Search found 1183 matches

by Mooncat
Wed Aug 30, 2017 2:24 am
Forum: General discussion
Topic: Is "Lazy Bastard" appropriate?
Replies: 43
Views: 12268

Re: Is "Lazy Bastard" appropriate?

"Bastard" isn't a very bad word, considering there are many other words that are worse than it. But other than that, I did find that the name is hilariously impropriate because this achievement actually involves many, if not the most, manual works.
by Mooncat
Wed Aug 30, 2017 2:05 am
Forum: Modding discussion
Topic: Somethings not (or hidden) in doc but you need to know
Replies: 43
Views: 16112

Re: Somethings not (or hidden) in doc but you need to know

icons = { { icon = "__foo__/graphics/my-icon-1.png", tint = {r = 0.8, g = 0.8, b = 1} }, { icon = "__foo__/grahpics/my-icon-2.png", tint = {r = 1, g = 0.5, b = 0.5} } } Can we use here spritesheet? Some big picture and shift = {x = x1 * 32, y = y1 * 32} icon_size = {x = 32, y = ...
by Mooncat
Tue Aug 29, 2017 1:56 am
Forum: Implemented mod requests
Topic: on_player_promoted, on_player_demoted
Replies: 6
Views: 1445

Re: on_player_promoted, on_player_demoted

Rseding91 wrote:I wasn't stating I wouldn't add the event - just that in the meantime you can get around the lack of an event by doing the above.
Oh, thanks a lot! :D
Not making the mod at this moment, but I have it in my todo list. So the request is for future-proof. :lol:
by Mooncat
Fri Aug 25, 2017 8:09 am
Forum: Implemented mod requests
Topic: on_player_promoted, on_player_demoted
Replies: 6
Views: 1445

Re: on_player_promoted, on_player_demoted

Rseding91 wrote:You can listen to anything executed from the console and get the data from that.
Image

...

ok...
by Mooncat
Fri Aug 25, 2017 8:02 am
Forum: Not a bug
Topic: [0.15.33] Silo lauched with satellite producing nothing
Replies: 15
Views: 3056

Re: [0.15.33] Silo lauched with satellite producing nothing

What I didn't expect is that the rocket was inside that area. It really surprised me that the rocket decreases its position.y to simulate the effect of flying upward, rather than having another internal number for that. :lol:
by Mooncat
Fri Aug 25, 2017 3:01 am
Forum: Not a bug
Topic: [0.15.33] Silo lauched with satellite producing nothing
Replies: 15
Views: 3056

Re: [0.15.33] Silo lauched with satellite producing nothing

BenSeidel wrote:
Mooncat wrote:Didn't expect LuaSurface.find_entities_filtered works on the rocket too.
Best add it to your black magic list.
Added. ;)
by Mooncat
Fri Aug 25, 2017 3:00 am
Forum: Modding discussion
Topic: Somethings not (or hidden) in doc but you need to know
Replies: 43
Views: 16112

Re: Somethings not (or hidden) in doc but you need to know

Added the following info:
Data: push-back effect takes the target entity collider size into account
Control: Find entity using position will not return entities without collider

Also improved:
Data: Stream projectile particle_buffer_size has to be at least 2
by Mooncat
Thu Aug 24, 2017 4:16 am
Forum: Implemented mod requests
Topic: on_player_promoted, on_player_demoted
Replies: 6
Views: 1445

on_player_promoted, on_player_demoted

Request: Events when any player is promoted to be an admin, or demoted to be not an admin. Parameters: player_index : Index of the player who is promoted or demoted. cause_player_index : index of the player who caused promotion or demotion. I'm thinking about a mod of admin tools. These events will ...
by Mooncat
Thu Aug 24, 2017 2:56 am
Forum: Releases
Topic: Version 0.15.34
Replies: 17
Views: 23372

Re: Version 0.15.34

Just a reminder to everyone: when the devs reveal the estimated release date, add 2 - 3 months to it because shit may happen. ;)
by Mooncat
Thu Aug 24, 2017 2:44 am
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 274808

Re: [MOD 0.15.29+] Creative Mode 0.3.10 - Free heat, free biters

[edit] ok it's voiding the rocket. never mind. :P found a post that has unexpected (to me anyway) results of a matter void placement. i thought the flat side of the void had to face and touch the edge of what it's voiding. But I mind! It is a bug! Will be fixed in next version. :) Also I want to tr...
by Mooncat
Thu Aug 24, 2017 2:39 am
Forum: Not a bug
Topic: [0.15.33] Silo lauched with satellite producing nothing
Replies: 15
Views: 3056

Re: [0.15.33] Silo lauched with satellite producing nothing

Looks like a bug to me. Not for the game, but for Creative Mode.
Didn't expect LuaSurface.find_entities_filtered works on the rocket too.
Thanks everyone.
by Mooncat
Tue Aug 22, 2017 2:47 am
Forum: Mods
Topic: [0.15] Explosive Excavation & Bot Landfill
Replies: 17
Views: 6551

Re: [0.15] Explosive Excavation & Bot Landfill

As someone reported the crash issue in Creative Mode, would you check robot.valid in your on_robot_built_tile handler please? :mrgreen:
by Mooncat
Sun Aug 20, 2017 6:26 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 274808

Re: [MOD 0.15.29+] Creative Mode 0.3.10 - Free heat, free biters

I think there's a minor bug with matter sources not producing 100% compressed belts. I'm still not completely sure what's happening here, it might also be a bug in the base game or just a bug in my setup.... Thanks for bringing this issue up. It has been reported before but I somehow forgot it. I w...
by Mooncat
Sun Aug 20, 2017 6:22 pm
Forum: Mods
Topic: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug
Replies: 29
Views: 9398

Re: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug

Hi, there's a recipe in this mod that my Recycling Machines mod does not like. Before I change my mod to ignore it, I thought I'd post here to see whether it's a bug with your mod. The recipe has ingredients, but no results. The category is "advanced-crafting" which means that the item mu...
by Mooncat
Thu Aug 17, 2017 9:20 am
Forum: Modding help
Topic: "Sprite too large"?
Replies: 10
Views: 1632

Re: "Sprite too large"?

Simply don't supply HR images. The hr_version attribute is an option for the users who can load HR images. But for those who can't, maybe due to graphic card limitation, the hr_version attribute will be ignored, and the image outside hr_version will be loaded instead. So you should only provide NR ...
by Mooncat
Tue Aug 15, 2017 6:24 pm
Forum: Modding help
Topic: "Sprite too large"?
Replies: 10
Views: 1632

Re: "Sprite too large"?

Again, the users are getting the error with images that are like 1600x700. Have no idea what's going on there. Probably need to ask a dev. Log file will help. And what do I do for entities that do not support hr, such as smoke - which as it happens, all my problem entities are? Simply don't supply ...
by Mooncat
Tue Aug 15, 2017 2:54 am
Forum: Modding discussion
Topic: Somethings not (or hidden) in doc but you need to know
Replies: 43
Views: 16112

Re: Somethings not (or hidden) in doc but you need to know

Added some new topics these few days: Data: Error - invalid prototype array nil Solution to incorrect icon size Max image size Icon tinting, multi-layered icon Large maximum_wire_distance can cause lag Stream projectile particle_buffer_size has to be at least 2 cluster_count has to be at least 2 Con...
by Mooncat
Tue Aug 15, 2017 2:18 am
Forum: Modding help
Topic: "Sprite too large"?
Replies: 10
Views: 1632

Re: "Sprite too large"?

Ah, I should correct the statements. The limits are applied on any side of the image. "Normal resolution supports images up to 2048px on any side. High resolution supports images up to 4096px on any side." In the entities that support HR images, there should be something like filename = &q...
by Mooncat
Mon Aug 14, 2017 2:52 pm
Forum: Won't implement
Topic: [Not Implemented] LuaControl.insert but don't insert modules
Replies: 6
Views: 1452

Re: LuaControl.insert, but don't insert to module inventory

The assembling machine allows the input slots to exceed the stack limits so you can always craft a given recipe. You can detect what a given recipe needs by reading the recipe and looking at the ingredients. I was thinking about a generic way that does not only work on assembling machines, but also...
by Mooncat
Mon Aug 14, 2017 8:56 am
Forum: Modding help
Topic: "Sprite too large"?
Replies: 10
Views: 1632

Re: "Sprite too large"?

Normal resolution supports images up to 2048 x 2048 px.
High resolution supports images up to 4096 x 4096 px.

It is not about users. It is Factorio's limit. ;)

Go to advanced search