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.
Search found 512 matches
- Fri Jul 10, 2020 1:59 pm
- Forum: Modding interface requests
- Topic: Event.on_alert_click
- Replies: 6
- Views: 1810
- 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.
- 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 ...
- 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.
- 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...
- 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.
- 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
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: 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?
- 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...
- 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.
I'm okay with removing it now.
- 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.
- 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.
- 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...
- 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...
- Mon Apr 20, 2020 9:41 pm
- Forum: Implemented mod requests
- Topic: LuaEntity.deplete()
- Replies: 2
- Views: 1440
Re: LuaEntity.deplete()
Thanks!
- 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.
- 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.
- 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...
- 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...
- Sat Apr 04, 2020 2:38 pm
- Forum: Modding interface requests
- Topic: Tint options: HSL
- Replies: 1
- Views: 736