Search found 11 matches
- 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?
- 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 ...
Increasing the player's passive radar distance via event hooks is easy - decreasing it, however, seems ...
- 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 ![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
- 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 ...
However, simply having a blacklist dictionary for "entities that can't be built on this surface" would be much ...
- 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 ![Smile :)](./images/smilies/icon_e_smile.gif)
So that sounds just fine to me!
![Smile :)](./images/smilies/icon_e_smile.gif)
So that sounds just fine to me!
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
Maybe there's already a way to do this - something to do with defines ...
- 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 ![Smile :)](./images/smilies/icon_e_smile.gif)
Thank you for taking the time to reply, nonetheless!
![Smile :)](./images/smilies/icon_e_smile.gif)
Thank you for taking the time to reply, nonetheless!
- 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!
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!
- 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 ...
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 ...