Search found 214 matches

by Hiladdar
Wed Aug 12, 2020 5:12 pm
Forum: Releases
Topic: Version 0.18.47
Replies: 19
Views: 7947

Re: Version 0.18.47

There was more then just one change. What the patch notes failed to report, is that between versions 0.18.46 and 0.18.47, at least one graphic component, used to display electric mining drills changed. In version 0.18.46, hr-electric-mining-drill-E.png was a 186x188 graphic. In version 0.18.47 it i...
by Hiladdar
Tue Aug 11, 2020 3:43 pm
Forum: Releases
Topic: Version 0.18.47
Replies: 19
Views: 7947

Re: Version 0.18.47

There was more then just one change. What the patch notes failed to report, is that between versions 0.18.46 and 0.18.47, at least one graphic component, used to display electric mining drills changed. In version 0.18.46, hr-electric-mining-drill-E.png was a 186x188 graphic. In version 0.18.47 it is...
by Hiladdar
Fri Jul 31, 2020 5:49 pm
Forum: News
Topic: Friday Facts #358 - Alien decoratives & Polluted water
Replies: 71
Views: 7783

Re: Friday Facts #358 - Alien decoratives & Polluted water

Those new visual effects are great! What would happen to alien decoratives after the player kills the nests/worms? Would it behave like any other decorative, like having a specific chance to be removed when placing concrete on it? green water would suggest that there is a lot of algae around. Accor...
by Hiladdar
Thu Jul 30, 2020 4:45 pm
Forum: Modding help
Topic: Dealing With Sprites
Replies: 4
Views: 260

Re: Dealing With Sprites

Great questions! Let me try and answer them for you. collision_box = {{-1.2, -1.2}, {1.2, 1.2}}, -- i'm going to assume those numbers represent x,y of entity?if not how to determine them based on my entity? The normal lab entity size is 3x3. What this is saying, that the collision box is 2.4 by 2.4....
by Hiladdar
Thu Jul 30, 2020 4:21 pm
Forum: Modding help
Topic: Is there a way to make a global 'startup' setting, that DOESN'T sync with servers in any way?
Replies: 5
Views: 223

Re: Is there a way to make a global 'startup' setting, that DOESN'T sync with servers in any way?

There might be a way, but it would require quite a bit of coding, and it will work for single player, but might create some issues in the multi-player. If your are writing your mod only for single player, than consider this. The point of my concern is purely with regards to multiplayer. If I'm targ...
by Hiladdar
Wed Jul 29, 2020 6:01 pm
Forum: Modding help
Topic: Dealing With Sprites
Replies: 4
Views: 260

Re: Dealing With Sprites

Some other variables you might want to look at are collision_box, selection_box. Does the spirite have animation? If it does, then there should be a frame_count and line_length, as well as the frame_count to define the number of frames for the animation. shift will allow you to move the sprite up or...
by Hiladdar
Wed Jul 29, 2020 5:01 pm
Forum: Modding help
Topic: Is there a way to make a global 'startup' setting, that DOESN'T sync with servers in any way?
Replies: 5
Views: 223

Re: Is there a way to make a global 'startup' setting, that DOESN'T sync with servers in any way?

There might be a way, but it would require quite a bit of coding, and it will work for single player, but might create some issues in the multi-player. If your are writing your mod only for single player, than consider this. Setting.lua can configure values and store those values with save file. I u...
by Hiladdar
Wed Jul 29, 2020 4:11 pm
Forum: Releases
Topic: Version 0.18.37
Replies: 33
Views: 6603

Re: Version 0.18.37

Based on the scope of this patch, is this the last one prior to transitioning to version 1.0, unless there is a client crashing bug?

Hiladdar
by Hiladdar
Sat Jul 18, 2020 7:32 pm
Forum: Modding help
Topic: Remove Vanilla Ores
Replies: 9
Views: 395

Re: Remove Vanilla Ores

All of the above recommendations are great. Here is one more. Take a look at what what other mod authors do in their mods, particulary look at how they code their mods. I say this because, to see how an existing mod performs a specific task, and how it works can be a great way to learn new way to d...
by Hiladdar
Sat Jul 18, 2020 7:26 pm
Forum: News
Topic: Friday Facts #356 - Blueprint library for real
Replies: 123
Views: 14716

Re: Friday Facts #356 - Blueprint library for real

First of all, I am glad you made the decision to not sell the game to a company would nickle and dime the mod developers and customers with micro transactions, and pay to play schemes. I am also happy for you and your family in it's bonding, and overcoming life's challenges. This is what greatness i...
by Hiladdar
Fri Jul 17, 2020 5:58 pm
Forum: Modding help
Topic: Remove Vanilla Ores
Replies: 9
Views: 395

Re: Remove Vanilla Ores

All of the above recommendations are great. Here is one more. Take a look at what what other mod authors do in their mods, particulary look at how they code their mods. I say this because, to see how an existing mod performs a specific task, and how it works can be a great way to learn new way to do...
by Hiladdar
Sat Jul 11, 2020 5:25 pm
Forum: News
Topic: Friday Facts #355 - High resolution updates
Replies: 27
Views: 5397

Re: Friday Facts #355 - High resolution updates

imo if you push the date a bit you could probably use that time to make the assembly machine polish finishes you wanted, after all you wanted to bring 1.0 out before cyberpunk came out in September, but since it's been pushed back yet again, you could take that time back and get more work done, as ...
by Hiladdar
Tue Jul 07, 2020 5:02 pm
Forum: Ideas and Requests For Mods
Topic: Thoughts on a possible "Quality Control" mod.
Replies: 15
Views: 647

Re: Thoughts on a possible "Quality Control" mod.

The game already has something like that, programmed into it, with uranium ore to uranium 235/238 processing. Beyond that, what would make sense is to allow the player to determine the failure rate, something between 0.01 and 10%. It would make sense that the more complicated the assembly is and the...
by Hiladdar
Fri Jul 03, 2020 3:06 pm
Forum: Releases
Topic: Version 0.18.34
Replies: 23
Views: 11260

Re: Version 0.18.34

Sliders are nice, but even for personal logistics I will set some numbers like 48, if I want a stack of something and the item stacks to 50. Likewise I will use numbers such as 90, or 180. Reason for that, is I want there to be room in the stack to pick up one or two items, and not have a second sta...
by Hiladdar
Fri Jun 26, 2020 5:21 pm
Forum: News
Topic: Friday Facts #353 - Trailer update
Replies: 38
Views: 5606

Re: Friday Facts #353 - Trailer update

For a trailer, talking about the version 0.1.0, will be akin to a butcher describing the gory details of making blood sausage to a perspective client, so probably best to skip that part. The feel of the current trailer is great, the the graphics used in it are dated. Unfortunately it will take some ...
by Hiladdar
Thu Jun 25, 2020 7:47 pm
Forum: News
Topic: Friday Facts #352 - New website
Replies: 83
Views: 10360

Re: Friday Facts #352 - New website

I have seen both the new web site and the new mods portal. They look nice, but the major drawback is they take significantly much longer to load then the ones they replaced.

Hiladdar.
by Hiladdar
Fri Jun 19, 2020 6:04 pm
Forum: News
Topic: Friday Facts #352 - New website
Replies: 83
Views: 10360

Re: Friday Facts #352 - New website

I like how the web site works right now. Minimal javascript, smaller sized pages, fast loading pages. Please keep that. What I do not want to see is a page that takes multiple seconds to minutes to load. When I ran project development, I would have what I called the 5 second rule. If a web page coul...
by Hiladdar
Sun Jun 14, 2020 5:26 pm
Forum: Releases
Topic: Version 0.18.31
Replies: 56
Views: 13219

Re: Version 0.18.31

Problem developed when updating to new version. I have multiple trains that can drop off at the same location. Think 4 sources for iron plate and 1 requester for iron plate. Requester station turns off when sufficient amount of material is in chests, or a train is already in station. The problem ha...
by Hiladdar
Sat Jun 13, 2020 4:50 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 17371

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

I like the ideas several others have proposed of simplifying the design of the beacon, and having the modules displayed as an overlay in alt mode. I still think the new beacon intricacy should be toned down a bit.

Hiladdar
by Hiladdar
Fri Jun 12, 2020 6:34 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 17371

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

What I do not like about the new beacon is: 1. What about mods which have more then 2 modules in them. The current beacon tends to display that much more cleanly. 2. The module on the beacon in the top right corner is difficult to see. 3. The internal wires, and the plug in ports for the modules are...

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