Search found 512 matches
- Tue May 23, 2023 7:15 pm
- Forum: Fixed for 2.0
- Topic: [1.1.82] Game sounds stacked on top of each other are not properly scaled down
- Replies: 1
- Views: 657
[1.1.82] Game sounds stacked on top of each other are not properly scaled down
Problem: Too many sounds played at once are very loud. Even louder than should be expected given the system volume. Expected: The sound matches the volume of other sounds in the game and does not cause excessively loud bursts. To recreate: This command reliably causes an extremely loud burst of sou...
- Thu Apr 13, 2023 11:41 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 121885
Re: Mylon's Many Mods
I think I figured out how to make dangOreus perform more smoothly. Gimme some time to write it up.
- Sat Jul 23, 2022 1:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.61] Switch raises on_gui_click twice
- Replies: 1
- Views: 1744
[1.1.61] Switch raises on_gui_click twice
Problem: On_gui_click event fires twice when a switch is toggled. Expected: Event only fires once. To recreate: * Run this command to create a gui element and hook into the event: /c global.count = 0; game.player.gui.center.add{type="switch", name="bug"}; script.on_event(defines....
- Fri May 27, 2022 1:48 pm
- Forum: Won't implement
- Topic: Request: Dummy capsules
- Replies: 1
- Views: 1004
Request: Dummy capsules
What: Add several dummy capsule items. Example would be to create a prototype for each signal in the game.
Why: Create more potential events for softmods. e.g. "magic spells".
Why: Create more potential events for softmods. e.g. "magic spells".
- Wed May 18, 2022 2:22 pm
- Forum: Modding interface requests
- Topic: LuaGuiElement request: Inventory
- Replies: 0
- Views: 552
LuaGuiElement request: Inventory
I would like a native inventory widget specifically for accessing LuaScriptInventory.
The goal is to attach it to an existing GUI using the "relative" container to extend functionality depending on items inside.
The goal is to attach it to an existing GUI using the "relative" container to extend functionality depending on items inside.
- Mon Aug 30, 2021 3:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.38] Grenades ignore entities with no flags
- Replies: 1
- Views: 2870
[1.1.38] Grenades ignore entities with no flags
Problem: Grenades are not damaging entity-with-health that have no flags set. To recreate: Create an entity-with-health with no flags, or remove the flags of an existing entity, like so: data.raw["simple-entity"]["rock-big"].flags = {} data.raw["simple-entity"]["r...
- Mon Apr 19, 2021 9:23 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 121885
Re: Mylon's Many Mods
Mentioned it in the portal, but I know things can get hidden there. Assembler Assay's mod portal link in the OP of this thread is broken, but the main thing I wanted to report, don't know if a solution is possible: Assembler Assay conflicts with Production Scrap 2. "data_final_fixes.lua: 179: ...
- Fri Feb 05, 2021 1:38 pm
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 165048
Re: Friday Facts #365 - Future plans
I hope the expansion means the base game will be discounted. I almost always way for the GOTY edition to get the "full" game at a reasonable price. And this is one reason why I'll never buy the "complete" EU4.
- Tue Feb 02, 2021 5:11 pm
- Forum: News
- Topic: Friday Facts #364 - 1.1 stable
- Replies: 57
- Views: 35661
Re: Friday Facts #364 - 1.1 stable
I tried the new smart belt building. Is it possible to keep the feature active without having to press R repetitively? Basically I would like to be able to make turns without having to press R every time. I tried to keep R pressed while turning but the key has to be released and pressed again every...
- Tue Jan 05, 2021 2:55 pm
- Forum: Balancing
- Topic: Attacking biters with turrets makes all weapons pointless
- Replies: 233
- Views: 130872
Re: The real reason that turret creep is a common strategy
Grenades, landmines (this one is abit of an exploit), flame throwers, poison capsule, rocket launcher, tank, artillery cannons and spidertrons are the primary offensive weapons of the engineer. I may have missed some of the subtlety as many of these featured creeped up on me in my time in this comm...
- Sat Oct 24, 2020 3:59 pm
- Forum: Modding interface requests
- Topic: surface.delete_chunk{position, update_chart}
- Replies: 0
- Views: 777
surface.delete_chunk{position, update_chart}
I would like an additional parameter to surface.delete_chunk. update_chart also clears chart information for all forces for that chunk. This is what happens already. I would like to be able to set this to false so a mod could generate chunks far into the distance and then delete them, retaining the ...
- Sat Oct 24, 2020 1:40 pm
- Forum: Modding interface requests
- Topic: LuaEntity.unrevive() turn an entity into a ghost
- Replies: 2
- Views: 1040
Re: LuaEntity.unrevive() turn an entity into a ghost
You can manually change the force's ghost_time_to_live to be a positive number to force a ghost to spawn on entity death. local force = entity.force local ttl = force.ghost_time_to_live force.ghost_time_to_live = 60 * 60 * 60 --1 hour entity.die() force.ghost_time_to_live = ttl
- Mon Oct 19, 2020 7:42 pm
- Forum: Not a bug
- Topic: [1.0.0] resource.deplete() destroys infinite resources
- Replies: 5
- Views: 1852
Re: [1.0.0] resource.deplete() destroys infinite resources
Infinite resources can still deplete (and they fire the related event) without being destroyed via normal gameplay. I may have mistated my original request, but the goal was to recreate the vanilla behavior.
- Mon Oct 19, 2020 3:01 pm
- Forum: Not a bug
- Topic: [1.0.0] resource.deplete() destroys infinite resources
- Replies: 5
- Views: 1852
[1.0.0] resource.deplete() destroys infinite resources
Summary:
entity.deplete() deletes infinite resources
To recreate: mouse over a patch of oil and do
/c game.player.selected.deplete()
What happened:
Resource is destroyed.
What was expected:
Resource remains. Is set to depletion amount.
entity.deplete() deletes infinite resources
To recreate: mouse over a patch of oil and do
/c game.player.selected.deplete()
What happened:
Resource is destroyed.
What was expected:
Resource remains. Is set to depletion amount.
- Tue Sep 22, 2020 1:08 pm
- Forum: Questions, reviews and ratings
- Topic: dangoreus weird generation
- Replies: 1
- Views: 1421
Re: dangoreus weird generation
Fixed. Thanks for the report.
- Wed Sep 02, 2020 6:37 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 121885
Re: Mylon's Many Mods
Apparently Big Monsters and Prospector do not like each other. The mod Prospector (1.0.26) caused a non-recoverable error. Please report this error to the mod author. Error while running event Prospector::on_sector_scanned (ID 7) The mod Big-Monsters (1.0.1) caused a non-recoverable error. Please r...
- Sun Aug 23, 2020 2:07 pm
- Forum: Modding interface requests
- Topic: Set Hue for data stage (and for control stage; and saturation and value)
- Replies: 43
- Views: 8672
Re: Set Hue for data stage (and for control stage; and saturation and value)
If anyone is still paying attention, I finally sat down to explore this and found success! https://media.discordapp.net/attachments/306402592265732098/746403609876627557/unknown.png Here's the code I used to achieve this result: local refurbisher = util.table.deepcopy(data.raw["assembling-machi...
- Sun Jul 19, 2020 2:04 pm
- Forum: Duplicates
- Topic: [0.18.36] Unable to place train ghosts
- Replies: 0
- Views: 763
[0.18.36] Unable to place train ghosts
At some point in the past I was able to place train ghosts. It was super simple, q a locomotive then shift-click on a track to place a locomotive. Do the same for cargo wagons and new train, connected and ready to go. At some point within 0.18 this stopped working. Sometimes when I click a ghost wil...
- Sun Jul 19, 2020 12:52 pm
- Forum: Ideas and Suggestions
- Topic: Network Mask for Electric Poles
- Replies: 5
- Views: 2454
Re: Network Mask for Electric Poles
automatically wire up green and red wires if the connection is in range, or according to whatever criteria they want. This could currently be done by matching the names of the poles in your script, Could do this via a toggle accessible via a mod ui. Toggle the flag and any Electric Poles will autom...
- Sat Jul 18, 2020 5:24 pm
- Forum: Ideas and Suggestions
- Topic: Network Mask for Electric Poles
- Replies: 5
- Views: 2454
Re: Network Mask for Electric Poles
This should be possible with a mod. Using scripts when entities are built, connections between incompatible entities can be removed, or connections between compatible entities created.