Search found 523 matches

by Mylon
Tue Jan 05, 2021 2:55 pm
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 233
Views: 143981

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...
by Mylon
Sat Oct 24, 2020 3:59 pm
Forum: Modding interface requests
Topic: surface.delete_chunk{position, update_chart}
Replies: 0
Views: 892

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 ...
by Mylon
Sat Oct 24, 2020 1:40 pm
Forum: Modding interface requests
Topic: LuaEntity.unrevive() turn an entity into a ghost
Replies: 2
Views: 1208

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
by Mylon
Mon Oct 19, 2020 7:42 pm
Forum: Not a bug
Topic: [1.0.0] resource.deplete() destroys infinite resources
Replies: 5
Views: 2150

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.
by Mylon
Mon Oct 19, 2020 3:01 pm
Forum: Not a bug
Topic: [1.0.0] resource.deplete() destroys infinite resources
Replies: 5
Views: 2150

[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.
by Mylon
Tue Sep 22, 2020 1:08 pm
Forum: Questions, reviews and ratings
Topic: dangoreus weird generation
Replies: 1
Views: 1629

Re: dangoreus weird generation

Fixed. Thanks for the report.
by Mylon
Wed Sep 02, 2020 6:37 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 306
Views: 137569

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...
by Mylon
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: 10064

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...
by Mylon
Sun Jul 19, 2020 2:04 pm
Forum: Duplicates
Topic: [0.18.36] Unable to place train ghosts
Replies: 0
Views: 878

[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...
by Mylon
Sun Jul 19, 2020 12:52 pm
Forum: Ideas and Suggestions
Topic: Network Mask for Electric Poles
Replies: 5
Views: 2823

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...
by Mylon
Sat Jul 18, 2020 5:24 pm
Forum: Ideas and Suggestions
Topic: Network Mask for Electric Poles
Replies: 5
Views: 2823

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.
by Mylon
Fri Jul 10, 2020 1:59 pm
Forum: Modding interface requests
Topic: Event.on_alert_click
Replies: 6
Views: 2044

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: 1048

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: 5438

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: 306
Views: 137569

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: 306
Views: 137569

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: 306
Views: 137569

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: 2469

[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: 9144

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: 841

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...

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