Search found 129 matches

by Boodals
Fri Aug 17, 2018 12:38 am
Forum: Modding interface requests
Topic: Custom prototypes for inter-mod expansion
Replies: 11
Views: 1900

Re: Custom prototypes for inter-mod expansion

A hosting mod can create a global "planet_data" in its data phase, then an "extending mod" can put any arbitrary data into that table during its own data phase, and the "hosting" mod can read out any changes during its own data-updates phase. You don't even have to use...
by Boodals
Sat Aug 11, 2018 7:45 pm
Forum: Modding interface requests
Topic: Custom prototypes for inter-mod expansion
Replies: 11
Views: 1900

Re: Custom prototypes for inter-mod expansion

limiting creationg of custom prototypes to a new loading stage that doesn't have access to data. But having no access at all is a severe limitation for any concept that needs dynamic generation. :| I actually think that's a fantastic idea. It would be harder to implement, and it could be a limitati...
by Boodals
Thu Aug 09, 2018 7:19 pm
Forum: Modding interface requests
Topic: Custom prototypes for inter-mod expansion
Replies: 11
Views: 1900

Custom prototypes for inter-mod expansion

I would like to be able to define custom prototype types which can then be used by other mods to expand my mod. Eg: I make a mod that adds a way to go to other planets. My mod adds a few basic planets, but players want more. Another mod is created which adds several new planets, and modifies the one...
by Boodals
Thu Aug 02, 2018 5:33 am
Forum: Implemented mod requests
Topic: Expose debug line, curve, and circle rendering
Replies: 2
Views: 3237

Expose debug line, curve, and circle rendering

I would like access to the rendering of lines, curves, and circles that are visible in the various debug options. https://i.gyazo.com/thumb/1000/aca27109e212c7096c4c32ba2172f908-jpg.jpg (on a closer look, it seems like the curves/circles may actually just be multiple lines. Ideally i'd want to be ab...
by Boodals
Tue Jul 03, 2018 1:58 am
Forum: Already exists
Topic: Exact values for MapGenSize for create_surface
Replies: 5
Views: 944

Re: Exact values for MapGenSize for create_surface

That's gonna be a PITA to code, especially if I want to support modded tiles, hence why I wanted to leverage the existing generator.
by Boodals
Tue Jul 03, 2018 1:20 am
Forum: Already exists
Topic: Exact values for MapGenSize for create_surface
Replies: 5
Views: 944

Re: Exact values for MapGenSize for create_surface

Huh, that's too bad. Must be some odd algorithm you're using. Guess i'll just have to work with it. Edit: How about being able to add a flat bonus to the influence of specific autoplace controls (or something similar)? If I understand how autoplace works, that would also allow the sort of control i'...
by Boodals
Mon Jul 02, 2018 10:46 pm
Forum: Already exists
Topic: Exact values for MapGenSize for create_surface
Replies: 5
Views: 944

Exact values for MapGenSize for create_surface

Instead of MapGenSize being a string with expected values ("normal", "high", etc), I propose that MapGenSize should be replaced with a number, but add defines.map_gen_size.normal, etc for the current values that are used. This allows modders to more finely control the content of ...
by Boodals
Thu Jun 28, 2018 2:47 pm
Forum: Modding interface requests
Topic: Add connection_change_count or similar to LuaCircuitNetwork
Replies: 6
Views: 634

Re: Add connection_change_count or similar to LuaCircuitNetwork

Why not just an on_wire_connected/disconnected or similar event?
by Boodals
Wed Jun 27, 2018 9:57 pm
Forum: Modding discussion
Topic: 0.17 Mod/Script changelog as of February 25 2019
Replies: 20
Views: 8587

Re: 0.17 Mod/Script change log as of June 27 2018

Looking forward to the clone functions.
Does LuaSurface::request_path create paths similar to biter paths? Or to train paths?

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