Search found 4 matches
- Wed Jan 02, 2019 12:08 am
- Forum: Ideas and Suggestions
- Topic: Alerts display
- Replies: 12
- Views: 6938
Re: Alerts display
For mod-making (player.add_custom_alert) this is also relevant. Multiple custom alerts (with different signaID as icons) are all showing up under the first icon that is currently active. While it does show each alert's text on-hover, there's no way to click through each individual alert.
- Mon Nov 26, 2018 11:27 pm
- Forum: Modding interface requests
- Topic: tile-binding / requirement for placable entity
- Replies: 1
- Views: 1037
tile-binding / requirement for placable entity
Hello, to me building an advanced machine on the dirt doesn't make sense. Efficient operation of the machine should require a solid foundation. Some entities such as the steam-engine, graphically, look like they can be placed in the sand because they are elevated off the ground via metal posts, but ...
- Mon Nov 26, 2018 11:05 pm
- Forum: Modding discussion
- Topic: Making new fluid storage tanks... Showcasing, ideas, feedback?
- Replies: 16
- Views: 5739
Re: Making new fluid storage tanks... Showcasing, ideas, feedback?
One of my biggest gripes about the base game is the nightmare of distributing a fluid across multiple outputs in large bases. The base fluid tank intuitively hints at 2 inputs and 2 outputs, but the reality is that it's very cumbersome to setup combinators to take averages and set start/stop on ...
- Mon Nov 26, 2018 10:51 pm
- Forum: Modding discussion
- Topic: 0.17 Mod/Script changelog as of February 25 2019
- Replies: 20
- Views: 14994
Re: 0.17 Mod/Script changelog as of November 16 2018
Thanks!
energy_source "void" and energy_source "fluid" entity properties will solve problems I am having. It also opens up more themes of item production systems that are possible!
energy_source "void" and energy_source "fluid" entity properties will solve problems I am having. It also opens up more themes of item production systems that are possible!