Search found 945 matches

by Adil
Mon Mar 06, 2017 12:56 am
Forum: Modding help
Topic: Blue highlight on energy providers when hovering on entity
Replies: 2
Views: 1011

Re: Blue highlight on energy providers when hovering on entity

You can't do that, sorry. The hardcoded bits of electricity system make many mods look silly,
by Adil
Sun Mar 05, 2017 9:56 pm
Forum: Modding help
Topic: What is the point of LuaForce.reset_recipes(),reset_technologies() ?
Replies: 12
Views: 3082

Re: What is the point of LuaForce.reset_recipes(),reset_technologies() ?

Nah, I've tested it, the technologies are stored with their effects alright. local t= --insert some altered technology reference here --t.researched=false print(serpent.block(t.effects)) game.forces.player.reset_technologies() --t.researched=true print(serpent.block(t.effects)) The code above doesn'...
by Adil
Sun Mar 05, 2017 6:13 pm
Forum: Not a bug
Topic: [0.14.21] Map editor, cannot move into out of the map tiles
Replies: 5
Views: 1393

[0.14.21] Map editor, cannot move into out of the map tiles

When editing the map, the screen movement is blocked by collisions of screen center with black nothingness tiles. That is quite unintuitive and if you wipe terrain under yourself it may seem that movement keys suddenly stop working. This is especially confusing considering that ingame, those tiles d...
by Adil
Sun Mar 05, 2017 11:10 am
Forum: Modding help
Topic: What is the point of LuaForce.reset_recipes(),reset_technologies() ?
Replies: 12
Views: 3082

Re: What is the point of LuaForce.reset_recipes(),reset_technologies() ?

However this doesn't retroactively call their effects or anything, this just sets them to their correct values. Is there any reasoning for that? As in original post: It seems highly exotic for the modder to want to keep old technology effects in action in a new version of the mod. Because there's n...
by Adil
Sun Mar 05, 2017 12:10 am
Forum: Modding help
Topic: What is the point of LuaForce.reset_recipes(),reset_technologies() ?
Replies: 12
Views: 3082

Re: What is the point of LuaForce.reset_recipes(),reset_technologies() ?

Klonan wrote:However this doesn't retroactively call their effects or anything, this just sets them to their correct values.
Is there any reasoning for that?
As in original post: It seems highly exotic for the modder to want to keep old technology effects in action in a new version of the mod.
by Adil
Sat Mar 04, 2017 11:05 pm
Forum: Modding help
Topic: What is the point of LuaForce.reset_recipes(),reset_technologies() ?
Replies: 12
Views: 3082

Re: What is the point of LuaForce.reset_recipes(),reset_technologies() ?

Hm, what does `reset_technologies()` actually do? If a new recipe is added that should be unlocked by technology, and the tech is already researched, the recipe does not become enabled. What about other effects? If I modify bullet damage research for example, will the damage modifier of the force be...
by Adil
Sat Mar 04, 2017 8:21 pm
Forum: Off topic
Topic: How are games optimized for specific CPU's? (f.e. Ryzen)
Replies: 4
Views: 2604

Re: How are games optimized for specific CPU's? (f.e. Ryzen)

Well, you can't just admit you've shoved a piece of shite to customers. You make some evasive unverifiable statement to explain why people don't get what they've expected. Preferably in such statement you don't give any concrete names or direct accusations. That's exactly what you have here. As for ...
by Adil
Sat Mar 04, 2017 10:23 am
Forum: Modding help
Topic: Having troubles finding a script
Replies: 2
Views: 951

Re: Having troubles finding a script

You could try adding `dying_sound` field to player prototype, although I don't know whether it will work. Looking at the biter definitions, it should be something like: dying_sound={ { filename = "path_to_first_variant_of_sound", volume = some_number }, { filename = "path_to_another_v...
by Adil
Sat Mar 04, 2017 10:15 am
Forum: Mods
Topic: [MOD 0.13+] Liftoff_0.1.10 (12.02.17) Aircraft extension
Replies: 36
Views: 18246

Re: [MOD 0.13+] Liftoff_0.1.10 (12.02.17) Aircraft extension

Could you elaborate please? Id on't quite follow what is happening.
by Adil
Mon Feb 27, 2017 11:04 pm
Forum: Implemented Suggestions
Topic: Turrets on trains
Replies: 6
Views: 2616

Re: Turrets on trains

Modders have tried it before, and determined that the game's code just plain doesn't allow it. Just plain doesn't allow what? There's more than a few mods that allow you to have wagons shoot at biters. They are not exactly a turret built over wagon, but the difference is negligible. And this is not...
by Adil
Sun Feb 26, 2017 1:22 pm
Forum: Modding help
Topic: printing different messages for each player causes desync
Replies: 15
Views: 3124

Re: printing different messages for each player causes desync

Optera wrote:Great.... that means I I have to use global.log_level or global.log_level[playerName] and also find a way to reset it to log_level from config.lua when loading a save.
Players can't have different config.lua. You will have to wait for 0.15 or to implement ingame means for setting up settings.
by Adil
Sun Feb 26, 2017 12:03 pm
Forum: Modding help
Topic: There is no table in .entity
Replies: 3
Views: 1150

Re: There is no table in .entity

Well, you know the truth now, the entity (and pretty much any other object your script receives from the game) is actually a table with a single field: __self. That __self is a pointer to the c++ object, that actually holds all the data. Lua does not know how to operate with c++ objects, so programm...
by Adil
Sun Feb 26, 2017 11:38 am
Forum: Modding help
Topic: Muzzle fire animation / fuel deactivation
Replies: 10
Views: 3205

Re: Muzzle fire animation / fuel deactivation

The code he provided you, is self contained, you indeed can put it in any place of control.lua. The important part is the `script.on_event({defines.events.on_built_entity, defines.events.on_robot_built_entity}, on_built)`, which binds the defined function to relevant ingame events.
by Adil
Sun Feb 26, 2017 9:01 am
Forum: Modding help
Topic: printing different messages for each player causes desync
Replies: 15
Views: 3124

Re: printing different messages for each player causes desync

Everything that should be retained across tick should be in global.
Make it global.lastMessages[player_index]={}.
by Adil
Sat Feb 25, 2017 11:15 pm
Forum: Not a bug
Topic: [0.14.22] get_control_behavior() bad performance
Replies: 12
Views: 2785

Re: [0.14.22] get_control_behavior() bad performance

You clearly misunderstand how people's mind works.
by Adil
Sat Feb 25, 2017 8:41 pm
Forum: Modding help
Topic: Help with lab and water
Replies: 4
Views: 1933

Re: Help with lab and water

You can use scripts to
hide a pipe under the lab, remove water from the pipe and set lab's field `active` so it would do its thing. Or add another science pack to the technology in question and insert that one when water is in pipe.
by Adil
Sat Feb 25, 2017 8:19 pm
Forum: Not a bug
Topic: [0.14.22] get_control_behavior() bad performance
Replies: 12
Views: 2785

Re: [0.14.22] get_control_behavior() bad performance

Well, the base class, which I've turned to as a general reference, did not.
Also, LuaCombinatorControlBehavior misses one.
by Adil
Sat Feb 25, 2017 8:14 pm
Forum: Modding help
Topic: Science cost config question
Replies: 1
Views: 674

Re: Science cost config question

Her you go, it multiplies any cost by five. It's two files 12 lines total, you'll find how to tweak the multiplier.
by Adil
Sat Feb 25, 2017 7:52 pm
Forum: Modding help
Topic: Muzzle fire animation / fuel deactivation
Replies: 10
Views: 3205

Re: Muzzle fire animation / fuel deactivation

Well, car turret is defined in /data/items/gun.lua and its definition has field `projectile_creation_distance`. That probably will help with gunshots.

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