Search found 30 matches
- Tue Jun 30, 2015 7:54 am
- Forum: Modding help
- Topic: keeping track of time
- Replies: 18
- Views: 7729
Re: keeping track of time
For now I opted on a pseudo-timestamp solution using game.tick but you can still get conflict with different games if you get real unlucky, that's good enough in my case
- Tue Jun 30, 2015 7:03 am
- Forum: Modding help
- Topic: keeping track of time
- Replies: 18
- Views: 7729
Re: keeping track of time
Are you looking for the time of day in the game, or the time in the real world? In-game time can be found as a global variable: game.daytime You can read from or write to it just like any variable. It's represented as a number from 0-1, 0 is noon, 0.25 is evening, 0.5 is midnight, 0.75 is morning, ...
- Mon Jun 29, 2015 10:46 pm
- Forum: Modding discussion
- Topic: Visual Studio Lua Plugin!
- Replies: 7
- Views: 12892
Re: Visual Studio Lua Plugin!
There's a free Lua plugin which is not bad at all that you get for free (without any hack) when you get IntelliJ community, that's what I am using, it's working pretty well, it offers all the common feature you have with IntelliJ (which is a long long list that I won't provide here :)) the plugin is...
- Fri Jun 26, 2015 10:48 am
- Forum: Modding help
- Topic: Trying to add lights to poles, is it possible?
- Replies: 17
- Views: 7093
Re: Trying to add lights to poles, is it possible?
Totally love this. Hope it will get added into vanilla at some point. Is it possible to add lights to medium and big poles (2 lights for Medoum, 4 for big, so that bigger poles produce more light, and allow to see further) ? Or just light with bigger light effect? I have created medium and large la...
- Fri Jun 26, 2015 6:53 am
- Forum: Modding help
- Topic: Trying to add lights to poles, is it possible?
- Replies: 17
- Views: 7093
Re: Trying to add lights to poles, is it possible?
Looking good
- Thu Jun 25, 2015 1:55 pm
- Forum: Modding help
- Topic: Trying to add lights to poles, is it possible?
- Replies: 17
- Views: 7093
Re: Trying to add lights to poles, is it possible?
Something's wrong with your control.lua file, you should post it here so we can have a look into it.
(apparently around line 3 )
(apparently around line 3 )
- Thu Jun 25, 2015 7:27 am
- Forum: Ideas and Requests For Mods
- Topic: RepairChest Mod
- Replies: 33
- Views: 19691
Re: RepairChest Mod
I think what the OP wants to do is a requester chest that can make an inventory of all entities built within a given range (20, or 50 tiles maybe), and request a few of each entity preventively. Like that, if an entity is damaged, the construction bots can rebuild faster (they don't have to fly waa...
- Thu Jun 25, 2015 6:14 am
- Forum: Ideas and Requests For Mods
- Topic: RepairChest Mod
- Replies: 33
- Views: 19691
Re: RepairChest Mod
I am just guessing here, but I am not sure there's such area you are talking of unless you implement it. If my understanding is correct (and that is a big if), the list should be computed by checking each requester chest in the logistic network. Not quite it. The idea is that the repair chest takes...
- Thu Jun 25, 2015 2:29 am
- Forum: Ideas and Requests For Mods
- Topic: RepairChest Mod
- Replies: 33
- Views: 19691
Re: RepairChest Mod
I am just guessing here, but I am not sure there's such area you are talking of unless you implement it. If my understanding is correct (and that is a big if), the list should be computed by checking each requester chest in the logistic network. If your chest extends passive/active provider chest, t...
- Thu Jun 25, 2015 2:06 am
- Forum: Ideas and Requests For Mods
- Topic: RepairChest Mod
- Replies: 33
- Views: 19691
Re: RepairChest Mod
I am trying to find the code for various logistic modes, but I can't find it anywhere. I don't know where to look even. I think I'll have to look at different mods and see how they do stuff. I am not sure what you are exactly looking for, but if I correctly remember TreeFarm's fieldmk2 (or its over...
- Wed Jun 24, 2015 10:13 pm
- Forum: Modding help
- Topic: max resolution for screenshots
- Replies: 6
- Views: 3282
Re: max resolution for screenshots
Thanks Gandalf, I will do a bit of testing research on that (pretty sure I can find a 32 bit based computer at work :mrgreen: ). I am not planning to do a map like system, it's only for a small utility mod I'm thinking to publish soon. Just wanted to have a safe limit as going above would crash the ...
- Wed Jun 24, 2015 5:21 am
- Forum: Modding help
- Topic: Help combining two mods
- Replies: 4
- Views: 1923
- Wed Jun 24, 2015 3:28 am
- Forum: Modding help
- Topic: Help combining two mods
- Replies: 4
- Views: 1923
Re: Help combining two mods
You might want provide us with the error you are getting too :) Actually, no need for it, just checking you code I think I got it: function OnBuilt(entity) -- Temple has been built if entity.name == "templev2" then glob.numTemples = glob.numTemples + 1 glob.factormultiplier = GetFactorPer...
- Wed Jun 24, 2015 3:09 am
- Forum: Modding help
- Topic: Help combining two mods
- Replies: 4
- Views: 1923
Re: Help combining two mods
You might want provide us with the error you are getting too
- Tue Jun 23, 2015 12:33 pm
- Forum: General discussion
- Topic: worst spawn ever
- Replies: 13
- Views: 11405
worst spawn ever
So,
I was generating a new map to do a bit of testing, and ended up with that:
Fortunately, I wasn't planning to build a factory
I was generating a new map to do a bit of testing, and ended up with that:
Fortunately, I wasn't planning to build a factory
- Tue Jun 23, 2015 11:48 am
- Forum: Modding help
- Topic: max resolution for screenshots
- Replies: 6
- Views: 3282
Re: max resolution for screenshots
Hello again, I have done a bit of testing by generating custom maps, while changing its size incrementally to try my 'mod'. After a few tries, I have been able to find out that, at least on my machine (which is more a developer box than a gaming machine), the limit was exactly for a map of 256 * 256...
- Tue Jun 23, 2015 9:00 am
- Forum: Modding help
- Topic: Armor display on player
- Replies: 2
- Views: 2049
Re: Armor display on player
Hello there, In the base mod I would have a look to the following two files: demo-entities.lua -- modular armors are not in the demo armors = data.isdemo and {} or {"basic-modular-armor", "power-armor", "power-armor-mk2"}, idle = { layers = { playeranimations.level1.idl...
- Sun Jun 21, 2015 11:15 pm
- Forum: Modding help
- Topic: number of kill for turrets
- Replies: 0
- Views: 904
number of kill for turrets
Hello,
I noticed there is a number of kills on the turrets, is there a way to access it through lua modding?
I noticed there is a number of kills on the turrets, is there a way to access it through lua modding?
- Sun Jun 21, 2015 5:10 am
- Forum: Modding help
- Topic: max resolution for screenshots
- Replies: 6
- Views: 3282
Re: max resolution for screenshots
What I am trying to do is a mod which let you put two markers, and takes a screenshot in between these two markers. The main goal is to screenshot a specific contraption or a design. But I would guess some people could use it differently, so I should probably limit the maximum size that can be 'scre...
- Sun Jun 21, 2015 2:30 am
- Forum: Modding help
- Topic: max resolution for screenshots
- Replies: 6
- Views: 3282
max resolution for screenshots
Hello, I experimenting with game.takescreenshot, and I have already crashed the game few times ( :roll: ) trying to apparently take a screenshot which is too big: 1371.019 Error Util.cpp:43: Unable to create sprite (11232X8928) probably not enough of video memory. 1371.806 Goodbye Is there any way t...