Search found 15 matches

by SpaceCat-Chan
Tue Aug 03, 2021 1:08 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83963

Re: Small documentation improvement requests

t he wiki says that icon tint defaults to {r: 0, g: 0, b: 0, a: 1} here but after some testing this seems to be false, the actual default seems to be {r: 1, g: 1, b: 1, a: 1} example: the bottom layer of barrels have no tint, so the stated default would just make it completely black, but the bottom ...
by SpaceCat-Chan
Wed Jun 30, 2021 10:31 am
Forum: News
Topic: Friday Facts #366 - The only way to go fast, is to go well!
Replies: 100
Views: 68301

Re: Friday Facts #366 - The only way to go fast, is to go well!

I don't have experience with FRP, but my understanding of the concept is that it simplifies things by having each interactive element, rather than having to procedurally update the rest of the form, just update the backing data model, and then the state of the entire form is regenerated *by one pie...
by SpaceCat-Chan
Sat Apr 17, 2021 9:48 pm
Forum: Modding discussion
Topic: how does the base game do Mod GUI fading?
Replies: 0
Views: 761

how does the base game do Mod GUI fading?

as in the example image i have attached, how does the game do that fading between elements in engine

i am working on a standalone version of a mod and i want to faithfully recreate the UI of the mod, and manually recreating the look by using screenshots from the game isn't very sustainable.
by SpaceCat-Chan
Fri Jan 15, 2021 9:15 am
Forum: Ideas and Suggestions
Topic: train condition for when the next stop has reservations available
Replies: 8
Views: 2503

Re: train condition for when the next stop has reservations available

just to clear things up: when i say reservation i mean the same thing as FFF-361. this entire system was designed before stop limits were implemented, so that's probably why it's misbehaving. i am thinking of testing a "set train limit to 0" system and ditching signals entirely, if that wo...
by SpaceCat-Chan
Thu Jan 14, 2021 8:43 pm
Forum: Ideas and Suggestions
Topic: train condition for when the next stop has reservations available
Replies: 8
Views: 2503

Re: train condition for when the next stop has reservations available

sorry for being a bit slow, i added a picture of the actual schedules, the signals are the amount of stations ready to receive a train. when a train paths to a station with a train limit, i attempts to get a "reservation" at that station, that is how the station knows how many trains are p...
by SpaceCat-Chan
Sun Jan 10, 2021 1:35 am
Forum: Ideas and Suggestions
Topic: train condition for when the next stop has reservations available
Replies: 8
Views: 2503

train condition for when the next stop has reservations available

TL;DR a train condition so trains won't go to the next stop in their schedule unless there is a stop that has enough reservations to contain it What ? with the recently added feature that allows us to put train limits on train stops, i have hit a problem, if multiple trains have the schedule depo -...
by SpaceCat-Chan
Wed Jul 15, 2020 8:51 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.36] Biters unable to path around forest
Replies: 2
Views: 1298

[0.18.36] Biters unable to path around forest

What did you do? 1. i got close to a hive, close enough that biters began chasing me 2. i ran away 3. i ran to a spot where there was a vere dense peice of forest between me and the biters chasing me (so dense biters can not move through the forest) What happened? the biters immediately stopped cha...
by SpaceCat-Chan
Mon May 06, 2019 7:44 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.36] [Modding] deconstruction-item entity_filter_count causes a crash
Replies: 1
Views: 1758

[Rseding91] [0.17.36] [Modding] deconstruction-item entity_filter_count causes a crash

ok, so if you create a modded item of the type "deconstruction-item" and you set it up like this Hazard_Selector = { type = "deconstruction-item", name = "Hazard_Selector", icon = "__Hazard-Lights-Selection-Tool__/Hazard-Selector.png", icon_size = 32, stack_si...
by SpaceCat-Chan
Sat May 04, 2019 10:41 pm
Forum: Ideas and Requests For Mods
Topic: Hazard lights
Replies: 10
Views: 3913

Re: Hazard lights

by SpaceCat-Chan
Wed May 01, 2019 5:47 pm
Forum: Ideas and Requests For Mods
Topic: Hazard lights
Replies: 10
Views: 3913

Re: Hazard lights

can you make a list of Entities that you want these Hazard lights on specifically? or should i make that
by SpaceCat-Chan
Tue Apr 30, 2019 7:51 pm
Forum: Ideas and Requests For Mods
Topic: Hazard lights
Replies: 10
Views: 3913

Re: Hazard lights

Current Prototype
by SpaceCat-Chan
Sun Apr 28, 2019 7:38 pm
Forum: Ideas and Requests For Mods
Topic: Hazard lights
Replies: 10
Views: 3913

Re: Hazard lights

i will attempt this, lets see how it goes
by SpaceCat-Chan
Tue Mar 06, 2018 8:14 am
Forum: Not a bug
Topic: Possible bug: Signal closing and yellow signal
Replies: 2
Views: 1216

Re: Possible bug: Signal closing and yellow signal

This is not a bug because if the signal is yellow that means the train is unable to stop before already crossing the signal thus making the train be past the signal and then continuing on anyways. that is why you can't change the signal.
by SpaceCat-Chan
Thu Mar 01, 2018 8:55 am
Forum: Resolved Problems and Bugs
Topic: [Dominik] [0.16.27] map editor cursor icon is doubled sometimes
Replies: 1
Views: 2461

[Dominik] [0.16.27] map editor cursor icon is doubled sometimes

in the map editor of 0.16.27 if you go to items and choose any item and then go to the entities section, choose spray or brush mode and select an item, if you then hover over the map and NOT the GUI you will see both the selected items icons at your cursor. i expect to only see the currently selecte...

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