Search found 17 matches

by TheFunnySide
Tue Nov 19, 2019 10:21 am
Forum: Won't implement
Topic: Remove "Requires at least 1 Prototype"
Replies: 3
Views: 1343

Re: Remove "Requires at least 1 Prototype"

Well if you spent en entire day clearing tables then adding one by hand then you would feel the same way.
I think the loading issue could be resolved in another way, but i am not pretending that it is top priority. Its just something that would be nice.
by TheFunnySide
Tue Nov 19, 2019 9:13 am
Forum: Won't implement
Topic: Remove "Requires at least 1 Prototype"
Replies: 3
Views: 1343

Remove "Requires at least 1 Prototype"

Most if not all tables in data.raw require at least one prototype to be defined.
Which is a huge hassle when trying to minimize the number of unused prototypes and sprites in an total overhaul mod.

It would be a lot less frustrating if you were able to remove this condition.
by TheFunnySide
Fri Oct 04, 2019 3:44 am
Forum: Ideas and Suggestions
Topic: Train names
Replies: 16
Views: 8344

Re: Train names

I agree Train Names should be more visible.

-on the mini-map
-on the train overview
-per signal
-in the train ui
-in Alt-mode


Also allow Car names
by TheFunnySide
Sat Sep 21, 2019 8:04 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.69] Rotating not rotateable Assembler results in offgrid placement
Replies: 8
Views: 4068

Re: [0.17.69] Rotating not rotateable Assembler results in offgrid placement

I attached an number of images showing that the assembler is ofset by 0.5 tiles after pressing r before placing. Its collision box is also not rotated.
by TheFunnySide
Sat Sep 21, 2019 6:18 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.69] Rotating not rotateable Assembler results in offgrid placement
Replies: 8
Views: 4068

[Rseding91] [0.17.69] Rotating not rotateable Assembler results in offgrid placement

To reproduce this: -have an assembler on the cursor -press r for rotate -it now places 0.5 tiles to the side. -Its collision box is not rotated(this part is correctly working) The assembler cant have a pipe connection else it is allowed to rotate normaly The assembler has to have different width to ...
by TheFunnySide
Wed Sep 04, 2019 1:43 am
Forum: Implemented mod requests
Topic: Prototype property inserter.capacity
Replies: 4
Views: 1778

Prototype property inserter.capacity

You currently can not set a base capacity for inserters. You can increase the capacity of inserters by researching "Inserter capacity bonus", but this bonus is equaly applied. You can not have have different versions of stack-inserters in regards to their stack size ability. The easy solut...
by TheFunnySide
Sun Aug 11, 2019 2:49 am
Forum: Not a bug
Topic: [0.17.64] force.add_chart_tag not working at the start
Replies: 1
Views: 800

[0.17.64] force.add_chart_tag not working at the start

i am using force.add_chart_tag in an on_chunk_generated event. And the tags i place before the game has rendered the first frame arent visible/not existant. The tags which are placed later by on_chunk are visible. I placed some log() and they tell me that the code is being executed like it is suppos...
by TheFunnySide
Fri Aug 09, 2019 1:31 am
Forum: Won't implement
Topic: Add option to surface.get_connected_tiles(position, tiles)
Replies: 0
Views: 718

Add option to surface.get_connected_tiles(position, tiles)

surface.get_connected_tiles(position, tiles) position :: Position: The tile position to start at. tiles :: array of string: The tiles to search for. new option : collision_mask (instead of tiles) Edit: new option : radius (only consider tiles within the radius of given position) Edit: new option : a...
by TheFunnySide
Thu Aug 08, 2019 3:53 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.63] map-gen-preset with order higher then default
Replies: 4
Views: 1602

[Rseding91] [0.17.63] map-gen-preset with order higher then default

So i made my own map-gen-preset and since i cant declare it as default (because it then can not have other properties) i did the following. I gave the default order="b" and my own order="a". The result is that it is indeed selected from the start but none of its values are actual...
by TheFunnySide
Fri Aug 02, 2019 4:22 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding] [0.17.60] Fast replacing assemblers with different fixed recipe
Replies: 1
Views: 2039

[Rseding] [0.17.60] Fast replacing assemblers with different fixed recipe

[0.17.60] Fast replacing assemblers with different fixed recipe will leave the new assembler with the incorrect recipe. If the new assembler has the same crafting_categories then it will have the same recipe which the previous assembler has. If not then the assembler has no recipe set. If you decide...
by TheFunnySide
Wed Jul 24, 2019 10:03 pm
Forum: Modding interface requests
Topic: Make maximum_wire_distance optional when placing wire in script
Replies: 6
Views: 1611

Re: Make maximum_wire_distance optional when placing wire in script

Thank you i was not aware of that. If my proposal goes nowhere then i will do that

edit: "Surface teleport can only be done for players at the moment."
edit2:Yes , it works when you leave out the surface
by TheFunnySide
Wed Jul 24, 2019 9:56 pm
Forum: Modding interface requests
Topic: Make maximum_wire_distance optional when placing wire in script
Replies: 6
Views: 1611

Make maximum_wire_distance optional when placing wire in script

"maximum_wire_distance" currently has a limit of 64 which is fine most of the time.
But sometimes you want to connect entities far beyond the normal ranges.
I propose a change to LuaEntity.connect_neighbour(target).
Add the optional parameter bool::ignore_maximum_wire_distance
by TheFunnySide
Sun Jul 14, 2019 12:57 pm
Forum: Modding help
Topic: [0.17.56]Sprite ignores "extra-high-no-scale"
Replies: 2
Views: 1024

Re: [0.17.56]Sprite ignores "extra-high-no-scale"

Thank you for your time. I was able to fix with your advice
by TheFunnySide
Sun Jul 14, 2019 12:30 am
Forum: Modding help
Topic: [0.17.56]Sprite ignores "extra-high-no-scale"
Replies: 2
Views: 1024

[0.17.56]Sprite ignores "extra-high-no-scale"

I have a "burned_brick_icon.png" with the dimensions 64x64 and display it in my GUI. But in the atlas it only has 44x48 pixels and displays with artefacts of other sprites. { type = "sprite", name = "burned_brick_icon", filename = "__Annotorio__/graphics/icons/burn...
by TheFunnySide
Wed Jul 10, 2019 1:10 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.55] fixed_recipe does not prevent the player from changing the recipe
Replies: 1
Views: 2028

[Rseding91] [0.17.55] fixed_recipe does not prevent the player from changing the recipe

With shift+right-click and shift+left-click it is possible to change the recipe of assemblers that have a fixed_recipe set.

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