Search found 55 matches

by MewMew
Tue Dec 10, 2019 10:11 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 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
by MewMew
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
by MewMew
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.
by MewMew
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
by MewMew
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
by MewMew
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?
by MewMew
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...
by MewMew
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 >.<
by MewMew
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...
by MewMew
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.
by MewMew
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. :geek:
by MewMew
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...
by MewMew
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.
by MewMew
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.
by MewMew
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?
by MewMew
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.
by MewMew
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...
by MewMew
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? :lol:

https://www.file-upload.net/download-13 ... 9.zip.html

The performance drain from flame turrets happens in other maps too.
by MewMew
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...

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