Search found 2528 matches
- Wed Nov 30, 2022 9:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1.72] recipe.crafting_machine_tint unexpected results with transparent black
- Replies: 5
- Views: 2160
Re: [posila] [1.1.72] recipe.crafting_machine_tint unexpected results with transparent black
Many thanks, I wondered if it was something like that. Is there any scope in the engine maybe for checking that a recipe tint (actually, any tint) of transparent black is being used and then not bothering to run the add-to-background maths and effectively skipping the animation layer completely (per...
- Wed Nov 30, 2022 1:50 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1.72] recipe.crafting_machine_tint unexpected results with transparent black
- Replies: 5
- Views: 2160
[posila] [1.1.72] recipe.crafting_machine_tint unexpected results with transparent black
I have been fiddling with a crafting machine prototype that I wanted to display only one of two different kinds of working animation depending on the recipe, with a tinted layer involved. I realised that as long as I only want two variants, I can use the four channels of crafting_machine_tint and ap...
- Mon Nov 28, 2022 10:55 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][for 1.2][1.1.70] Fluidbox filters are ignored by crafting machines (except when they aren't)
- Replies: 6
- Views: 1682
Re: [1.1.70] Fluidbox filters are ignored by crafting machines (except when they aren't)
To illustrate what I'm talking about here. Untitled.jpg Entity A is a furnace. It has energy source fluidboxes with a filter specified. The filter is set up correctly and is shown in alt-mode. No problem. Entities B and C are also furnaces. B is idle without a recipe set, C is working on a recipe de...
- Wed Nov 16, 2022 2:37 pm
- Forum: Implemented in 2.0
- Topic: Remove Expensive Mode
- Replies: 35
- Views: 12603
Re: Remove Expensive Mode
so basically question is about backward compatibility as of today vs the version without expensive mode, especially about prototypes. What I'm getting from the rare and guarded snippets revealed here and there, and this new development around normal/expensive recipes, is that for 1.2 (which is goin...
- Tue Nov 15, 2022 10:44 am
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 83924
Re: Documentation Improvement Requests
-> Noted for 1.1.79, thanks.
- Sat Nov 12, 2022 3:00 pm
- Forum: Modding help
- Topic: [Solved] Sounds not playing during cutscene but only in arbitrary locations
- Replies: 4
- Views: 1292
[Solved] Sounds not playing during cutscene but only in arbitrary locations
I have a mod which providers teleporters. Teleportation involves a cutscene sequence which pans from one teleporter to another. Scripted visual and sound effects are triggered at various waypoints along the cutscene, positioned at either the source or destination teleporters. As of fairly recently, ...
- Thu Nov 10, 2022 1:25 am
- Forum: Implemented for 2.0
- Topic: Custom scaling of alt-info icons
- Replies: 8
- Views: 2659
Re: Custom scaling of alt-info icons
Support this, but a scale multiplier is also needed for labs - very large labs have very large science pack icons, and you don't even have the option of scale_info_icons. In general it would be nice if things like the entity_info_icon_shift, scale_info_icons etc. were consistently available across a...
- Thu Nov 10, 2022 12:43 am
- Forum: Fixed for 2.0
- Topic: [1.1.70] Render layer / draw order is different for filter icons in different kinds of fluid box
- Replies: 1
- Views: 766
[1.1.70] Render layer / draw order is different for filter icons in different kinds of fluid box
The top row of 1x1 assembling machines in the pic below have a crafting fluid box . The alt-mode fluid box filter icon (set by the recipe) is drawn on top of the alt-mode recipe icon. The bottom row of 1x1 assembling machines have an energy source fluid box . The alt-mode fluid box filter icon (stea...
- Mon Nov 07, 2022 2:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][for 1.2][1.1.70] Fluidbox filters are ignored by crafting machines (except when they aren't)
- Replies: 6
- Views: 1682
[boskid][for 1.2][1.1.70] Fluidbox filters are ignored by crafting machines (except when they aren't)
I'm referring in this report to crafting machine ingredient/result fluidboxes , not energy source fluidboxes which work correctly as far as I can tell. For reference see this thread which led to the creation of the filter property for fluidboxes. For assembling machines, any fluidbox filter is ignor...
- Mon Nov 07, 2022 9:57 am
- Forum: Implemented in 2.0
- Topic: Remove Expensive Mode
- Replies: 35
- Views: 12603
Re: Remove Expensive Mode
It's far too late to remove it now. It should never have happened, obviously, but that ship has sailed.
- Sun Nov 06, 2022 11:49 pm
- Forum: Gameplay Help
- Topic: Trains get stuck if the destination is disabled and other are full
- Replies: 20
- Views: 7330
- Tue Nov 01, 2022 1:34 am
- Forum: Modding help
- Topic: how to force word wrap in a gui label
- Replies: 3
- Views: 799
Re: how to force word wrap in a gui label
Alternatively you can use a label but set single_line to false and set a maximal_width.
- Sun Oct 30, 2022 8:58 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.1.70] Locomotive GUI: fuel emissions modifier with burnt result slots
- Replies: 1
- Views: 2196
[Klonan] [1.1.70] Locomotive GUI: fuel emissions modifier with burnt result slots
On all burner entity GUIs, if the fuel has an emissions multiplier, this is displayed in text below the progress bar, like so: Untitled.jpg If the burner energy source has a burnt results inventory set up, these appear to the right of the progress bar (minor issue: with different horizontal spacing ...
- Sun Oct 30, 2022 8:44 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.69] Fluid-burning generators ignore fluid emissions multiplier
- Replies: 2
- Views: 1768
- Sat Oct 22, 2022 2:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.69] Fluid-burning generators ignore fluid emissions multiplier
- Replies: 2
- Views: 1768
[Genhis] [1.1.69] Fluid-burning generators ignore fluid emissions multiplier
Entity type generator can be set up to burn fluid fuels ( burns_fluid = true ) and only burn whatever is required to reach maximum energy output ( scale_fluid_usage = true ) rather than basing energy output on temperature. Fluids with an emissions_multiplier , however, don't seem to affect the outgo...
- Sat Oct 22, 2022 2:21 am
- Forum: Modding help
- Topic: I'm making a NoTarget mod, but I have a problem with projectiles
- Replies: 3
- Views: 537
Re: I'm making a NoTarget mod, but I have a problem with projectiles
You need to change the force-condition property of the projectiles. "not-same" works well for me if you want bullets to "miss" all entities owned by the same force as the shooter, but YMMV.
- Sun Oct 16, 2022 4:23 pm
- Forum: Modding interface requests
- Topic: Two improvements to player.add_custom_alert: position instead of entity, and duration
- Replies: 8
- Views: 1845
Re: Two improvements to player.add_custom_alert: position instead of entity, and duration
+1 for duration please.
- Sat Oct 08, 2022 8:32 pm
- Forum: Ideas and Requests For Mods
- Topic: Remember last location for GUIs
- Replies: 4
- Views: 924
Re: Remember last location for GUIs
I am just looking to see if anyone has seen mods that will simply remember where GUI Windows were last and keep them there when they are reopened. I found the defines.events.on_gui_opened and defines.events.on_gui_closed. However I do not know enough about Lua to quickly read and set the positional...
- Mon Oct 03, 2022 7:55 am
- Forum: Modding interface requests
- Topic: script.once_at_tick as a specialized offspring of script.on_nth_tick
- Replies: 2
- Views: 829
Re: script.once_at_tick as a specialized offspring of script.on_nth_tick
I wanted this so badly that I wrote a version of it myself. My use case was to "schedule" things for N ticks in the future where N was typically not long, i.e. typically 10 to 120 ticks in the future - but in theory a lot of of them could be scheduled at once. The way I got happy with it p...
- Fri Sep 23, 2022 1:12 am
- Forum: Modding help
- Topic: Map colour drawing order?
- Replies: 0
- Views: 390
Map colour drawing order?
In this map close up, you can see a copper ore patch (orange checkerboard) and some 3x3 tile simple-entity decoratives (light red): Untitled.jpg Is the drawing order for these two different kinds of entity hard-coded, or is it possible to tweak something to force the simple-entities to be drawn on t...