Search found 26 matches
- Thu Jul 26, 2018 2:31 pm
- Forum: Mods
- Topic: Hovercraft
- Replies: 4
- Views: 3251
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 tapping the ...
- Wed Jul 25, 2018 11:15 pm
- Forum: Mods
- Topic: Hovercraft
- Replies: 4
- Views: 3251
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)
- Tue Jul 24, 2018 4:01 am
- Forum: Mods
- Topic: Blueprint Footprint
- Replies: 3
- Views: 2831
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 ...
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 ...
- Tue Jul 24, 2018 3:52 am
- Forum: Mods
- Topic: Hovercraft
- Replies: 4
- Views: 3251
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 ...
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 ...
- Mon Jul 16, 2018 11:13 pm
- Forum: Modding help
- Topic: Furnaces and Assembly machines only rotate if fluid recipe
- Replies: 3
- Views: 2054
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
If nothing else, you could add a custom input tied to rotate commands, then look at what entity is under the cursor
- Mon Jul 16, 2018 11:09 pm
- Forum: Modding help
- Topic: Alter the rail ghost planner behavior
- Replies: 0
- Views: 775
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 ...
I'd like to change what objects will be marked for deconstruction, specifically to have the rail ghosts take priority over ...
- Sat Jun 30, 2018 6:36 am
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 90314
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 ...
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 ...
- 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: 3598
[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 ...
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 ...
- Tue Jun 12, 2018 3:49 am
- Forum: Modding help
- Topic: Detect if player view the map
- Replies: 3
- Views: 1792
Re: Detect if player view the map
Didn't even know that was an option!when clicking the minimap
- Sun Jun 10, 2018 9:59 pm
- Forum: Modding help
- Topic: Detect if player view the map
- Replies: 3
- Views: 1792
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"
}
data:extend{custom_input}
In control.lua ...
In data.lua
local custom_input={
type = "custom-input",
name = "my-custom-input",
key_sequence = "",
linked_game_control = "toggle-map",
consuming = "none"
}
data:extend{custom_input}
In control.lua ...
- Sun Jun 10, 2018 9:49 pm
- Forum: Modding help
- Topic: Recipe change not put into effect
- Replies: 6
- Views: 3318
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:
(For those items only)
Code: Select all
data.raw.recipe["my-target-recipe"].normal.ingredients = {something}
- Mon Jun 04, 2018 9:35 pm
- Forum: Modding interface requests
- Topic: Request: Orientation-dependent shift values
- Replies: 0
- Views: 877
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 ...
This kind of already exists with the ...
- Mon Jun 04, 2018 9:15 pm
- Forum: Modding help
- Topic: Force blueprint placement
- Replies: 1
- Views: 2157
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!
You can see the current implementation here: Blueprint Footprint
Still interested in better solutions to this though!
- Mon Jun 04, 2018 5:23 am
- Forum: Mods
- Topic: [MOD 0.16] CanalBuilder
- Replies: 4
- Views: 3860
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 ...
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 ...
- Sun Jun 03, 2018 11:57 pm
- Forum: Modding help
- Topic: Custom input on "CONTROL"
- Replies: 0
- Views: 751
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 + ALT" for instance does trigger, it seems just ...
{
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 + ALT" for instance does trigger, it seems just ...
- Sat Jun 02, 2018 8:10 pm
- Forum: Modding help
- Topic: Force blueprint placement
- Replies: 1
- Views: 2157
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 are ...
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 are ...
- Sat Jun 02, 2018 7:35 pm
- Forum: Modding help
- Topic: Have a script place a blueprint
- Replies: 11
- Views: 5687
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 ...
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 ...
- Sat Jun 02, 2018 7:27 pm
- Forum: Modding help
- Topic: New bonuses
- Replies: 3
- Views: 1458
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.
You could add new entities (i.e. quarry1, quarry2, etc) with different stats, and replace the quarries in play upon researching the upgrade.
- Tue May 08, 2018 4:39 am
- Forum: Modding help
- Topic: Visible twitch when swapping player vehicles
- Replies: 8
- Views: 3013
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 the ...
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 the ...
- Mon May 07, 2018 6:13 am
- Forum: Modding help
- Topic: Visible twitch when swapping player vehicles
- Replies: 8
- Views: 3013
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 new ...