+1
I'd also like to see ctrl+s to mute sound and ctrl+m to mute music
Search found 12 matches
- Tue Oct 25, 2022 2:04 pm
- Forum: Ideas and Suggestions
- Topic: Sound Control Option and Hotkeys / Some Key Combination (ALT+TAB?) Disables Sound Option
- Replies: 11
- Views: 2855
- Sun Oct 31, 2021 9:35 am
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 72484
Re: [MOD 0.17] Crafting Combinator
Made a tiny little skin for this so they stand from other combinators: image_2021-10-31_103406.png add this to the data.lua file and put the image in graphics folder for _, dir in pairs(rc.multiply_symbol_sprites) do dir.hr_version.filename = '__crafting_combinator__/graphics/hr-combinator-displays....
- Thu Apr 26, 2018 7:42 pm
- Forum: Modding help
- Topic: Connecting and Disconnecting Wires
- Replies: 2
- Views: 838
Re: Connecting and Disconnecting Wires
I'm not sure but I think you can't force connect them if they are outside range. Without knowing any better, I probably would increase the range of all the entity prototypes, and disconnect all when they are built and the connect them with your code there. Unless that ruins something for your mod th...
- Tue Apr 24, 2018 5:22 pm
- Forum: Modding help
- Topic: Entity acting as another for blueprints and fast replace.
- Replies: 15
- Views: 3791
Re: Entity acting as another for blueprints and fast replace.
I found a decent solution! Setting the flag "fast-replaceable-no-build-while-moving" makes you have to click once if you want to replace a pipe, but I can live with that. Maybe even better than the other fast replace :) Most importantly it doesn't overwrite it for every pixel the mouse is ...
- Tue Apr 24, 2018 9:50 am
- Forum: Won't implement
- Topic: Requesting O(1) lookup of entities by type or name
- Replies: 9
- Views: 3101
Re: Requesting O(1) lookup of entities by type or name
Isn't that what find_entities_filtered does? Goes through a list of all entities and returns all matching entities?
- Mon Apr 23, 2018 9:19 pm
- Forum: Modding interface requests
- Topic: "pipe-to-ground" channels
- Replies: 3
- Views: 1614
Re: "pipe-to-ground" channels
Fairly sure in earlier versions of the game, a red UG belt would connect to a yellow UG belt, likewise a tungsten UG pipe would connect to an iron UG pipe. However, in more recent times, I noticed that a tungsten UG won't connect to an iron UG. Are you saying that in your configuration there, that ...
- Sun Apr 22, 2018 2:00 pm
- Forum: Modding interface requests
- Topic: "pipe-to-ground" channels
- Replies: 3
- Views: 1614
"pipe-to-ground" channels
Hi I would like to have the 'pipe-to-ground' entities work the same way as the as the underground belts. I released a mod where different pipe type won't be able to connect, but haven't found a way to bypass this yet. Was hoping this was something you could consider if you're gonna rework the fluid ...
- Thu Apr 19, 2018 2:23 pm
- Forum: Modding help
- Topic: Entity acting as another for blueprints and fast replace.
- Replies: 15
- Views: 3791
Re: Entity acting as another for blueprints and fast replace.
That's not an issue. You don't touch the L pipes etc, just the regular pipes. When it's placed the script replaces it with a pipe the blocks the connections to pipes of a different color. And i'm pretty sure it's not possible to rotate the pipe entity. The other mods use a storage tank as base entity.
- Tue Apr 17, 2018 5:33 pm
- Forum: Modding help
- Topic: Entity acting as another for blueprints and fast replace.
- Replies: 15
- Views: 3791
Re: Entity acting as another for blueprints and fast replace.
Sounds like you want pipe-3 to dynamically be fast-replaceable and not fast-replaceable depending one when it was last fast-replaced. And that's not possible. You can only make pipe-3 not fast replaceable by pipe at all by putting it into another group. Yeah, not quite. If I have 3 pipe types; &quo...
- Mon Apr 16, 2018 3:14 pm
- Forum: Modding help
- Topic: Entity acting as another for blueprints and fast replace.
- Replies: 15
- Views: 3791
Re: Entity acting as another for blueprints and fast replace.
Sounds like you want pipe-3 to dynamically be fast-replaceable and not fast-replaceable depending one when it was last fast-replaced. And that's not possible. You can only make pipe-3 not fast replaceable by pipe at all by putting it into another group. Yeah, not quite. If I have 3 pipe types; &quo...
- Sun Apr 15, 2018 8:04 pm
- Forum: Modding help
- Topic: Entity acting as another for blueprints and fast replace.
- Replies: 15
- Views: 3791
Re: Entity acting as another for blueprints and fast replace.
Thanks, modifying the blueprint did fix that first issue. I did swap out all my numbered pipes by the regular pipes. And yeah, the pipes have all the original prototype values as the original pipe, except the fluidbox connections which is changed. I also have added the placeable by value, but i gues...
- Sun Apr 15, 2018 1:46 pm
- Forum: Modding help
- Topic: Entity acting as another for blueprints and fast replace.
- Replies: 15
- Views: 3791
Entity acting as another for blueprints and fast replace.
Hello! I've been working on a small mod to make all different pipes (added by other mods) not able to connect, by creating a 15 additional pipes ("pipe" creates "pipe-[0-14]" for example)for each pipe type. It works by changing the newly built pipe to a pipe which blocks the conn...