Search found 523 matches
- 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...
- 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 ...
- 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
- 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.
- 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.
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: 1629
Re: dangoreus weird generation
Fixed. Thanks for the report.
- 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...
- 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...
- 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...
- 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...
- 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.
- 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.
It's a bit of a hack and I imagine would cause some delay, but it could work without a significant rewrite.
- 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.
- 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 ...
- 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.
- 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...
- 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.
- 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
https://siris-pendrake.itch.io/low-poly-greeble-pack
- 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?
- 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...