I'd really like the behavior to be keep playing the current song/music until that song finishes, then pick the next song based on my current (remote view) location.
I never want a song to cut off early but I also want to be able to experience all of the songs without having to make any manual ...
Search found 77 matches
- Fri Nov 22, 2024 3:48 am
- Forum: Implemented Suggestions
- Topic: [Wish] Added delay before switching over to another location's music in remote view
- Replies: 13
- Views: 3747
- Fri Nov 08, 2024 1:42 am
- Forum: Modding interface requests
- Topic: Event request: on_player_cursor_ghost_changed
- Replies: 3
- Views: 1540
Re: Event request: on_player_cursor_ghost_changed
I'm updating one of my mods for SA 2.0 and I was wondering if this maybe got implemented?
Thanks!![π§‘](//cdn.jsdelivr.net/gh/twitter/twemoji@latest/assets/svg/1f9e1.svg)
UPDATE:
So it maybe seems like the `on_player_cursor_stack_changed` event also triggers when a the ghost on the cursor changes. Could use better documentation, but works!
Thanks!
UPDATE:
So it maybe seems like the `on_player_cursor_stack_changed` event also triggers when a the ghost on the cursor changes. Could use better documentation, but works!
- Fri Feb 09, 2024 4:05 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 122
- Views: 32328
Re: Friday Facts #397 - Factoriopedia
So happy reading about Factoriopedia!
One suggestion, which you may have already considered, having bi-directional links between relevant Factoriopedia sections and "tips and tricks" pages. For example, the "tips and tricks" for power poles, or trains, or liquids might link to the Factoriopedia ...
One suggestion, which you may have already considered, having bi-directional links between relevant Factoriopedia sections and "tips and tricks" pages. For example, the "tips and tricks" for power poles, or trains, or liquids might link to the Factoriopedia ...
- Fri Jan 19, 2024 3:40 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 134
- Views: 37952
Re: Friday Facts #394 - Assembler flipping and circuit control
As a mod developer, this FF got me thinking. So it would make sense that 1.0 mods would not be forward compatible with 2.0, but will 2.0 mods be 1.0 compatible? Will it be possible to make 2.0 mods that also "just work" for 1.0?
For example, as a mod developer for 2.0, will I need to check the game ...
For example, as a mod developer for 2.0, will I need to check the game ...
- Fri Jan 12, 2024 7:56 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 235
- Views: 77374
Re: Friday Facts #393 - Putting things on top of other things
I dunno, gonna be honest this is the first one that's had me kinda worried. Now a 2 wagon train can outperform 8 wagon trains. This feels like a very big move towards scale up rather than scale out, and scaling out has always been where Factorio's emergent complexity, the part that makes the game ...
- Fri Nov 10, 2023 5:36 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 334
- Views: 88632
Re: Friday Facts #384 - Combinators 2.0
Super awesome FFF! π
Also love all of the ideas. And an extra plus one to some clocks, maybe a mode of the constant combinator, that can tell:
β surface/planet time of day (in ticks)
β total game time (in ticks) (to allow sync between planets/surfaces/spaceships)
β daylight sensor for current ...
Also love all of the ideas. And an extra plus one to some clocks, maybe a mode of the constant combinator, that can tell:
β surface/planet time of day (in ticks)
β total game time (in ticks) (to allow sync between planets/surfaces/spaceships)
β daylight sensor for current ...
- Wed Dec 02, 2020 12:18 am
- Forum: Ideas and Suggestions
- Topic: Option to make server wait for slowest client
- Replies: 34
- Views: 16504
Re: Option to make server wait for slowest client
Maybe this could be regulated via some type of permission (if anti-griefing is desired). The server could yield to users/clients with a permission, but not others. I'm not sure if this, or probably technical limitations make this prohibitive. π€
Out of curiosity (I know it isn't likely to change the ...
Out of curiosity (I know it isn't likely to change the ...
- Sun Nov 29, 2020 9:45 pm
- Forum: Not a bug
- Topic: Modding: Errormsg on storage-chests
- Replies: 4
- Views: 1466
Re: Modding: Errormsg on storage-chests
Thank you! ![π](//cdn.jsdelivr.net/gh/twitter/twemoji@latest/assets/svg/1f680.svg)
- Sun Nov 29, 2020 9:31 pm
- Forum: Not a bug
- Topic: Modding: Errormsg on storage-chests
- Replies: 4
- Views: 1466
Re: Modding: Errormsg on storage-chests
I'm a mod author encountering this message and I'm not sure what changed in 1.1, or how I should correct it for my mod.
I'm looking at my prototype (see below) and I don't see anything related to "request slot".
{
animation = { ... },
close_sound = {
filename = "__base__/sound/metallic-chest ...
I'm looking at my prototype (see below) and I don't see anything related to "request slot".
{
animation = { ... },
close_sound = {
filename = "__base__/sound/metallic-chest ...
- Fri Oct 30, 2020 6:20 pm
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 90829
- Fri Oct 16, 2020 7:17 pm
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 96831
Re: Friday Facts #361 - Train stop limit, Tips and tricks
This is awesome!SunBlade wrote: Sat Oct 10, 2020 11:52 am Configuration
- Where to find the Three Pane Inventory Mode (Inv+Craft+Logistic)
Thanks!
- Fri Oct 16, 2020 6:52 pm
- Forum: Duplicates
- Topic: [1.0.0] Crash: TransportBelt::drawBase
- Replies: 2
- Views: 1319
- Fri Oct 09, 2020 5:01 pm
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 96831
- Sat Sep 26, 2020 9:59 am
- Forum: Duplicates
- Topic: [1.0.0] Crash: TransportBelt::drawBase
- Replies: 2
- Views: 1319
[1.0.0] Crash: TransportBelt::drawBase
Got this crash log.
Multiplayer game with friend was playing on my map. He was looking at electrical graphs and the game crashed for him. I'm not sure this was the cause of the crash. My game didn't do anything bad except notice that his client wasn't sending network packets anymore; and ...
Multiplayer game with friend was playing on my map. He was looking at electrical graphs and the game crashed for him. I'm not sure this was the cause of the crash. My game didn't do anything bad except notice that his client wasn't sending network packets anymore; and ...
- Thu Jul 23, 2020 3:35 am
- Forum: Modding interface requests
- Topic: [MOD API] Expand the EnergySource with a 'solar' type
- Replies: 2
- Views: 1717
Re: [MOD API] Expand the EnergySource with a 'solar' type
I would really love to see this too ! ![π§‘](//cdn.jsdelivr.net/gh/twitter/twemoji@latest/assets/svg/1f9e1.svg)
Thanks!
-Kizrak
Thanks!
-Kizrak
- Fri Jul 17, 2020 12:58 am
- Forum: Won't implement
- Topic: Allow "OR" prerequisites in technology prototype
- Replies: 2
- Views: 1554
Allow "OR" prerequisites in technology prototype
Instead of Technology#prerequisites always being an AND requirement, I would love to see an option/flag for OR, at the prototype level.
I could envision something like a flag that just switches it from AND to OR (which would be sufficient for my needs), or something more complicated .
Sorry if ...
I could envision something like a flag that just switches it from AND to OR (which would be sufficient for my needs), or something more complicated .
Sorry if ...
- Thu Jul 16, 2020 3:59 am
- Forum: Modding interface requests
- Topic: Event request: on_player_cursor_ghost_changed
- Replies: 3
- Views: 1540
- Sun Jul 12, 2020 8:04 pm
- Forum: Modding help
- Topic: Runtime Transparency?
- Replies: 1
- Views: 1378
Runtime Transparency?
Hello Engineers! π§‘
I was look at Types/Animation and Types/Sprite hoping to find a way to make existing Animations and Sprites transparent (or more transparent).
I noticed that both Animations and Sprites have:
apply_runtime_tint
blend_mode
premul_alpha
Given their similarities, I would ...
I was look at Types/Animation and Types/Sprite hoping to find a way to make existing Animations and Sprites transparent (or more transparent).
I noticed that both Animations and Sprites have:
apply_runtime_tint
blend_mode
premul_alpha
Given their similarities, I would ...
- Sat Jul 11, 2020 7:22 pm
- Forum: Won't implement
- Topic: Sticker effects on 'other' entities
- Replies: 1
- Views: 1230
Sticker effects on 'other' entities
Prototype/Sticker says that it only effects Prototype/Unit , Prototype/Character and Prototype/Car entities.
I would love to see an API for stickers to also effect buildings / turrets / structures / etc. In particular, I would love to have stickers that can modify the attack speed of turrets and ...
I would love to see an API for stickers to also effect buildings / turrets / structures / etc. In particular, I would love to have stickers that can modify the attack speed of turrets and ...
- Sat Jul 11, 2020 5:47 pm
- Forum: Modding help
- Topic: Sticker API from ammo action
- Replies: 1
- Views: 1017
Re: Sticker API from ammo action
Also interested in this knowledge if someone knows ![π](//cdn.jsdelivr.net/gh/twitter/twemoji@latest/assets/svg/1f44d.svg)