it may be enough to save only the position of the last placed entity + tick and compare it with the entity position that is mined next
not sure if this will give the correct result always, got to try
Search found 55 matches
- Tue Dec 10, 2019 10:11 pm
- Forum: Modding help
- Topic: Detecting when a player replaces an entity
- Replies: 11
- Views: 2949
- Tue Dec 10, 2019 4:21 pm
- Forum: Modding help
- Topic: Detecting when a player replaces an entity
- Replies: 11
- Views: 2949
Re: Detecting when a player replaces an entity
having a hashtable that saves every entity built that can be replaced, is extremely bloated way to do such a small thing
- Mon Dec 09, 2019 4:16 pm
- Forum: Modding help
- Topic: Detecting when a player replaces an entity
- Replies: 11
- Views: 2949
Re: Detecting when a player replaces an entity
That does not do what i would like it to do.
- Mon Dec 09, 2019 1:11 pm
- Forum: Modding help
- Topic: Detecting when a player replaces an entity
- Replies: 11
- Views: 2949
Re: Detecting when a player replaces an entity
it is about xp gain from placing entities, but if you fast replace it goes bonkers, so it needs to ignore replacing of entities
- Sun Dec 08, 2019 6:58 pm
- Forum: Modding help
- Topic: Detecting when a player replaces an entity
- Replies: 11
- Views: 2949
Re: Detecting when a player replaces an entity
don't understand how that would help
- Sun Dec 08, 2019 6:36 am
- Forum: Modding help
- Topic: Detecting when a player replaces an entity
- Replies: 11
- Views: 2949
Detecting when a player replaces an entity
Right now, it seems that it throws entity built and mined event.
Is there a way to determine when a player manually replaces/upgrades an entity, like a transport-belt?
Is there a way to determine when a player manually replaces/upgrades an entity, like a transport-belt?
- Fri May 03, 2019 5:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [Bilka] rendering.draw_sprite save/load issue
- Replies: 2
- Views: 2001
[Bilka] rendering.draw_sprite save/load issue
A sprite drawn with a file path like "file/picture.png", disappears after saving and reloading the game. For example: rendering.draw_sprite({sprite = "file/picture.png", target = {0,0}, surface = game.surfaces.nauvis, orientation = 0, x_scale = 1, y_scale = 1, render_layer = &quo...
- Tue Mar 26, 2019 10:10 am
- Forum: Ideas and Suggestions
- Topic: Red screen flashing when your character takes damage
- Replies: 2
- Views: 1598
Red screen flashing when your character takes damage
Would be great if there was an option to toggle this on and off.
Or have some kind of slider for the intensity of the flashing effect, or some different ways of noticing character damage.
My eyes don't like it >.<
Or have some kind of slider for the intensity of the flashing effect, or some different ways of noticing character damage.
My eyes don't like it >.<
- Wed Mar 20, 2019 7:55 pm
- Forum: Modding discussion
- Topic: Removing fluid temperature - thoughts?
- Replies: 94
- Views: 30008
Re: Removing fluid temperature - thoughts?
Yes, removing seems good. Performance gain is very good! Fluid simulation is something so complex, surely it can get a cpu hog very quickly. And the temperature is not even really much used in vanilla is it? Modders can still always make different fluids and just call them hot, molten or cold if the...
- Sat Mar 16, 2019 2:36 am
- Forum: Modding discussion
- Topic: Biter Health Increase
- Replies: 4
- Views: 1439
Biter Health Increase
Does someone know good ways to increase the health of all biters scaling with time in a scenario?
It could even be with resistance or some other workaround.
It has to be done without creating new unit prototypes.
It could even be with resistance or some other workaround.
It has to be done without creating new unit prototypes.
- Tue Feb 12, 2019 1:03 am
- Forum: Modding discussion
- Topic: 0.17 spillage logic and LuaSurface.spill_item_stack
- Replies: 4
- Views: 1922
Re: 0.17 spillage logic and LuaSurface.spill_item_stack
Players are using LuaSurface.spill_item_stack in some scenarios to spill items on a conveyor belt intentionally.
Can we still have the option so it spills like that. Maybe some boolean value? Else this old mechanic would be broken.
Can we still have the option so it spills like that. Maybe some boolean value? Else this old mechanic would be broken.
- Tue Jan 08, 2019 5:59 am
- Forum: Ideas and Suggestions
- Topic: Maximum amount of forces possible
- Replies: 0
- Views: 609
Maximum amount of forces possible
Made a scenario which has an anarchy / battle royal flair with optional team alliance creation. Every player starts as their own force initally and can opt to create a team and others can join them. Now i only now discovered you can only have 64 forces maximum. Since games with a few hundred players...
- Tue Dec 25, 2018 6:43 pm
- Forum: PyMods
- Topic: pY Industry - Discussion
- Replies: 246
- Views: 101570
Re: pY Industry - Discussion
The health values on some tanks are very low.
A vanilla pipe piece has 100 health.
The big 7000L tank only has 100 health too.
A vanilla pipe piece has 100 health.
The big 7000L tank only has 100 health too.
- Tue Dec 25, 2018 11:29 am
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 431273
Re: pY Raw Ores Discussion
500 is quite huge, can be a hazzle too sometimes if they are set too high.
But for plates it is neat and only makes sense because the rest of the plates are all set to 500 stacks.
But for plates it is neat and only makes sense because the rest of the plates are all set to 500 stacks.
- Tue Dec 25, 2018 10:20 am
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 431273
Re: pY Raw Ores Discussion
Can we have it so that iron and copper plates stack to 500, just like lead / tin and other plates do?
- Sun Dec 23, 2018 8:19 pm
- Forum: Modding help
- Topic: Limit how often a building can be build
- Replies: 1
- Views: 700
Re: Limit how often a building can be build
Yes,
you can do that with the on_built_entity event and a global variable that saves the amount of already built structures.
If there are too many, you can destroy it and reinsert it into the players inventory.
Maybe even print a message so they know that the limit is reached.
you can do that with the on_built_entity event and a global variable that saves the amount of already built structures.
If there are too many, you can destroy it and reinsert it into the players inventory.
Maybe even print a message so they know that the limit is reached.
- Sun Dec 23, 2018 12:42 pm
- Forum: Modding help
- Topic: Custom Multiplayer Map "Tank Battles" Server Crash
- Replies: 0
- Views: 493
Custom Multiplayer Map "Tank Battles" Server Crash
Writing a map that generates a battle arena and places players into it. After the round has ended, the surface of the arena will be deleted and a new round will begin. When a player joins into the game after the arena surface has generated, the server crashes with these prints: 1845.059 Info ServerM...
- Fri Dec 21, 2018 9:02 am
- Forum: Ideas and Suggestions
- Topic: Artillery Auto-fire Toggle / Option for disabling artillery auto target / turn off the artillery (train)
- Replies: 57
- Views: 18649
Re: Option for disabling artillery auto target
Yes, please!
- Thu Dec 20, 2018 2:58 pm
- Forum: Technical Help
- Topic: Flamethrower turret performance issues
- Replies: 7
- Views: 2607
Re: Flamethrower turret performance issues
The save file is too big maybe to attach it, hope this link is fine enough?
https://www.file-upload.net/download-13 ... 9.zip.html
The performance drain from flame turrets happens in other maps too.
https://www.file-upload.net/download-13 ... 9.zip.html
The performance drain from flame turrets happens in other maps too.
- Thu Dec 20, 2018 2:46 pm
- Forum: Technical Help
- Topic: Flamethrower turret performance issues
- Replies: 7
- Views: 2607
Flamethrower turret performance issues
The Flamethrower turret is a big performance hog. Maybe too many damage calculations? Maybe too many flames? I am creating custom maps for the community and wish the flamethrower turrets would not put the game in a slow motion mode when they fire up. The issue arrises usually in later game stages. W...