous version (1.1.53) where it still worked, and now it's solved. Bilka helped me determine where the corruption was detected, but you can apparently find the classes where the corruption happen...
by Stringweasel
Sun Apr 10, 2022 8:16 am
Forum: Resolved Problems and Bugs
Topic: [1.1.56] Failed to load a non-modded save from a supported game version because of a NaN value
Replies: 5
Views: 474

Re: [1.1.56] Failed to load a non-modded save from a supported game version because of a NaN value

Here is the save file. It's one of my Hall of Fame simulations. It's the map Wube used to create the Trailer in 2014, which was then migrated through all the versions to 1.1. I had to manually delete some files inside the zip when I migrated. I have other many maps that's also *almost* that old, but...
by Stringweasel
Sun Apr 10, 2022 7:59 am
Forum: Resolved Problems and Bugs
Topic: [1.1.56] Failed to load a non-modded save from a supported game version because of a NaN value
Replies: 5
Views: 474

Re: [1.1.56] Failed to load a non-modded save from a supported game version because of a NaN value

My specific point of failure is: 12.086 Loading level.dat: 3949242 bytes. 12.088 Info Scenario.cpp:199: Map version 1.1.53-0 12.180 Warning Map.cpp:346: Map loading failed: NaN value loaded from input file. File could be corrupted. 12.359 Warning Map.cpp:346: Map loading failed: NaN value loaded fro...
by Stringweasel
Sun Apr 10, 2022 7:48 am
Forum: Resolved Problems and Bugs
Topic: [1.1.56] Failed to load a non-modded save from a supported game version because of a NaN value
Replies: 5
Views: 474

Re: [1.1.56] Failed to load a non-modded save from a supported game version because of a NaN value

Bug Reporst -> Technical Help -> Resolved

What happended?? :D

I have a save file that is also giving the exact same error message. It was running fine in the previous versions, but it failing now with this new check. I'm not sure what to look out for.
by Stringweasel
Mon Apr 04, 2022 1:24 pm
Forum: Modding help
Topic: Need ideas for GUI
Replies: 4
Views: 239

Re: Need ideas for GUI

I don't really play with other characters. But it might be cool if you make it look like the Train Overview GUI. A bunch of thumbnails that you can scroll. And make it a standalone GUI in the center. :)
by Stringweasel
Fri Mar 18, 2022 12:33 pm
Forum: Modding help
Topic: How can I get the zoom ratio of the current screen?
Replies: 3
Views: 411

Re: How can I get the zoom ratio of the current screen?

I want to add a screen zoom function, but it seems that "player. Zoom" only supports writing, but does not support reading. Is there a way to obtain the current zoom ratio? Because only in this way can smooth scaling be achieved I've tried to record with variables, but if the player adjus...
by Stringweasel
Thu Mar 17, 2022 2:54 pm
Forum: Modding help
Topic: Help, game error - no character
Replies: 23
Views: 1066

Re: Help, game error - no character

Unlike vanilla's raise_event(), it doesn't raise an event at all, but checks all remote interfaces for a function on_character_swapped_event. Ahh okay. That's kinda cool. So instead of blindly raising an event and not caring if someone is listening, it's rather checking if there is anyone listening...
by Stringweasel
Thu Mar 17, 2022 2:35 pm
Forum: Modding help
Topic: Help, game error - no character
Replies: 23
Views: 1066

Re: Help, game error - no character

The Jetpack mod also messes with characters. When you enable the jetpack it destroys your character and creates a new one wearing the jetpack. So your mod will have to listen to that remote event. Inside the jetpack script it has this function which calls raise_event raise_event(Jetpack.on_character...
by Stringweasel
Tue Mar 15, 2022 11:46 am
Forum: Won't implement
Topic: option for LuaForce.clear_chart to not remove tags
Replies: 8
Views: 536

Re: option for LuaForce.clear_chart to not remove tags

curiosity wrote:
Tue Mar 15, 2022 10:55 am
It's more complicated than that:
Ahh, thought there might be something like that lurking with Rseding said that tags are stored in the chart. Thanks for clarifying :)
by Stringweasel
Tue Mar 15, 2022 7:58 am
Forum: Won't implement
Topic: option for LuaForce.clear_chart to not remove tags
Replies: 8
Views: 536

Re: option for LuaForce.clear_chart to not remove tags

You could always work around it. Use find_chart_tags to find all the tags in the area you want to clear and remember them, and after you cleared the chart you add_chart_tag them all back in.
by Stringweasel
Wed Mar 09, 2022 12:36 pm
Forum: Modding help
Topic: Ask about the syntax of lua
Replies: 6
Views: 428

Re: Ask about the syntax of lua

I would do something like this :)

Code: Select all

local prefix = "setting"
local settings = {}

for i=1,5 do
	settings[i] = prefix..i	
	print(settings[i])
end

Which will print:

Code: Select all

setting1
setting2
setting3
setting4
setting5
by Stringweasel
Thu Mar 03, 2022 2:11 pm
Forum: Ideas and Suggestions
Topic: Better victory GUI
Replies: 3
Views: 661

Re: Better victory GUI

I want to revivie this thread, because the Victory Screen doesn't really fit with the rest of the game. The game is focussed on automation , not conflict . As Néomorphos mentioned, knowing how much wooden boxes you destroyed isn't very exciting and a bit of an anti-climax. There are much cooler stas...

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