Search found 11 matches
- Thu May 01, 2025 8:36 pm
- Forum: Implemented mod requests
- Topic: LuaSurface.pollute(...) without influence on evolution
- Replies: 5
- Views: 729
Re: LuaSurface.pollute(...) without influence on evolution
Not against your specific request, but I think you should be able to do this already, maybe to help unblock your project :)
local evo = force.get_evolution_factor_by_pollution(surface)
for ... in pairs( list_chunks ) do
local pol_count = surface.get_pollution( pos_A )
surface.set_pollute( pos ...
- Fri Apr 25, 2025 11:00 am
- Forum: Implemented mod requests
- Topic: LuaSurface.pollute(...) without influence on evolution
- Replies: 5
- Views: 729
Re: LuaSurface.pollute(...) without influence on evolution
That seems fine, however it’s not going to meaningful impact performance to do or not change the evolution factor.
[Used google translate]
It may not have a significant effect on performance in the method itself, but when the very fact of the presence of this effect is undesirable, the load on ...
- Thu Apr 24, 2025 10:59 pm
- Forum: Implemented mod requests
- Topic: LuaSurface.pollute(...) without influence on evolution
- Replies: 5
- Views: 729
LuaSurface.pollute(...) without influence on evolution
[Used google translate]
The LuaSurface.pollute(...) method has an implicit additional effect: it increases the value of the evolution factor when the parameter is positive.
Can I ask to add an analog of this method to the API, for example, called "set_pollute( MapPosition, double )" which will set ...
The LuaSurface.pollute(...) method has an implicit additional effect: it increases the value of the evolution factor when the parameter is positive.
Can I ask to add an analog of this method to the API, for example, called "set_pollute( MapPosition, double )" which will set ...
- Sat Jul 17, 2021 10:56 am
- Forum: Implemented Suggestions
- Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
- Replies: 80
- Views: 57729
- Fri Jul 16, 2021 8:58 pm
- Forum: Ideas and Suggestions
- Topic: CTRL + Z Notification?
- Replies: 7
- Views: 2637
Confirmation window by timeout for cancellation
[ Used Google Translate ]
I propose to output the dialog box to the undo button of the last action (Ctrl + Z) after the timeout expires (for example, 1-2 minutes).
This will avoid accidentally pressing this button if you did something and somewhere and then after 5 minutes accidentally pressed the ...
I propose to output the dialog box to the undo button of the last action (Ctrl + Z) after the timeout expires (for example, 1-2 minutes).
This will avoid accidentally pressing this button if you did something and somewhere and then after 5 minutes accidentally pressed the ...
- Fri Jul 16, 2021 8:47 pm
- Forum: Implemented Suggestions
- Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
- Replies: 80
- Views: 57729
Switch for replacement blueprint
[ Used Google Translate ]
The game lacks one simple, but very necessary thing when working with blueprints. This is the ability to place a blueprint on top of any existing objects with forced rebuilding of mismatched buildings.
Explanation:
Due to the fact that an automatic translator can poorly ...
The game lacks one simple, but very necessary thing when working with blueprints. This is the ability to place a blueprint on top of any existing objects with forced rebuilding of mismatched buildings.
Explanation:
Due to the fact that an automatic translator can poorly ...
- Sat Dec 14, 2019 3:59 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.79] desync with beacon disabled
- Replies: 2
- Views: 3512
Re: [0.17.79] desync with beacon disabled
Is it possible to get a fix for 0.17.79 in the form of a mini patch or files for replacement ?Rseding91 wrote: Wed Dec 11, 2019 9:20 pm Thanks for the report. It's now fixed for the next release.
Since 0.18 will have to wait no less than a month

- Fri Nov 29, 2019 3:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.79] desync with beacon disabled
- Replies: 2
- Views: 3512
[0.17.79] desync with beacon disabled
[USED GOOGLE TRANSLATION]
In multiplayer, in the next tick, after the player is connected, desynchronization occurs.
And ONLY when the player connects, and this does NOT happen in the process of the game itself.
Desynchronization occurs due to the disabled state of the beacon in the status ...
In multiplayer, in the next tick, after the player is connected, desynchronization occurs.
And ONLY when the player connects, and this does NOT happen in the process of the game itself.
Desynchronization occurs due to the disabled state of the beacon in the status ...
- Sat Nov 23, 2019 10:23 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.79] Various issues with tooltips
- Replies: 3
- Views: 3985
- Sat Nov 23, 2019 9:52 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.79] Various issues with tooltips
- Replies: 3
- Views: 3985
[0.17.79] Various issues with tooltips
[RU LOCALE]
- Sat Jul 27, 2019 10:58 pm
- Forum: Ideas and Suggestions
- Topic: Add: Issuing warnings about outdated mods
- Replies: 2
- Views: 1316
Add: Issuing warnings about outdated mods
[Used Google Translate]
At the moment, there are too many popular and not very mods that have gross errors that have emerged from the intermediate changes in the game itself. As such, I am not a mod developer, but I was forced to correct errors and bugs in the mods of other developers so that I ...
At the moment, there are too many popular and not very mods that have gross errors that have emerged from the intermediate changes in the game itself. As such, I am not a mod developer, but I was forced to correct errors and bugs in the mods of other developers so that I ...