Search found 180 matches

by pleegwat
Fri Apr 24, 2020 3:32 pm
Forum: Ideas and Requests For Mods
Topic: Ammo Level Indicator
Replies: 3
Views: 232

Re: Ammo Level Indicator

If you feed the turret from a chest, you could then use the circuit network to read the amount of ammo in the chest. Does mean there's an amount of ammo you're not seeing, and there's more ammo in the system.
by pleegwat
Fri Apr 17, 2020 3:51 pm
Forum: News
Topic: Friday Facts #343 - Environmental particle effects
Replies: 51
Views: 5659

Re: Friday Facts #343 - Environmental particle effects

valneq wrote:
Fri Apr 17, 2020 3:47 pm
I really like the vegetation crawling out of the gaps in the tiles – makes it feel more aged and alive.
In that case, shouldn't the vegetation be initially removed and come back up through the cracks over time? Of course to a lesser degree the more often the path is used.
by pleegwat
Fri Feb 21, 2020 3:46 pm
Forum: Modding help
Topic: Desync-safe generated coordinates list?
Replies: 5
Views: 216

Re: Desync-safe generated coordinates list?

You can make it slightly faster by eliminating the math.sqrt() (sorting on the square of the distance instead) since that's equivalent.
by pleegwat
Sat Jan 25, 2020 8:43 pm
Forum: News
Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Replies: 142
Views: 21931

Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes

"The nodes are related to segments with extra information about travel direction. Edges are related to segment connections (transitions)" I see. So, if I understand correctly, most of these cases arise from fact that train can be "in the middle" of some edge of graph on which pathfinder operates, i...
by pleegwat
Wed Dec 25, 2019 9:25 pm
Forum: Modding help
Topic: Detect collision with cliffs
Replies: 12
Views: 425

Re: Detect collision with cliffs

Could you detect the fact the vehicle has been standing still for more than, say, a second?
by pleegwat
Sun Dec 01, 2019 1:22 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 22376

Re: Friday Facts #320 - Color correction

alexk wrote:
Sat Nov 30, 2019 9:25 pm
Bumping.
Can't wait to try it out.
ETA please? :shock:
Not before January, so that the devs can relax during the Christmas holidays just like everone else.
by pleegwat
Mon Nov 25, 2019 7:09 pm
Forum: Won't implement
Topic: API returning index of the player the code is running on
Replies: 12
Views: 622

Re: API returning index of the player the code is running on

I think the ideal solution would be allowing for LUA to run in the UI layer (where all current LUA runs in the game layer). All function calls or structure writes from the UI to the game layer would have to be synced, but the UI layer itself could stay local. In turn, the game layer would no longer ...
by pleegwat
Fri Nov 22, 2019 5:22 pm
Forum: Modding interface requests
Topic: Recipes with probabilities better handling
Replies: 7
Views: 387

Re: Recipes with probabilities better handling

I think this mainly applies to low-volume high-value recipes. And then particularly cases where a high-value catalyst has a chance to decay - 90% outcome A and 10% outcome B becomes 9% both and 9% neither, and that's particularly punitive if it happens on the first craft. The question is though, wha...
by pleegwat
Tue Nov 19, 2019 5:27 pm
Forum: Modding discussion
Topic: Proposal: Factory Metrics
Replies: 5
Views: 362

Re: Proposal: Factory Metrics

Average distance any item is transported in its lifetime. This is a great one. It might be difficult to implement since the "life" of an item is difficult to define when it enters a stack. Maybe a way to implement this would be to measure the paths between the assemblers in a supply chain. I don't ...
by pleegwat
Mon Nov 18, 2019 4:56 pm
Forum: Modding discussion
Topic: Proposal: Factory Metrics
Replies: 5
Views: 362

Re: Proposal: Factory Metrics

Average distance any item is transported in its lifetime.
by pleegwat
Tue Nov 12, 2019 6:37 pm
Forum: Modding discussion
Topic: Breaking change/fix: script.raise_event rework - opinions wanted
Replies: 88
Views: 4508

Re: Breaking change/fix: script.raise_event rework - opinions wanted

How about, for every default event that a mod might also send, you add a second mod-only event. Then a receiving mod can pick if they want to support (and validate) mod-generated events, or ignore them and just handle (guaranteed valid) default events.
by pleegwat
Fri Oct 25, 2019 3:28 pm
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 118
Views: 14025

Re: Friday Facts #318 - New Tooltips

Could you post a tooltip example of a complicated recipe with multiple items, such as the uranium processing one?
by pleegwat
Sun Oct 06, 2019 3:26 pm
Forum: Modding interface requests
Topic: Show mod license.txt ingame.
Replies: 15
Views: 1057

Re: Show mod license.txt ingame.

First game startup with the mod isn't distribution. I'd rather expect accepting the license when downloading from the mods page, or when installing ingame through the mod manager.
by pleegwat
Fri Sep 20, 2019 4:20 pm
Forum: News
Topic: Friday Facts #313 - Light at the end of the bug tunnel
Replies: 58
Views: 9643

Re: Friday Facts #313 - Light at the end of the bug tunnel

Are game developers not allowed to be humans any more?
by pleegwat
Fri Sep 13, 2019 10:27 pm
Forum: Implemented mod requests
Topic: A solution to searching prototypes in natural language
Replies: 23
Views: 1421

Re: A solution to searching prototypes in natural language

Problems like this make me think of a different potential solution: Having a distinct UI stage which can read from and send commands to the control stage. Those commands would need to be synchronized across all players, but the UI itself could remain local to each player. Probably isn't feasible in ...
by pleegwat
Fri Sep 06, 2019 6:48 pm
Forum: Modding discussion
Topic: weird problem
Replies: 5
Views: 344

Re: weird problem

The way the game handles >100% yield changed a few weeks ago. You can now actually get multiple times standard yield in that case.
by pleegwat
Fri Sep 06, 2019 6:36 pm
Forum: Modding discussion
Topic: weird problem
Replies: 5
Views: 344

Re: weird problem

Is this on infinite ore with >100% yield?
by pleegwat
Mon Jul 29, 2019 5:28 pm
Forum: Modding interface requests
Topic: Changing LuaCustomChartTag::position to writable? Or?
Replies: 2
Views: 183

Re: Changing LuaCustomChartTag::position to writable? Or?

How about before replacing the new tag, check if it is already chunk-aligned?
by pleegwat
Sun Jul 28, 2019 5:16 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 67583

Re: Friday Facts #305 - The Oil Changes

I feel maybe it would be better for the first time the player runs into a multi-output recipe to be on something which produces items rather than fluid, so the blockage is immediately visible on belts. I don't have any ideas for where to add it though.

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