Search found 512 matches

by Mylon
Fri Jul 10, 2020 1:59 pm
Forum: Modding interface requests
Topic: Event.on_alert_click
Replies: 6
Views: 1810

Re: Event.on_alert_click

Can this event be raised by the player? That is, when the player clicks an alert, the player's client builds the event context and sends it to the server?

It's a bit of a hack and I imagine would cause some delay, but it could work without a significant rewrite.
by Mylon
Tue Jul 07, 2020 6:16 pm
Forum: Modding interface requests
Topic: on_player_clicked_alert event
Replies: 1
Views: 942

on_player_clicked_alert event

Similar to on_player_clicked_gps_tag, make the alert surface-aware and give mods the chance to hook into that.
by Mylon
Mon Jun 22, 2020 7:02 pm
Forum: Ideas and Suggestions
Topic: Fluid Tank circuit modes: Read/flush network
Replies: 0
Views: 4433

Fluid Tank circuit modes: Read/flush network

TL;DR Extend the new fluid controls to make them accessible via circuit. What ? The means to read the fluid network already exists in the entity detail popup. The ability to flush fluids via this method also exist. Make them available for circuits. Why ? These functions exist already. It shouldn't ...
by Mylon
Wed May 27, 2020 6:44 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 121904

Re: Mylon's Many Mods

The refurbisher is supposed to have multiple output slots. Something must have goofed in the setup. Without the output slots, most of the recipe products are lost. I'll look into it to improve the desired behavior.
by Mylon
Wed May 27, 2020 1:05 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 121904

Re: Mylon's Many Mods

This is a problem with Py's recipe handling. Bot Servicing sets the "hard mode" recipes to false by default, which is an unusual style of building the recipe but is valid. Please submit that report to Py. You can probably get by this by turning both options in Bot Servicing to Hard mode, t...
by Mylon
Sun May 17, 2020 9:22 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 121904

Re: Mylon's Many Mods

All mods must be active on the server. Bluebuild doesn't do anything the player can't do without clicking fast enough so it's practically like an auto-hotkey script. But the way it works is the server has to have it.
by Mylon
Wed May 06, 2020 3:03 pm
Forum: Texture Packs
Topic: [Resource] Greeblies pack
Replies: 1
Views: 2291

[Resource] Greeblies pack

I saw a link for this and thought the creators here might make good use of these.

https://siris-pendrake.itch.io/low-poly-greeble-pack
by Mylon
Wed May 06, 2020 3:01 pm
Forum: Modding discussion
Topic: Re-opened: breaking change/fix: script.raise_event rework
Replies: 26
Views: 7920

Re: Re-opened: breaking change/fix: script.raise_event rework

What was the roadblock preventing that kind of event validate on script.raise_event() before?
by Mylon
Mon May 04, 2020 3:30 am
Forum: Not a bug
Topic: luaEntity.order_upgrade{} behavior differs from upgrade planner
Replies: 2
Views: 719

luaEntity.order_upgrade{} behavior differs from upgrade planner

What happened: Calling `/c game.player.selected.order_upgrade{force=game.player.force, target="fast-underground-belt"}` on an underground transport belt marks the entity for upgrade but does not mark its neighbor. What was expected: Calling the above command marks the entity and its conne...
by Mylon
Sun May 03, 2020 2:58 pm
Forum: Modding discussion
Topic: Re-opened: breaking change/fix: script.raise_event rework
Replies: 26
Views: 7920

Re: Re-opened: breaking change/fix: script.raise_event rework

I originally resisted because I liked the flexibility to do weird stuff. But I've since found ways to do stuff I need without using this function. Well that and now resource.deplete() exists so I'm happy.

I'm okay with removing it now.
by Mylon
Sun Apr 26, 2020 12:15 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] 0.18.21 loading modules into an assembler overflows into modules slots
Replies: 2
Views: 2474

Re: 0.18.21 loading modules into an assembler overflows into modules slots

This is a bug with mods that use insert() to perform actions. To achieve the desired effect, the mod has to target the correct inventory.
by Mylon
Thu Apr 23, 2020 1:22 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3871
Views: 1208297

Re: Bugs & FAQ

Are there any other mods that make good use of Angel's ore sorting besides Bob's? I really like the idea of requiring advanced processing to get access to other materials and Angels does a great job at this, but I'm craving something other than Bob electronics or the rest of those mods.
by Mylon
Thu Apr 23, 2020 1:18 am
Forum: Modding interface requests
Topic: Set Hue for data stage (and for control stage; and saturation and value)
Replies: 43
Views: 8673

Re: Set Hue for data stage (and for control stage; and saturation and value)

According to Posilla, it's possible to create a second layer of an image and use additive blending. I would love to see support for tints > 1, such that rgb = 2 would produce a white silhouette of the original image. It's not quite a HSL option, but it's close and would allow changing the color of a...
by Mylon
Mon Apr 20, 2020 9:45 pm
Forum: Modding interface requests
Topic: get_energy_ratio()
Replies: 0
Views: 509

get_energy_ratio()

There are some cases where I need to check if an entity is fully powered. get_energy_ratio() would simplify the check to simplify a comparison like this: if entity.prototype.electric_energy_source_prototype then if entity.energy == entity.prototype.electric_energy_source_prototype.buffer_capacity th...
by Mylon
Mon Apr 20, 2020 9:41 pm
Forum: Implemented mod requests
Topic: LuaEntity.deplete()
Replies: 2
Views: 1440

Re: LuaEntity.deplete()

Thanks!
by Mylon
Thu Apr 09, 2020 2:07 am
Forum: Balancing
Topic: Efficiency Module Scaling
Replies: 45
Views: 19910

Re: Efficiency Module Scaling

Module 3s in general are a trap. Too lazy to crunch the numbers again, but a rocket is worth roughly 50 module 3s. They're a nice tool for a megabase, but at that point the game changes quite a bit. I wouldn't worry too much about vanilla balance. Leave that to mods.
by Mylon
Mon Apr 06, 2020 12:21 pm
Forum: Modding interface requests
Topic: animation.rotated_offset and rendering.*.rotated_target_offset
Replies: 7
Views: 1732

Re: animation.rotated_offset and rendering.*.rotated_target_offset

I guess is what I want is animation_match=target so something animates as its target does. I think.
by Mylon
Mon Apr 06, 2020 11:59 am
Forum: Modding interface requests
Topic: animation.rotated_offset and rendering.*.rotated_target_offset
Replies: 7
Views: 1732

Re: animation.rotated_offset and rendering.*.rotated_target_offset

If the horizontal position is rotated with the entity, and the vertical position is offset regardless of rotation, and the animation matches the entity it's attached to, then it should look correct. I may be able to make the wheels rotate to point at the vehicle in front so it looks neat during a tu...
by Mylon
Sun Apr 05, 2020 2:53 pm
Forum: Not a bug
Topic: [0.18.17] rendering.get_all_ids() not behaving as expected
Replies: 1
Views: 575

[0.18.17] rendering.get_all_ids() not behaving as expected

What happened: rendering.get_all_ids() returns an array of sequential numbers equal to the length of valid ids. What was expected: rendering.get_all_ids() returns an array of valid IDs. Case: ID's 1-2, 5-8 are valid. rendering.get_all_ids() returns 3 and 4, but omits 7 and 8. If I don't check is_val...
by Mylon
Sat Apr 04, 2020 2:38 pm
Forum: Modding interface requests
Topic: Tint options: HSL
Replies: 1
Views: 736

Tint options: HSL

tl;dr
I want to be able to modify sprites by changing hue, saturation, and lighting levels. The existing tint options only makes sprites darker and this is very limiting.

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