Search found 400 matches

by ownlyme
Mon Sep 03, 2018 6:03 am
Forum: News
Topic: Friday Facts #237 - Rich & interactive text
Replies: 72
Views: 38066

Re: Friday Facts #237 - Rich & interactive text

can it be used in the mod settings?
by ownlyme
Sun Sep 02, 2018 8:24 pm
Forum: Modding help
Topic: invisible floor with movement speed modifier?
Replies: 11
Views: 2282

Re: invisible floor with movement speed modifier?

SOLUTION: i just copied all the vanilla tiles and replace them upon building but i had to copy them manually because iterating through data.raw["tile"] caused suuuuper weird error messages local extend = {} for name, tile in pairs(data.raw["tile"]) do if tile.map_color and name ...
by ownlyme
Tue Aug 28, 2018 6:26 pm
Forum: Implemented mod requests
Topic: hide item signals
Replies: 6
Views: 1848

Re: hide item signals

as you can see the fluids will never show up anywhere, so they shouldn't litter up space in the signals. i can't use normal water either because at 10 gw i would have to refill the input-fluidbox 9 times per tick... it also shows items from disabled or not-yet-researched recipes the solar-thermal po...
by ownlyme
Mon Aug 27, 2018 10:30 pm
Forum: Modding help
Topic: detect if scenario is running / scenario data lifecycle?
Replies: 2
Views: 699

Re: detect if scenario is running / scenario data lifecycle?

i think i got it now.
it even seems to migrate (after updating the control.lua)

wanna take a look and tell me what you think?
i didn't entirely knew what i was doing
the data lifecycle is pretty messy now.
at least it works i guess..
Wave_Defense_Unlimited_0.16.11.zip
(747.62 KiB) Downloaded 57 times
by ownlyme
Mon Aug 27, 2018 9:42 pm
Forum: Modding help
Topic: detect if scenario is running / scenario data lifecycle?
Replies: 2
Views: 699

detect if scenario is running / scenario data lifecycle?

i'm the creator of the mod "wave defense unlimited" in the last version, i changed it so that the scenario is executed by the mod files instead of the scenario files. the reason for this was to make it easier to update the mod (before you had to update the control.lua in the savegame, whic...
by ownlyme
Fri Aug 24, 2018 1:31 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 105412

Re: [MOD 0.16] Realistic Reactors

these are my fuel cell curves
breeders have modifiers that reduce efficiency a lot and power a bit.
by ownlyme
Fri Aug 24, 2018 1:25 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 105412

Re: [MOD 0.16] Realistic Reactors

open alpha
looking for bugs (especially in multiplayer) and feedback (especially to the reactor stats calculation)
by ownlyme
Thu Aug 23, 2018 10:49 pm
Forum: Mods
Topic: [MOD 1.1] Squeak Through 1.8.2
Replies: 115
Views: 119081

Re: [MOD 0.16] Squeak Through 1.2.2

wasnt sure if you will get my message in the mod discussion so im posting it here too: maybe you could check for a prototype flag like "ignore_squeak_through = true," so you don't need to provide support for every individual mod thx This wins the internet! what? :geek: it was just a simpl...
by ownlyme
Thu Aug 23, 2018 9:15 pm
Forum: Ideas and Requests For Mods
Topic: More complex electricity?
Replies: 2
Views: 1144

Re: More complex electricity?

by ownlyme
Wed Aug 22, 2018 5:29 pm
Forum: Mods
Topic: [MOD 1.1] Squeak Through 1.8.2
Replies: 115
Views: 119081

Re: [MOD 0.16] Squeak Through 1.2.2

wasnt sure if you will get my message in the mod discussion so im posting it here too:

maybe you could check for a prototype flag like "ignore_squeak_through = true," so you don't need to provide support for every individual mod
thx
by ownlyme
Tue Aug 21, 2018 11:12 am
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 105412

Re: [MOD 0.16] Realistic Reactors

when shadows are cast by the entity, other shadows darken those shadows additionally.
to fix this, you need to use draw_as_shadow in a seperate layer with the shadow image.. that way shadows won't stack in 99% of the cases.
by ownlyme
Sun Aug 19, 2018 9:00 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 105412

Re: [MOD 0.16] Realistic Reactors

when you focus on the red dots on the top it seems a bit more blurry. the old one has also more contrast on the shadows and i think the transition to the substructure looks cooler. but you fixed clipping on the levers so i added that to the old version. (i also removed the shadows on the entity grap...
by ownlyme
Sat Aug 18, 2018 2:32 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 105412

Re: [MOD 0.16] Realistic Reactors

hmm the first hr version was better i think... (and also sharper)
by ownlyme
Sat Aug 18, 2018 8:56 am
Forum: Modding interface requests
Topic: "Evaluation" functions for surface.find_entities_filtered
Replies: 13
Views: 3199

Re: "Evaluation" functions for surface.find_entities_filtered

find_entities_filtered should return nil if the table is empty
by ownlyme
Fri Aug 17, 2018 6:19 pm
Forum: Not a bug
Topic: ghosts created upon destruction dont retain wire connections
Replies: 5
Views: 1166

Re: ghosts created upon destruction dont retain wire connections

thanks for figuring out the cause :)
by ownlyme
Thu Aug 16, 2018 1:56 am
Forum: Not a bug
Topic: ghosts created upon destruction dont retain wire connections
Replies: 5
Views: 1166

ghosts created upon destruction dont retain wire connections

when an entity gets destroyed and a ghost is created, the ghost doesn't save what he was connected to by circuit wires.
if it was a combinator he already saves his configuration but it would be very nice if you could also fix the wire problem
thx
by ownlyme
Wed Aug 15, 2018 6:46 pm
Forum: Pending
Topic: [0.16.30] Gui Label maximal_height clipping
Replies: 6
Views: 1932

Re: [0.16.30] Gui Label maximal_height clipping

try this: /c frame = game.players[1].gui.left.add{type = "frame", name = "frame", caption = "", direction = "vertical"} tbl = frame.add{type = "table", column_count=1, name = "tbl", direction = "vertical"} tbl.style.vertical_spaci...
by ownlyme
Wed Aug 15, 2018 6:12 pm
Forum: Pending
Topic: [0.16.30] Gui Label maximal_height clipping
Replies: 6
Views: 1932

Re: [0.16.30] Gui Label maximal_height clipping

big part of the problem is that the font scales with window size, regardless of the "scaleable" property. look at my graph. the spacers above the texts are 0 px height (triple checked!), yet there are huge gaps above them (texts have huge top-padding inside the label.) i've tried everythin...
by ownlyme
Wed Aug 15, 2018 4:03 am
Forum: Pending
Topic: [0.16.30] Gui Label maximal_height clipping
Replies: 6
Views: 1932

Re: [0.16.30] Gui Label maximal_height clipping

yeah i have the same issue.
it looks like the label leaves a ton of space on the top.
when i set mine to 6-8 px height i don't even see any text..
by ownlyme
Tue Aug 14, 2018 5:01 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 105412

Re: [MOD 0.16] Realistic Reactors

the substructure of the normal resolution tower looks better somehow.
i made images for the reactor and breeder reactor by layering the vanilla reactor onto it.
maybe it's not perfect but i would love to know what you guys think

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