Search found 26 matches

by MostlyNumbers
Thu Jul 26, 2018 2:31 pm
Forum: Mods
Topic: Hovercraft
Replies: 4
Views: 2537

Re: Hovercraft

Yeah, I feel like it should be possible by making the entire sprite a "turret", but I don't know how to programmatically control turret direction. Also the missilecraft turret would no longer point correctly. And custom inputs (ie the arrow keys) don't keep firing, so you'd have to keep ta...
by MostlyNumbers
Wed Jul 25, 2018 11:15 pm
Forum: Mods
Topic: Hovercraft
Replies: 4
Views: 2537

Re: Hovercraft

It has low friction, so you coast a good while, but no, drifty steering is on the (extended) to do list. It would probably be performance expensive too (every tick update)
by MostlyNumbers
Tue Jul 24, 2018 4:01 am
Forum: Mods
Topic: Blueprint Footprint
Replies: 3
Views: 2218

Blueprint Footprint

Summary: Adds a hotkey to place landfill beneath your blueprint. Super useful for building ports, or dropping reactors in the middle of a lake. You can get the mod here . Features: Toggle a landfill footprint for any blueprint Respects items that should go over water (ie Offshore pump, modded conte...
by MostlyNumbers
Tue Jul 24, 2018 3:52 am
Forum: Mods
Topic: Hovercraft
Replies: 4
Views: 2537

Hovercraft

Figured I should finally make a post for this. You can get the mod here . Basics: Not quite a car, ship, or airplane.. build your own hovercraft to explore over land and sea! The hovercraft is unlocked as green science tech, and requires plastic to build. It's less efficient, more fragile, and slowe...
by MostlyNumbers
Mon Jul 16, 2018 11:13 pm
Forum: Modding help
Topic: Furnaces and Assembly machines only rotate if fluid recipe
Replies: 3
Views: 1565

Re: Furnaces and Assembly machines only rotate if fluid recipe

I assume you're talking about factories already placed on the map getting rotated, not inside the cursor stack?

If nothing else, you could add a custom input tied to rotate commands, then look at what entity is under the cursor
by MostlyNumbers
Mon Jul 16, 2018 11:09 pm
Forum: Modding help
Topic: Alter the rail ghost planner behavior
Replies: 0
Views: 582

Alter the rail ghost planner behavior

I'd like to alter the behavior of the ghost rail planner. Currently, like a blueprint, pressing 'shift' during placement causes it to mark trees and rocks for deconstruction. I'd like to change what objects will be marked for deconstruction, specifically to have the rail ghosts take priority over ot...
by MostlyNumbers
Sat Jun 30, 2018 6:36 am
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 70363

Re: Friday Facts #249 - Dead end exploration

Copy/Paste sounds great. Another thing I'd recommend, regardless of how it proceeds: there should be no empty BP items, only a button or infinite stack for a blank sheet. i.e. if you clear a BP then clear the cursor (press q) there's no reason to have empty BPs cluttering up inventory, library, hotb...
by MostlyNumbers
Mon Jun 18, 2018 3:27 am
Forum: Resolved Problems and Bugs
Topic: [16.51] Crash loading modded save w/o mods: "Removal of trains over rail unsucessful"
Replies: 2
Views: 3027

[16.51] Crash loading modded save w/o mods: "Removal of trains over rail unsucessful"

Game crashes when I attempt to load a save containing modded content, when those mods are disabled. It works fine when the mods are enabled. The savegame is attached here, I expect it to crash for anyone who loads it without the same mod configuration. Mods in use: Cargo Ships Hovercraft CanalBuilde...
by MostlyNumbers
Tue Jun 12, 2018 3:49 am
Forum: Modding help
Topic: Detect if player view the map
Replies: 3
Views: 1379

Re: Detect if player view the map

when clicking the minimap
Didn't even know that was an option!
by MostlyNumbers
Sun Jun 10, 2018 9:59 pm
Forum: Modding help
Topic: Detect if player view the map
Replies: 3
Views: 1379

Re: Detect if player view the map

You can define a custom input to fire an event when they toggle map view. Something like: In data.lua local custom_input={ type = "custom-input", name = "my-custom-input", key_sequence = "", linked_game_control = "toggle-map", consuming = "none" } da...
by MostlyNumbers
Sun Jun 10, 2018 9:49 pm
Forum: Modding help
Topic: Recipe change not put into effect
Replies: 6
Views: 2525

Re: Recipe change not put into effect

You've identified some of the items that get modified under expensive mode. You have to indicate if this is the normal or expensive recipe:

Code: Select all

data.raw.recipe["my-target-recipe"].normal.ingredients = {something}
(For those items only)
by MostlyNumbers
Mon Jun 04, 2018 9:35 pm
Forum: Modding interface requests
Topic: Request: Orientation-dependent shift values
Replies: 0
Views: 682

Request: Orientation-dependent shift values

This may not be a lunch break implementation, but it would be great, creatively, to have access to sprite shift values that are rotationally dependent (ie an array of 64 shift values). This would allow, for instance, vehicles with off-center or multiple turrets. This kind of already exists with the ...
by MostlyNumbers
Mon Jun 04, 2018 9:15 pm
Forum: Modding help
Topic: Force blueprint placement
Replies: 1
Views: 1704

Re: Force blueprint placement

For now working around this with a toggle hotkey for the hidden object, so non-corrupted blueprints can be exported (ie just toggle off the option again).

You can see the current implementation here: Blueprint Footprint

Still interested in better solutions to this though!
by MostlyNumbers
Mon Jun 04, 2018 5:23 am
Forum: Mods
Topic: [MOD 0.16] CanalBuilder
Replies: 4
Views: 3127

Re: [MOD 0.16] CanalBuilder

Glad you like it! Also good find, I'll fix that. Was your character in the train? The ripples are tied to the player position, so it's possible third-party mods that let the player go over water (like a train bridge) could incorrectly trigger them. If you could confirm, trains on autopilot shouldn't...
by MostlyNumbers
Sun Jun 03, 2018 11:57 pm
Forum: Modding help
Topic: Custom input on "CONTROL"
Replies: 0
Views: 603

Custom input on "CONTROL"

Setting a custom input on only the Ctrl key does not seem to trigger. i.e.: { type = "custom-input", name = "mn-custom-input", key_sequence = "CONTROL", consuming = "none" }/code] Is this a bug or a known "feature"? Switching it with "CONTROL + ...
by MostlyNumbers
Sat Jun 02, 2018 8:10 pm
Forum: Modding help
Topic: Force blueprint placement
Replies: 1
Views: 1704

Force blueprint placement

Hi all, I'm trying to modify a blueprint as it's placed. Specifically, I want to insert landfill underneath the entities. I have a custom input set on "SHIFT + mouse-button-1" to intercept the BP placement, and add the ground tiles. The issue is if the entire BP is over water, no entities ...
by MostlyNumbers
Sat Jun 02, 2018 7:35 pm
Forum: Modding help
Topic: Have a script place a blueprint
Replies: 11
Views: 4433

Re: Have a script place a blueprint

TroZ wrote: I also realize that offshore pumps or similar entities will be an issue for me currently, but there should be something I can look at in their prototype that lest me know that they need to be placed on water, so I can adjust the tile under them as necessary. I just haven't gone that far...
by MostlyNumbers
Sat Jun 02, 2018 7:27 pm
Forum: Modding help
Topic: New bonuses
Replies: 3
Views: 1105

Re: New bonuses

Not cleanly anyway.
You could add new entities (i.e. quarry1, quarry2, etc) with different stats, and replace the quarries in play upon researching the upgrade.
by MostlyNumbers
Tue May 08, 2018 4:39 am
Forum: Modding help
Topic: Visible twitch when swapping player vehicles
Replies: 8
Views: 2415

Re: Visible twitch when swapping player vehicles

Which means that player collision mask can be changed contrary to what OP said Yeah, seems I was just doing it wrong. With that in mind, final fix is below. It avoids the original stated problem by assigning an extra collision mask ("layer-12") to the character, any vehicles other than th...
by MostlyNumbers
Mon May 07, 2018 6:13 am
Forum: Modding help
Topic: Visible twitch when swapping player vehicles
Replies: 8
Views: 2415

Re: Visible twitch when swapping player vehicles

I don't think the character collision mask is exposed in data.raw, but I believe it's just "player-layer", i.e. the character collides with anything else having the mask. I tried adding one of the unused masks to the player and water tile but not vehicle, but it doesn't seem to let you add...

Go to advanced search