Search found 89 matches

by Godmave
Tue Mar 12, 2019 9:40 am
Forum: Modding interface requests
Topic: Ability to generate LuaRailPath between two rail pieces
Replies: 3
Views: 1754

Re: Ability to generate LuaRailPath between two rail pieces

+11!

Would love to have this too.

Greetings from Vietnam :)
by Godmave
Mon Mar 04, 2019 1:50 pm
Forum: Duplicates
Topic: "Can't put away ... Player inventory is full" with reserved slots
Replies: 1
Views: 479

"Can't put away ... Player inventory is full" with reserved slots

If you hold a stack of something you got reserved slots (in the inventory, not hotbar) for, and no more than fit into those slots, the first time you Q you get that error. The second keypress works and puts the stack back into the reserved slot in the inventory. https://imgur.com/a/vvKPZpg Sorry in ...
by Godmave
Fri Mar 01, 2019 11:15 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.4] CustomGUI rendering differently center vs left
Replies: 2
Views: 542

[0.17.4] CustomGUI rendering differently center vs left

https://imgur.com/a/6d9RMKh

Table inside scroll-pane.
Table filled with labels and stretchable_textfield.
by Godmave
Fri Mar 01, 2019 9:16 pm
Forum: Modding interface requests
Topic: Keep rich text interactive in some kind of label/text-box
Replies: 0
Views: 422

Keep rich text interactive in some kind of label/text-box

At the moment all interactivity gets lost when you output rich text in the gui. That's fine and even wished for in most cases (who would want hover stuff in server names?) but it would be nice to have a way to tell an element to be fully interactive like the console in regards to rich text output. U...
by Godmave
Fri Mar 01, 2019 9:14 pm
Forum: Implemented mod requests
Topic: scroll-pane position (rw)
Replies: 4
Views: 1401

scroll-pane position (rw)

With position in range 0..1 would be nice.

Trying to write a chat mod, and chat history would be better if the last message can be at the bottom and the scroll-pane keeps going there.
If I can read it I could say "if you were at 1 before I will keep you there".
by Godmave
Thu Feb 28, 2019 6:13 pm
Forum: Implemented mod requests
Topic: Option for create_entity rolling stock not to snap to train stops
Replies: 1
Views: 775

Option for create_entity rolling stock not to snap to train stops

At the moment I can not place a loco just a bit away from a train stop if the orientation is towards it.
This causes teleportation issues.

I would still like to have it snap to other rolling-stock, as long as I don't have the ability to say connect_rolling_stock{connect_to=otherrollingstock}
by Godmave
Mon Feb 18, 2019 10:53 pm
Forum: Modding interface requests
Topic: Some way to "know" a train is getting stopped by something
Replies: 0
Views: 442

Some way to "know" a train is getting stopped by something

I would like to know if a train (not a single entity) is getting stopped by/colliding with, for instance a player, standing in it's way. Or an event when it is colliding with something. At the moment I check the speed and compare it to another speed. But that causes problems at low speeds where I ca...
by Godmave
Thu Jan 10, 2019 3:00 pm
Forum: Modding interface requests
Topic: A way to disable player controls for a train (or any vehicle for that matter)
Replies: 2
Views: 877

Re: A way to disable player controls for a train (or any vehicle for that matter)

For my mod I just reset the control for all but one player to a neutral state, each tick.
by Godmave
Fri Jan 04, 2019 8:19 am
Forum: Implemented mod requests
Topic: surface.total_pollution read
Replies: 8
Views: 2199

Re: surface.total_pollution read

How it was checked in evolution calculation?
I would guess that that one only sums up the pollution absorbed by the spawners
by Godmave
Fri Nov 30, 2018 6:34 pm
Forum: Modding interface requests
Topic: connect_rolling_stock(direction, max_distance)
Replies: 2
Views: 981

connect_rolling_stock(direction, max_distance)

new optional parameter "distance", that allows for farther rolling_stock connecting
by Godmave
Wed Nov 28, 2018 8:04 pm
Forum: Modding interface requests
Topic: LuaEntity.map_color [rw]
Replies: 3
Views: 1135

Re: LuaEntity.map_color [rw]

For my purpose it would be enough if lamps had it :D

Or set the map_color of lamps to the color they are showing when circuit connected and there is nothing to do for the mod anymore ;)
by Godmave
Wed Nov 28, 2018 6:43 pm
Forum: Modding interface requests
Topic: LuaEntity.map_color [rw]
Replies: 3
Views: 1135

LuaEntity.map_color [rw]

The subject says it all I guess.

But I guess it's a prototype thing and can't be controlled per single entity :(
by Godmave
Tue Nov 20, 2018 6:17 pm
Forum: Modding interface requests
Topic: A way to disable player controls for a train (or any vehicle for that matter)
Replies: 2
Views: 877

A way to disable player controls for a train (or any vehicle for that matter)

Like the flag operable, but causing player inputs to get ignored. Use-case: For the train tunnels I split trains into subtrains. To prevent a player from hijacking one such subtrain I need to disallow control of all but the control subtrain (the one with the first driver or the front automatic one)....
by Godmave
Mon Nov 19, 2018 1:12 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 83630

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

One way to remove the unlogic of circular belts having a back lane in the new sprites would be to let the corner pieces stay unconnected separate belts. So only straight belt gets merged into one "piece"
by Godmave
Mon Nov 19, 2018 10:49 am
Forum: Already exists
Topic: Request server change
Replies: 3
Views: 2481

Re: Request server change

Does not even have to restart the client either, just connect to the new server.
A restart would only be required if the mods differ, but that should be handled in 0.17 anyway.
by Godmave
Mon Nov 19, 2018 10:34 am
Forum: Already exists
Topic: Request server change
Replies: 3
Views: 2481

Request server change

A way to ask the player if he wants to connect to another server. Someting along the lines of player.confirmServerConnect{ ip = "10.11.12.13", port="12345", name="Grid 2-4: Smelting" } If he clicks "Yes" the game client is restarted with the -mp-connect argume...
by Godmave
Mon Nov 12, 2018 7:38 pm
Forum: Implemented mod requests
Topic: optional attribute for flying-text to anchor it to another entity
Replies: 4
Views: 1586

optional attribute for flying-text to anchor it to another entity

with anchor being the entity possible version: anchor.surface.create_entity{name = "flying-text", anchor=anchor, position = {0,0.5}, text = text, color = {r=1,g=0,b=0}} or to better differentiate it from the normal variant: anchor.surface.create_entity{name = "flying-text", ancho...

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