Search found 356 matches
- Wed Apr 08, 2020 3:40 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Name my mod (about combinators)
- Replies: 11
- Views: 3400
Re: [Request] Name my mod (about combinators)
recursion Sadly there is no recursion. Combinators can only be so tiny. The mod works by literally using tiny combinators and duplicating your setup as it was on the inside, plus a bunch of tricks so you can't select the tiny ones and they appear to just be sprites, when they're actually real combi...
- Fri Jan 31, 2020 6:12 pm
- Forum: Ideas and Suggestions
- Topic: GG's Starlog 4 - Modular Gaming
- Replies: 3
- Views: 2421
Re: GG's Starlog 4 - Modular Gaming
Sorry it took me so long to reply. Life happened. ... will try to reply to all of them in due time It happens, and that was all a bit of fun because your thoughts are generally very broad concepts, not much concrete or nailed down which is what is needed before anything can be expressed in code. I ...
- Sun Jan 05, 2020 9:29 am
- Forum: Implemented Suggestions
- Topic: Train Station dots should show whether the station is enabled
- Replies: 11
- Views: 4261
- Sun Jan 05, 2020 9:20 am
- Forum: Modding help
- Topic: Synchronize two inserters filters and network connections
- Replies: 4
- Views: 1237
Re: Synchronize two inserters filters and network connections
on_gui_closed and on_entity_settings_pasted
- Sat Jan 04, 2020 4:53 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [0.17.79] Script mismatch when migration contains require
- Replies: 3
- Views: 2618
Re: [0.17.79] Script mismatch when migration contains require
require usually branches from the file that ran the function.
Try doing require("../test")
Try doing require("../test")
- Wed Jan 01, 2020 12:45 am
- Forum: Modding help
- Topic: How to prevent connection of different pipes?
- Replies: 8
- Views: 2090
Re: How to prevent connection of different pipes?
It sounds like you're after a mix of different things. - Unique pipes that don't connect to eachother, for example if we added copper pipes and had a thing where those pipes don't connect to the iron ones. - Restricting specific fluids to specific types of pipes (e.g. if an iron pipe is carrying hot...
- Tue Dec 31, 2019 3:41 pm
- Forum: Modding help
- Topic: Event filter explanations
- Replies: 11
- Views: 2478
Re: Event filter explanations
He needs to catch "-ore$". A single pattern on the event will do that because you can't do that with the event filter. He did not do that for some reason. It is possible to calculate which prototypes your mod will need to listen for before the event is fired, even with patterns. Event fil...
- Tue Dec 31, 2019 3:15 pm
- Forum: Modding help
- Topic: Event filter explanations
- Replies: 11
- Views: 2478
Re: Event filter explanations
Was there an issue with catching all events from that category, and doing string.match(event.entity.name, "-ore$")? You missed his question about how to do this with event filters, and my explanation that to actually make use of the event filters when you need patterns, you can either use...
- Tue Dec 31, 2019 3:00 pm
- Forum: Implemented Suggestions
- Topic: Play sound on entity rotation - QoL
- Replies: 14
- Views: 4427
Re: Play sound on entity rotation - QoL
... ... Defining position makes it not play globally for everyone on that surface/force/etc. Distance falloff as you'd expect. See also *Edit Gave it some thought and you could do the processing and conditions in lua and play it individually per player (if you really needed to): https://lua-api.fac...
- Tue Dec 31, 2019 1:39 pm
- Forum: Modding interface requests
- Topic: LuaForce.play_sound{surface=}
- Replies: 5
- Views: 1591
Re: LuaForce.play_sound{surface=}
Is not force sensitive obviously. You got me there. I was looking at an old post where i made a similar suggestion. Guess we really do need surface specification on luaforce.playsound, if you want force-specific surface-specific sounds *Edit Gave it some thought and you could do the processing and ...
- Tue Dec 31, 2019 12:29 pm
- Forum: Modding interface requests
- Topic: LuaForce.play_sound{surface=}
- Replies: 5
- Views: 1591
- Mon Dec 30, 2019 11:08 am
- Forum: Modding help
- Topic: Modifying a mod with another mod
- Replies: 5
- Views: 1904
- Mon Dec 30, 2019 9:33 am
- Forum: Modding help
- Topic: Modifying a mod with another mod
- Replies: 5
- Views: 1904
Re: Modifying a mod with another mod
is it possible to remove/change funcions or recipes from mods with another mod? It is not possible to change or remove functions in another mod. It is very easy to change recipes that were registered by another mod by simply ensuring your code runs after the data you need to modify is registered. T...
- Sun Dec 29, 2019 1:34 pm
- Forum: Won't fix.
- Topic: [0.17.79] Placing train signal over its ghost does not adopt its direction
- Replies: 14
- Views: 3637
Re: [0.17.79] wrong preselection on placeing ghost signals
plz give blueprint string
- Sun Dec 29, 2019 12:17 pm
- Forum: Gameplay Help
- Topic: Need help making delayed output circuit
- Replies: 6
- Views: 1900
- Sat Dec 28, 2019 9:33 pm
- Forum: Modding help
- Topic: Event filter explanations
- Replies: 11
- Views: 2478
Re: Event filter explanations
Is it possible to use Lua match patterns to the filters here? It is not. Feel free to make a modding api request for it, because this is something i need as well. But at the same time, generating all the names isn't too hard either, so it probably won't happen and i probably don't need it if i'm no...
- Sat Dec 28, 2019 9:30 pm
- Forum: Ideas and Suggestions
- Topic: Absolute game tick/time in performance monitor log thing
- Replies: 5
- Views: 1461
- Sat Dec 28, 2019 7:18 pm
- Forum: Ideas and Suggestions
- Topic: Absolute game tick/time in performance monitor log thing
- Replies: 5
- Views: 1461
Re: Absolute game tick/time in performance monitor log thing
That's the build number. 0.17.79.
And yes the last number is the time in 24 hour time. 170529 = 17h:05m:29s (5pm)
And yes the last number is the time in 24 hour time. 170529 = 17h:05m:29s (5pm)
- Sat Dec 28, 2019 5:35 pm
- Forum: Implemented Suggestions
- Topic: Play sound on entity rotation - QoL
- Replies: 14
- Views: 4427
Re: Play sound on entity rotation - QoL
k
Code: Select all
script.on_event(defines.events.on_player_rotated_entity, function(ev) ev.entity.surface.play_sound({path="entity-build/wooden-chest",position=ev.entity.position}) end)
- Sat Dec 28, 2019 5:31 pm
- Forum: Implemented mod requests
- Topic: LuaPlayer :: create_local_flying_text at cursor position
- Replies: 9
- Views: 2566