Search found 111 matches
- Thu Jan 12, 2023 9:53 pm
- Forum: Modding interface requests
- Topic: LuaRendering.draw_on_map
- Replies: 26
- Views: 9893
Re: LuaRendering.draw_on_map
+1 from me as well, seems very useful.
- Fri Sep 06, 2019 5:43 pm
- Forum: Mods
- Topic: [MOD 0.16] Helicopters
- Replies: 117
- Views: 59710
Re: [MOD 0.16] Helicopters
@Karakurt I used this tutorial viewtopic.php?t=5336
- Fri Jun 21, 2019 6:35 am
- Forum: Mods
- Topic: [MOD 0.16] Helicopters
- Replies: 117
- Views: 59710
Re: [MOD 0.16] Helicopters
Hm you'd need to create the spritemasks... Lot of work...
- Mon Jan 14, 2019 11:43 pm
- Forum: Won't implement
- Topic: LuaEntity::play_sound()
- Replies: 19
- Views: 7825
Re: LuaEntity::play_sound()
Uhm hello? Was my question stupid or anything? You said you're open to talking.
- Mon Jan 14, 2019 9:50 am
- Forum: Won't implement
- Topic: LuaEntity::play_sound()
- Replies: 19
- Views: 7825
- Tue Jan 08, 2019 6:24 pm
- Forum: Won't implement
- Topic: LuaEntity::play_sound()
- Replies: 19
- Views: 7825
Re: LuaEntity::play_sound()
So to be clear are we talking about stopping sounds too or just starting custom ones? You said you can't return a handle because sounds aren't saved. But I think that would be fine, if you're able to check if they're valid during load. Stopping would be cool but I can live without it. I would mainly...
- Tue Jan 08, 2019 5:49 pm
- Forum: Minor issues
- Topic: Mining fields reset (modded) vehicle sound
- Replies: 3
- Views: 1566
Re: Mining fields reset (modded) vehicle sound
I tried "match_progress_to_activity" but it doesn't work, the only difference is that it now cyclically resets even when not doing anything.
And I already made an interface request which you yourself said you won't implement
And I already made an interface request which you yourself said you won't implement
- Tue Jan 08, 2019 3:49 pm
- Forum: Minor issues
- Topic: Mining fields reset (modded) vehicle sound
- Replies: 3
- Views: 1566
Mining fields reset (modded) vehicle sound
When I fly my chopper (carmod) over miners it stops the engine running sound loop and resets to the engine start sound. Flying over other entities does not trigger this. I made a short video where you can see what's going on. I should also mention that the sound emitting entity is not the one the pl...
- Tue Jan 08, 2019 9:40 am
- Forum: Won't implement
- Topic: LuaEntity::play_sound()
- Replies: 19
- Views: 7825
Re: LuaEntity::play_sound()
Yes but the sound needs to follow the car.Bilka wrote: βMon Jan 07, 2019 9:36 pm https://lua-api.factorio.com/latest/Con ... #SoundPath already supports build, close and various other sounds.
- Mon Jan 07, 2019 8:59 pm
- Forum: Won't implement
- Topic: LuaEntity::play_sound()
- Replies: 19
- Views: 7825
Re: LuaEntity::play_sound()
Can you just make it so that I can trigger custom sounds at will for an entity, it's clearly possible from C++ to play car open, close and no fuel sounds. Maybe you'd define some custom sounds in the prototype, like you can with the afore mentioned. I really don't want to resort to entity hacks agai...
- Mon Jan 07, 2019 2:13 pm
- Forum: Won't implement
- Topic: LuaEntity::play_sound()
- Replies: 19
- Views: 7825
LuaEntity::play_sound()
Yes you can play sounds at a position, but the sound's position can't be locked to vehicles, like e.g. engine noise. And rather than having to do a crazy entity hack it would be great if you implement it :) Additionally, if it's not too inconvenient to implement, return a handle to the new sound ins...
- Mon Jun 25, 2018 12:13 pm
- Forum: Modding discussion
- Topic: Divorcing behavior from entities
- Replies: 21
- Views: 9175
Re: Divorcing behavior from entities
I think from a modders perspective, Drakimor summed it up pretty well... We want modular control over the aspects the game already handles and fill in the remaining gaps with some lua. An electricity consuming train wagon assembly machine that beeps when it's done? Sure thing. { type = "modding...
- Sat Jun 23, 2018 2:35 am
- Forum: Modding discussion
- Topic: Divorcing behavior from entities
- Replies: 21
- Views: 9175
Re: Divorcing behavior from entities
Redoing all the entities is a bit much asked for but some kind of general purpose/highly customizable entity specifically for modding would open the door to so many possibilities. It would be so great and probably even give me joy in modding the game again. And no one expects the same performance as...
- Sun Apr 29, 2018 8:37 pm
- Forum: Mods
- Topic: [MOD 0.16] Helicopters
- Replies: 117
- Views: 59710
Re: [MOD 0.16] Helicopters
After your reply that it wasn't possible I said "figures if it (vehicles with no tank controls) was possible/that easy to do, there would be mods making use of it by now". Oh I think it's totally possible. But I can't see many mods where it would make sense. And you have to ask if the ben...
- Fri Apr 27, 2018 9:29 pm
- Forum: Mods
- Topic: [MOD 0.16] Helicopters
- Replies: 117
- Views: 59710
Re: [MOD 0.16] Helicopters
I meant a platform that controls just like the player but is faster and has no collision. Be that a helicopter, a hoverboard, a jetpack, an UFO, or whatever. Basically, a vehicle you can just enter and never get out of since it's a straight upgrade to player movement rather than those clumsy tank c...
- Fri Apr 27, 2018 12:52 am
- Forum: Mods
- Topic: [MOD 0.16] Helicopters
- Replies: 117
- Views: 59710
Re: [MOD 0.16] Helicopters
This was suggested before, and I thought about it, but I'm not sure how it would work out in combination with the existing vehicle physics. Probably means creating a new movement system from scratch. And I imagine it would complicate simple tasks like coming to a halt a lot. Oh that "coming to...
- Thu Apr 26, 2018 3:47 pm
- Forum: Mods
- Topic: [MOD 0.16] Helicopters
- Replies: 117
- Views: 59710
Re: [MOD 0.16] Helicopters
Would it be possible to have an option without tank controls? Helicopters can fly sideways no problem. This was suggested before, and I thought about it, but I'm not sure how it would work out in combination with the existing vehicle physics. Probably means creating a new movement system from scrat...
- Tue Apr 24, 2018 7:27 pm
- Forum: Mods
- Topic: [MOD 0.16] Helicopters
- Replies: 117
- Views: 59710
Re: [MOD 0.16] Helicopters
Check out the latest releaseSn1gger wrote:Hi,
I've just updated to 0.16.37 and the helicopter mod seems to have been broken a bit. The rotors are drawing beneath the chopper and it doesn't draw as smooth anymore?
- Wed Apr 04, 2018 9:50 pm
- Forum: Mods
- Topic: [MOD 0.16] Helicopters
- Replies: 117
- Views: 59710
Re: [MOD 0.16] Helicopters
Your helicopter is really amazing! The controling system can almost reach the complexity of vanilla train controling system. Can you extends your framework to ships like those in https://mods.factorio.com/mod/ships_extended? These vehicles works pretty simlar: drive directly, travel from one site t...
- Wed Mar 28, 2018 7:02 am
- Forum: Won't fix.
- Topic: [0.16.35] Setting "Sprite Resolution" to "low" breaks gui
- Replies: 6
- Views: 2931
Re: [0.16.35] Setting "Sprite Resolution" to "low" breaks gui
Thanks for the tip!posila wrote:On all sprites used in GUI, you should useCode: Select all
priority = "extra-high-no-scale"