Search found 236 matches

by PFQNiet
Fri Jun 18, 2021 5:56 pm
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 116
Views: 8785

Re: Small documentation improvement requests

Tool s have prototype properties to describe how the durability should appear in the tooltip, but the actual usage of this isn't documented. From looking at core.cfg it would appear that the locale entry gets given: __1__: remaining durability __2__: total durability __3__: durability as a percenta...
by PFQNiet
Mon Jun 14, 2021 1:03 pm
Forum: Modding help
Topic: resource category
Replies: 5
Views: 245

Re: resource category

Yes, if you have a reference to a resource entity you can check `entity.prototype.resource_category`.
by PFQNiet
Mon Jun 14, 2021 7:24 am
Forum: Modding interface requests
Topic: Set ignored_by_interaction without setting it on children
Replies: 3
Views: 203

Re: Set ignored_by_interaction without setting it on children

What happens if you set the flow's width to zero and then apply negative left margin to the frame itself?
by PFQNiet
Mon Jun 14, 2021 7:19 am
Forum: Modding help
Topic: resource category
Replies: 5
Views: 245

Re: resource category

Code: Select all

for name,resource in pairs(data.raw.resource) do
  if resource.category ~= "basic-fluid" then
    -- do stuff
  end
end
But be aware that other mods may introduce more categories.
by PFQNiet
Sun Jun 13, 2021 9:48 pm
Forum: Texture Packs
Topic: [Request] Entity graphics for overhaul mod (Satisfactorio)
Replies: 0
Views: 750

[Request] Entity graphics for overhaul mod (Satisfactorio)

Since September of last year I've been working on an overhaul mod: Satisfactorio . At this point is it pretty much feature-complete, and I'm in final testing before I look into releasing it. However, I am not a graphics person. All of my buildings are currently just big white placeholder rectangles ...
by PFQNiet
Sun Jun 13, 2021 7:40 pm
Forum: Modding interface requests
Topic: Cooldown groups for weapons/capsules
Replies: 0
Views: 104

Cooldown groups for weapons/capsules

Currently, all weapons share a cooldown, and all capsules share a cooldown. I have a powerful healing item that fully heals your character but has a several second long cooldown. During this cooldown, it's impossible to throw grenades because they are also capsules. I would like to suggest a `cooldo...
by PFQNiet
Sat Jun 12, 2021 8:40 am
Forum: Modding help
Topic: Last in mod load order
Replies: 8
Views: 476

Re: Last in mod load order

Since mods are loaded in alphabetical order (when not referenced by dependency) then you can name your mod accordingly. This is what happened back when 0.18 changed how shortcut prototypes worked, which was a breaking change for many QoL mods. Rather than wait for all the mod makers to patch it, som...
by PFQNiet
Fri Jun 11, 2021 7:55 pm
Forum: Modding help
Topic: Get stats of accumulators on the network
Replies: 0
Views: 86

Get stats of accumulators on the network

Is there any way of getting information about the total accumulator charge of an electric network?
by PFQNiet
Sat Jun 05, 2021 9:20 am
Forum: Modding interface requests
Topic: Consistency with fast_transfer on miscellanous entities
Replies: 0
Views: 82

Consistency with fast_transfer on miscellanous entities

Suppose you have a Combinator entity that can "receive" or "output" items based on signals. For example, you "insert" an iron plate and it gets stored as a signal in the combinator. You can then "retrieve" the item. I have something vaguely like this and it wo...
by PFQNiet
Fri Jun 04, 2021 2:21 am
Forum: Modding interface requests
Topic: Passenger count for vehicles
Replies: 5
Views: 330

Passenger count for vehicles

Currently we have a boolean value to allow passengers at all. So for a car we can have zero or two occupants. Personally I have a use case where I want a car to only allow one occupant, the driver. I have to implement this via script, by ejecting any passengers who try to enter. It could also be nea...
by PFQNiet
Thu Jun 03, 2021 2:49 pm
Forum: Modding help
Topic: Spidertron movement
Replies: 3
Views: 192

Re: Spidertron movement

There's predefined functions for spidertrons? Whaaaaaat? Where can I learn more about these?
by PFQNiet
Thu Jun 03, 2021 1:33 pm
Forum: Modding help
Topic: Spidertron movement
Replies: 3
Views: 192

Spidertron movement

What is the max speed of a spider-vehicle and how do I change it in data? There appears to be no speed values on the spider-vehicle itself, just a fuel consumption which seems to indicate "if the spider is moving, it consumes this much fuel". The legs have things that seem promising, such ...
by PFQNiet
Thu Jun 03, 2021 11:53 am
Forum: Not a bug
Topic: [1.1.34] Non-colliding spidertron collides with itself
Replies: 1
Views: 197

[1.1.34] Non-colliding spidertron collides with itself

Noticed this when using Companion Drones, working on my own mod where this might come up. Companion Drones have "collision_mask = {}" on both the spider-vehicle and its spider-leg. However, if I try to place two of them too close together, it still shows "Companion is in the way"...
by PFQNiet
Wed Jun 02, 2021 1:13 pm
Forum: Modding help
Topic: Rotate a car without moving it
Replies: 2
Views: 165

Re: Rotate a car without moving it

Huh. Must've done something wrong when I tried it before, because you're right it works just fine. Oops!
by PFQNiet
Tue Jun 01, 2021 6:24 pm
Forum: Modding help
Topic: Rotate a car without moving it
Replies: 2
Views: 165

Rotate a car without moving it

I'm using "fake" cars for a few things. These cars don't move in the conventional way but are teleported every tick for the duration of their effect. I can't seem to rotate them though. Just setting orientation on them doesn't seem to have any effect. Is there a way to do this? If not, I s...
by PFQNiet
Tue Jun 01, 2021 4:11 pm
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 116
Views: 8785

Re: Small documentation improvement requests

RealOrientation
The smooth orientation. It is a float in the range [0, 1), where a value of 0 indicates "north" and a value of 0.5 indicates "south".
So... is 0.25 East or West?

-> Heh, good point, clarified for the next release.
by PFQNiet
Tue Jun 01, 2021 3:04 pm
Forum: Modding help
Topic: find_entities_filtered with position, radius and limit
Replies: 2
Views: 164

Re: find_entities_filtered with position, radius and limit

Ah, thank you for the detailed info! It's good to know that position + radius search is based on actual point position, not collision boxes (which position alone and area searches are). I've gone ahead and implemented my search as a series of searches with increasing radii until enough entities are ...
by PFQNiet
Tue Jun 01, 2021 2:36 pm
Forum: Modding help
Topic: find_entities_filtered with position, radius and limit
Replies: 2
Views: 164

find_entities_filtered with position, radius and limit

Given a position, radius and limit, which entities are returned? Does the function scan outward from the position until it finds enough entities, at which point it returns the N closest matching entities? Or does it compute the area to search based on position and radius and return whatever N matchi...
by PFQNiet
Sat May 29, 2021 7:30 pm
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 116
Views: 8785

Re: Small documentation improvement requests

I'd love to know what all the properties of SpiderVehicle and SpiderLeg actually do. Specifically I'd like to be able to properly balance the spidertron's speed and fuel consumption but just in general there's a lot of properties and not much documentation on them.

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