Search found 11 matches

by blankdiploma
Sun Mar 01, 2020 11:17 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1147385

Re: [0.18] Sea Block Pack 0.4.3

Does Platinum really have no use whatsoever in Seablock? That seems kind of... strange?
by blankdiploma
Sat Feb 23, 2019 8:08 am
Forum: Modding interface requests
Topic: Make player passive radar distance configurable
Replies: 0
Views: 741

Make player passive radar distance configurable

It would be great if the player entity prototype supported something like the max_distance_of_nearby_sector_revealed property - or, even better, if this was modifiable on the LuaEntity at runtime.

Increasing the player's passive radar distance via event hooks is easy - decreasing it, however, seems ...
by blankdiploma
Fri Feb 22, 2019 1:43 am
Forum: Implemented mod requests
Topic: Change surface minimum darkness %
Replies: 5
Views: 2184

Re: Change surface minimum darkness %

I mean, sure. On the other hand, power_output = max(power_output, 0) isn't exactly a MENSA brain teaser :D
by blankdiploma
Thu Feb 21, 2019 7:50 pm
Forum: Modding interface requests
Topic: Disallow player from building certain entities on certain surfaces?
Replies: 5
Views: 1795

Re: Disallow player from building certain entities on certain surfaces?

Yeah, I think "give me a can_build LUA delegate" isn't going to happen, for exactly the reason you mentioned: having a 10,000 entity blueprint on the cursor and moving it around the map.

However, simply having a blacklist dictionary for "entities that can't be built on this surface" would be much ...
by blankdiploma
Thu Feb 21, 2019 7:48 pm
Forum: Implemented mod requests
Topic: Change surface minimum darkness %
Replies: 5
Views: 2184

Re: Change surface minimum darkness %

I mean, it's perfectly fine that this directly affects solar panels - I want to make the underground extremely dark, which should also naturally make solar panels next-to-useless. I don't want placing solar panels underground to be a viable source of energy :)

So that sounds just fine to me!
by blankdiploma
Thu Feb 21, 2019 6:09 am
Forum: Implemented mod requests
Topic: Change surface minimum darkness %
Replies: 5
Views: 2184

Change surface minimum darkness %

Currently, the minimum darkness of a surface is hard-coded to be 85% at the deepest part of the night, calculated by time-of-day.

I am writing a mod that implements underground surfaces, and thus I would like to be able to force significantly deeper darkness.

If the override value is simply "How ...
by blankdiploma
Thu Feb 21, 2019 6:05 am
Forum: Modding interface requests
Topic: Disallow player from building certain entities on certain surfaces?
Replies: 5
Views: 1795

Re: Disallow player from building certain entities on certain surfaces?

I could, but that seems like a fairly frivolous use of collision masks.

Checking an entity name vs. a surface-level table of banned entities during the can_build check will be MUCH cheaper than many of the other checks that already need to be performed (theoretically skipping checks against ...
by blankdiploma
Thu Feb 21, 2019 4:17 am
Forum: Modding interface requests
Topic: Disallow player from building certain entities on certain surfaces?
Replies: 5
Views: 1795

Disallow player from building certain entities on certain surfaces?

It would be fantastic to have a simple way to ban certain entities from being built on certain surfaces. Either a runtime-modifiable dictionary or a property that can be set on a surface when it's created. Either would be fine.

Maybe there's already a way to do this - something to do with defines ...
by blankdiploma
Wed Feb 20, 2019 6:05 pm
Forum: Modding interface requests
Topic: Turn on/off rendering of all entities with a specific flag/name/whatever
Replies: 3
Views: 1318

Re: Turn on/off rendering of all entities with a specific flag/name/whatever

I expected a "not likely" reply, so I've been formulating a backup plan that's similar to what you're describing :)

Thank you for taking the time to reply, nonetheless!
by blankdiploma
Wed Feb 20, 2019 7:44 am
Forum: Modding interface requests
Topic: Turn on/off rendering of all entities with a specific flag/name/whatever
Replies: 3
Views: 1318

Re: Turn on/off rendering of all entities with a specific flag/name/whatever

So on further reading, there already is a "renderlayer" property but it's only customizeable for decoratives.

So, I guess what I'm really asking for is:

1) Moddable Render Layer for resource entities
2) API call to hide everything in a given render layer

Thank you!
by blankdiploma
Wed Feb 20, 2019 6:16 am
Forum: Modding interface requests
Topic: Turn on/off rendering of all entities with a specific flag/name/whatever
Replies: 3
Views: 1318

Turn on/off rendering of all entities with a specific flag/name/whatever

Hello,

I am working on a mod that implements different layers of resources (e.g. shallow/mid/deep ore mining.)

I would like to be able to offer the player a way to switch between viewing different "depths" of ore deposits so that the screen isn't too cluttered at any given time, which means I need ...

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