Search found 291 matches
- Fri Jun 26, 2020 3:16 pm
- Forum: News
- Topic: Friday Facts #353 - Trailer update
- Replies: 38
- Views: 19893
Re: Friday Facts #353 - Trailer update
The rocket at the bottom of the page is great
- Thu May 21, 2020 11:03 pm
- Forum: Modding help
- Topic: Run script.on_event from my mod after all other mods
- Replies: 7
- Views: 2311
Re: Run script.on_event from my mod after all other mods
@Raiguard It would probably work but it would increase amount of code an order of magnitude. (Multiplayer and keeping track of things like: which player to clear, is the event already registered, is the event ready to be unregistered.) Beside I can imagine that this would do a number on any mod that...
- Wed May 20, 2020 3:23 pm
- Forum: Modding help
- Topic: Run script.on_event from my mod after all other mods
- Replies: 7
- Views: 2311
Re: Run script.on_event from my mod after all other mods
Well, of course "run after all other mods" won't do that if there are more mods which request it. What about we call it "put it after all mods which didn't specify this option unless some dependency specify otherwise" instead. Although, I don't think we have to go as far as creat...
- Tue May 19, 2020 11:36 pm
- Forum: Modding help
- Topic: Run script.on_event from my mod after all other mods
- Replies: 7
- Views: 2311
Re: Run script.on_event from my mod after all other mods
It seems like there is currently no good way to do that.
Could some mod move this topic to modding interface requests?
Could some mod move this topic to modding interface requests?
- Tue May 12, 2020 8:21 pm
- Forum: Implemented in 2.0
- Topic: improve train block overlay: add directions
- Replies: 57
- Views: 13626
Re: Quality of life improvement: Visualize one-way rails with arrow
This could also be helpful while designing intersections and such.
- Tue May 12, 2020 7:21 pm
- Forum: Modding help
- Topic: Run script.on_event from my mod after all other mods
- Replies: 7
- Views: 2311
Re: Run script.on_event from my mod after all other mods
According to this topic my mod would still load near the beginning because it has no dependencies.
- Tue May 12, 2020 6:10 pm
- Forum: Modding help
- Topic: Run script.on_event from my mod after all other mods
- Replies: 7
- Views: 2311
Run script.on_event from my mod after all other mods
I've created a very simple mod that removes all items that are given to a player on respawn. script.on_event(defines.events.on_player_respawned, function(event) local player = game.players[event.player_index] if player.character then player.character.clear_items_inside() end end) The problem is that...
- Sat Apr 04, 2020 1:45 am
- Forum: News
- Topic: Friday Facts #341 - Audio, Artillery, Attenuation
- Replies: 30
- Views: 15466
Re: Friday Facts #341 - Audio, Artillery, Attenuation
What do you mean by attenuation? The wiki article tells that this is about how much of the sound can go through a material. Does this mean that sound will be quieter if the thing that makes it is behind a building? Visual effects are always evolving in gaming, but I don't keep up on sound evolution ...
- Sat Mar 21, 2020 1:29 am
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 89463
Re: Friday Facts #339 - Beacon HR + Redesign process
It looks like rocket silo crossed with laboratory, with an addition of particle accelerator. I don't like it. It's too round. It doesn't fit to the rest of the esthetics. Why it is partially underground? Kinda counter-productive when you're trying to build a tower. And it would bother me if I pick i...
- Fri Mar 13, 2020 3:47 pm
- Forum: News
- Topic: Friday Facts #338 - The (real) Character GUI
- Replies: 89
- Views: 51857
Re: Friday Facts #338 - The (real) Character GUI
I love you platonically.
- Sat Feb 29, 2020 1:19 pm
- Forum: News
- Topic: Friday Facts #336 - Offshore pump redesign
- Replies: 51
- Views: 21633
Re: Friday Facts #336 - Offshore pump redesign
Nice design, hoped for burner offshore pump tho. There usually are mods for everything. With some luck , you can find one for this, too. ;.) Still, having a mod is not an excuse to have gaps in the base game. You could say this not a big deal because you don't have that many offshore pumps anyway. ...
- Fri Feb 21, 2020 5:58 pm
- Forum: News
- Topic: Friday Facts #335 - Scenario changes, Damage effect filtering
- Replies: 57
- Views: 23470
Re: Friday Facts #335 - Scenario changes, Damage effect filtering
You could also limit the number of particles per amount of damage done.
Particles would double as damage indicator, then.
Particles would double as damage indicator, then.
- Thu Feb 20, 2020 9:44 pm
- Forum: Outdated/Not implemented
- Topic: Set chain signals to red via circuit network
- Replies: 95
- Views: 26956
Re: Set chain signals to red via circuit network
wrong - I can throw red paint on that mirror and not see anything. Nice analogy. So, couldn't you change chain signals to relay the state of signals ahead only where they are not blocked by circuit? Allow to cover the mirror with a red curtain? EDIT: Or I guess, from a technical point of view, it c...
- Sat Feb 08, 2020 8:43 pm
- Forum: Outdated/Not implemented
- Topic: Set chain signals to red via circuit network
- Replies: 95
- Views: 26956
Re: Set chain signals to red via circuit network
Sorry but I have to disagree with pretty much everything you've just written. Honestly, it looks like you looking for excuse for why this feature shouldn't be implemented. Yes that would be a useful example. But your solution is too straight forward: you can imitate the chain signal here with a circ...
- Fri Jan 31, 2020 11:39 pm
- Forum: News
- Topic: Friday Facts #332 - More sounds & Map color tweaks
- Replies: 53
- Views: 22182
Re: Friday Facts #332 - More sounds & Map color tweaks
I like the new red and blue belt sounds. The yellow one sounds more like a computer fan than such a big mechanical contraption. I would add some clatter of metal parts or some screeching. (Although, screeching would probably be too annoying.) I really like the idea that blue belt is so silent. I mea...
- Sun Jan 19, 2020 3:19 pm
- Forum: Ideas and Suggestions
- Topic: Allow the "Q" picker over the "Crafting" items to select a ghost
- Replies: 15
- Views: 3452
Re: Allow the "Q" picker over the "Crafting" items to select a ghost
I support this notion!
- Sat Jan 18, 2020 8:49 pm
- Forum: News
- Topic: Friday Facts #327 - 2020 Vision
- Replies: 128
- Views: 52735
Re: Friday Facts #327 - 2020 Vision
I've just got the joke from the title.
WOW I'm fast!
WOW I'm fast!
- Sat Jan 18, 2020 8:00 pm
- Forum: Outdated/Not implemented
- Topic: Electric network cable connections saved in the blueprint
- Replies: 47
- Views: 20088
Re: Electric network cable connections saved in the blueprint
This isn't going to happen. It simply doesn't work as anyone imagines it would. If a blueprint saved the connections when it was created when you built it, it would literally never connect to your existing network(s) because it was not connected to any of them when it was created. The idea is that ...
- Fri Jan 17, 2020 10:40 pm
- Forum: News
- Topic: Friday Facts #330 - Main menu and File Share Shenanigans
- Replies: 94
- Views: 38137
Re: Friday Facts #330 - Main menu and File Share Shenanigans
Personally, I think there should be two continue buttons for single- and multi- player. It is quite common to switch between these two modes. E.g. if you friend calls it a day and you want to play some more or if you just loading single-player for a moment to check something. Also, do you already ha...
- Mon Jan 13, 2020 8:28 pm
- Forum: News
- Topic: Friday Facts #329 - Campaign reassessment
- Replies: 78
- Views: 33176
Re: Friday Facts #329 - Campaign reassessment
I would like to play expanding map campaign just because it is something new and it would be fun to try it.
I wanted to write more but I'm too lazy.
I wanted to write more but I'm too lazy.