Search found 23 matches

by klugemonkey
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...
by klugemonkey
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 ...
by klugemonkey
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 ...
by klugemonkey
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...
by klugemonkey
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...
by klugemonkey
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...
by klugemonkey
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?
by klugemonkey
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 ...
by klugemonkey
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.
by klugemonkey
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.
by klugemonkey
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.
by klugemonkey
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...
by klugemonkey
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...
by klugemonkey
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 ...
by klugemonkey
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...
by klugemonkey
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. :D
by klugemonkey
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.
by klugemonkey
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...
by klugemonkey
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...

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