Search found 23 matches
- Mon Jan 24, 2022 6:20 am
- Forum: Modding interface requests
- Topic: Disable World Map via API using GameViewSettings and Event
- Replies: 1
- Views: 770
Disable World Map via API using GameViewSettings and Event
Request: Please add some means from within the API to selectively disable the world map for players and forces. Background: Currently, the World Map is toggled via the M key and produces no API Event that can be consumed to force close the it's GUI, nor is there an API setting to disable it's displa...
- Mon Feb 01, 2021 8:32 am
- Forum: Not a bug
- Topic: [1.1.19] Degrade - Spaceship wreckage minable animation
- Replies: 1
- Views: 663
[1.1.19] Degrade - Spaceship wreckage minable animation
Given the removal of the only minable simple-entity wreckage (minable-wreckage), there are some issues with alternatives given their inconsistencies. simple-entity such as small-ship-wreck, medium-ship-wreck and big-ship-wreck-#, are not minable by default, and can only be made that way by changing ...
- Mon Feb 01, 2021 8:13 am
- Forum: Modding help
- Topic: [1.1.19] API - simple-entity-with-owner can be rotated but doesn't have rotated image
- Replies: 1
- Views: 699
[1.1.19] API - simple-entity-with-owner can be rotated but doesn't have rotated image
crash-site-space-ship-wreck-small-# can be placed rotated but image is not supported The create_entity method can place a simple-entity-with-owner such as crash-site-spaceship-wreck-small-1 and set the direction to something other than north. The direction will change in the information, as well as ...
- Sun Jan 31, 2021 3:19 am
- Forum: Ideas and Suggestions
- Topic: [1.1.20+] Feature Improvement: Mining Animations for Small Wreckage
- Replies: 1
- Views: 661
Re: [1.1.20+] Feature Improvement: Mining Animations for Small Wreckage
No luck in making these simple-entity-with-owner (crash-site-spaceship-wreck-small-#) animate when mined. Doesn't seem to work with the container entities as well. Is the character mining animation hard coded to simple-entity and resource only? Or is there some thing it's looking for in the prototyp...
- Sat Jan 30, 2021 11:31 am
- Forum: Ideas and Suggestions
- Topic: [1.1.20+] Feature Improvement: Mining Animations for Small Wreckage
- Replies: 1
- Views: 661
[1.1.20+] Feature Improvement: Mining Animations for Small Wreckage
Would like to see ability to toggle mining animation for crash-site-spaceship-wreck-small-#. With the removal of minable-wreckage in 1.1.0 there is no similar wreckage item that displays the mining animation for the player when the player right clicks on the wreckage. The recommendation is to have t...
- Mon Jun 22, 2020 4:44 am
- Forum: Not a bug
- Topic: [0.18.32] burner-inserter behavior for fuel consumption differs if no drop target
- Replies: 1
- Views: 842
[0.18.32] burner-inserter behavior for fuel consumption differs if no drop target
If you have a burner-inserter facing into a chest and place a piece of coal inside the fuel slot of its inventory, it will be consumed, but if the burner-inserter is not facing a container, it is not consumed. Shouldn't this behavior be consistent regardless of connectivity? Place a chest and two bu...
- Thu Apr 30, 2020 9:56 pm
- Forum: Modding interface requests
- Topic: on_robot_repaired_entity
- Replies: 1
- Views: 721
on_robot_repaired_entity
Can we get an "on_robot_repaired_entity" API event so we can detect when a robot repairs an entity, similar to what we have for players?
- Thu Apr 16, 2020 7:12 am
- Forum: Resolved Problems and Bugs
- Topic: on_post_entity_died.corpses missing character-corpse [0.18.18]
- Replies: 1
- Views: 1732
on_post_entity_died.corpses missing character-corpse [0.18.18]
Try to get a corpse for a player that died. In the latest experimental version [0.18.18] I've tried using the on_post_entity_died event to get the corpses table, but the corpses table is nil. When handling the on_post_entity_died event, the corpses table is not populated with a character-corpse for ...
- Sat Apr 11, 2020 9:40 am
- Forum: Implemented in 2.0
- Topic: Options for Tree & Rock Generation
- Replies: 22
- Views: 5110
Re: Options for Tree & Rock Generation
How come there is "trees" autoplace-control and not "rocks" autoplace-control for the simple-entity being generated?
If it's being generated on the map, why is "rocks" not controllable in the GUI under the Terrain tab like "trees".
Seems inconsistent.
If it's being generated on the map, why is "rocks" not controllable in the GUI under the Terrain tab like "trees".
Seems inconsistent.
- Sat Mar 28, 2020 4:12 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] Atlas sprites window is not bound and scrollable
- Replies: 1
- Views: 884
[Twinsen] Atlas sprites window is not bound and scrollable
Seems like the Atlas sprites window (Ctrl+F3) is not bound by the extends of the display and scrollable in the horizontal direction. This is on 0.18.17 version.
- Mon Mar 16, 2020 10:00 am
- Forum: Won't implement
- Topic: Entity Creation Tick
- Replies: 4
- Views: 1940
Entity Creation Tick
Is there a way to get the creation tick for a specific entity?
I understand characters have tick_of_last_damage and tick_of_last_attack, but looking for something that would tell me for a particular unit, on what tick it was created to get sort of an "age" of it.
I understand characters have tick_of_last_damage and tick_of_last_attack, but looking for something that would tell me for a particular unit, on what tick it was created to get sort of an "age" of it.
- Sat Feb 15, 2020 12:22 pm
- Forum: Modding interface requests
- Topic: Noise Expressions
- Replies: 6
- Views: 1785
Re: Noise Expressions
Seems like if something doesn't work well, a redesign or rewrite would be in order. But then again I suppose sometimes you have to favor the schedule over perfection. If needed I could make a mod for the scenario that contains the game specific noise values to generate. But putting game play specifi...
- Fri Feb 07, 2020 2:07 am
- Forum: Modding interface requests
- Topic: Noise Expressions
- Replies: 6
- Views: 1785
Noise Expressions
Is it possible to add an API method that would allow creating a noise expression / noise function that could be accessed at runtime? I'd like to offload a lot of noise generation in my scenario to code running natively rather than in lua, and I understand there is some built-in stuff for this with n...
- Thu Jan 23, 2020 5:54 am
- Forum: Modding interface requests
- Topic: [request] More than 50 characters in stored Name for the server
- Replies: 0
- Views: 480
[request] More than 50 characters in stored Name for the server
Would like to see the ability for the server name to store more than 50 characters. It currently reads the name from the server-settings.json, and truncates the name to 50 characters for the purposes of displaying in the server list. This does not take into account and rich text formatting. I would ...
- Thu Apr 11, 2019 11:25 pm
- Forum: Not a bug
- Topic: --scenario2map doesn't use -map-gen-seed
- Replies: 1
- Views: 744
--scenario2map doesn't use -map-gen-seed
How does one generate a random seed for a map that is created by using the --scenario2map command line option? It doesn't seem to be looking at the data/map-gen-settings.json file and it's seed value. Nor does a scenario created with it have any means to use a randomly generated seed value in the ma...
- Mon Apr 01, 2019 11:24 am
- Forum: Resolved Problems and Bugs
- Topic: LuaSurface::spill_item_stack doesn't spill onto belts
- Replies: 2
- Views: 2098
- Sun Mar 31, 2019 4:12 am
- Forum: Modding help
- Topic: Desync with set_tiles
- Replies: 2
- Views: 1171
Re: Desync with set_tiles
I have since resolved this issue.
- Sun Mar 31, 2019 4:08 am
- Forum: Resolved Problems and Bugs
- Topic: LuaSurface::spill_item_stack doesn't spill onto belts
- Replies: 2
- Views: 2098
LuaSurface::spill_item_stack doesn't spill onto belts
LuaSurface::spill_item_stack doesn't spill onto belts any more. This was a very useful feature in 0.16.51 and was widely used for scenarios where turrets would drop coins when killing biters. Please investigate, because the way 0.17.23 is handling doesn't make sense logically.
- Sun Mar 31, 2019 3:19 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.2] [Linux] non-blocking-saving isn't non-blocking any more
- Replies: 9
- Views: 4921
Re: [Oxyd] [0.17.2] [Linux] non-blocking-saving isn't non-blocking any more
017.23, I'm still getting 'Server not responding' message to all users when autosave occurs in non-blocking mode. It is so ridiculous, I've had all players get the watchdog dialog to exit or reconnect. The performance of saving in general is much worse than 16.51. Anytime a player joins the delay fo...
- Sat Mar 30, 2019 6:03 pm
- Forum: Implemented mod requests
- Topic: --heavy command line option
- Replies: 2
- Views: 978
--heavy command line option
Would it be possible to include a command line option for the client and server to allow toggling 'heavy' mode right from the start? I have been debugging a desync issue with my scenario for close to two weeks, and just recently found out about the /toggle-heavy-mode command for the console. However...