Search found 129 matches

by Boodals
Tue Jun 18, 2019 7:59 am
Forum: Modding interface requests
Topic: Request: module_specification.allowed_module_categories
Replies: 8
Views: 886

Re: Request: module_specification.allowed_module_categories

I have two concerns with this. 1. Lets say a modder wants to add a new machine that doesn't support the default production modules using this method, so they define it to only allow the base game's speed and efficiency modules. Then another mod adds new tiers of speed modules which have their own ca...
by Boodals
Thu Jun 06, 2019 10:18 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.45] Entity set as inoperable says it can't be mined when attempting to repair
Replies: 1
Views: 1055

[0.17.45] Entity set as inoperable says it can't be mined when attempting to repair

When attempting to repair an entity that has operable = false, it will display a flying text error "This cannot be mined" every tick.
https://i.gyazo.com/35f3217306a9546a9d8 ... 9ea8f8.mp4
by Boodals
Thu Jun 06, 2019 12:06 pm
Forum: Implemented mod requests
Topic: API of the armed entities. Guided weapons
Replies: 7
Views: 1410

Re: API of the armed entities. Guided weapons

I have implemented selected_gun_index for entities of type Car (which includes tanks) (I have source access). It will be in 0.17.46. If you want selected_ammo_index for turrets, I suggest making a new topic. I didn't look at implementing it because I don't know how turrets behave when they have mult...
by Boodals
Thu Jun 06, 2019 11:34 am
Forum: Implemented mod requests
Topic: Add style.padding in the control stage
Replies: 1
Views: 427

Re: Add style.padding in the control stage

I have implemented this (I have source access), along with margin. It will be in 0.17.46.
by Boodals
Thu Jun 06, 2019 6:05 am
Forum: Implemented mod requests
Topic: Access to the "formula" calculator for infinite technologies
Replies: 4
Views: 865

Re: Access to the "formula" calculator for infinite technologies

I have implemented the function game.evaluate_expression(...) for this purpose (I have source access). It will be in 0.17.46.
For the future, you can make an API request in the modding interface requests board, where it'll get seen much quicker (at least by me).
by Boodals
Thu Jun 06, 2019 5:52 am
Forum: Modding interface requests
Topic: LuaEntity::can_teleport(pos, surface)
Replies: 5
Views: 838

Re: LuaEntity::can_teleport(pos, surface)

What is the use case?
by Boodals
Thu May 30, 2019 8:52 pm
Forum: Modding interface requests
Topic: Access to tile elevation value
Replies: 2
Views: 416

Re: Access to tile elevation value

I took a look at reimplementing this when I got source access, and from what I could see: if it's possible at all, it won't be easy. Features aren't typically taken out lightly, so the terrain generation rewrite probably made it impossible or too difficult to do.
by Boodals
Thu May 30, 2019 8:41 pm
Forum: Modding help
Topic: Dynamic mod name getting
Replies: 2
Views: 388

Re: Dynamic mod name getting

How is the function called? Mods are sandboxed in the control stage, meaning they can't interact with each other except by explicit means. You may be able to use LuaBootstrap.mod_name. If this is a question and not a request, then it should go in the Modding Help board. Also I recommend checking out...
by Boodals
Thu May 30, 2019 5:28 pm
Forum: Implemented mod requests
Topic: LuaRendering.draw_sprite{respect_alt_mode=}
Replies: 3
Views: 475

Re: LuaRendering.draw_sprite{respect_alt_mode=}

Sorry, I usually mention that I have source access. I can submit pull requests to add small stuff like api requests and bug fixes, but i'm not a wube dev.
by Boodals
Thu May 30, 2019 3:29 pm
Forum: Implemented mod requests
Topic: LuaRendering.draw_sprite{respect_alt_mode=}
Replies: 3
Views: 475

Re: LuaRendering.draw_sprite{respect_alt_mode=}

I have implemented this for 0.17.45 (didn't make it into todays release unfortunately). All rendering.draw_X functions will have the only_in_alt_mode parameter, as well as a getter and setter.
by Boodals
Wed Apr 24, 2019 6:36 pm
Forum: Implemented mod requests
Topic: Make a sprite button display the number 0
Replies: 2
Views: 356

Re: Make a sprite button display the number 0

I implemented this a while ago (I have source access), and it was accepted into the latest version of 0.17.
by Boodals
Thu Apr 04, 2019 10:18 pm
Forum: Implemented mod requests
Topic: API usage validation
Replies: 3
Views: 531

Re: API usage validation

I think you just chalk this up to a broken mod. I agree that you shouldn't have to check defensively, especially with events that are typically from the game, but if you wanted to enforce it then there's a lot of edge cases it would need to look out for. eg. can you not send optional data? what abou...
by Boodals
Tue Apr 02, 2019 6:42 am
Forum: Already exists
Topic: Water-only map generation in 0.17
Replies: 6
Views: 1060

Re: Water-only map generation in 0.17

I'm looking into noise stuff again, and I found that you can use a constant in place of a noise expression in the property_expression_names of MapGenSettings, eg. elevation = "-10". that should generate you a water-only world without needing access to the data stage or using hacks like Klo...
by Boodals
Tue Apr 02, 2019 12:57 am
Forum: Implemented mod requests
Topic: on_corpse_spawned
Replies: 7
Views: 601

Re: on_corpse_spawned

I added an array of the corpses in on_post_entity_died as Klonan suggested (I have source access). It will be in the next version of 0.17.
by Boodals
Fri Mar 29, 2019 2:02 am
Forum: Implemented mod requests
Topic: LuaEntityPrototype::secondary_collision_box is not exposed.
Replies: 3
Views: 459

Re: LuaEntityPrototype::secondary_collision_box is not exposed.

The pull request was accepted already, it'll be in the next version of 0.17.
by Boodals
Thu Mar 28, 2019 11:15 pm
Forum: Implemented mod requests
Topic: LuaEntityPrototype::secondary_collision_box is not exposed.
Replies: 3
Views: 459

Re: LuaEntityPrototype::secondary_collision_box is not exposed.

I looked into this. secondary_collision_box only exists for rail and rail remnant prototypes, and they are translated and rotated when the rail is created. Being able to read it would only give you the size of it, not its position relative to the rail, nor its rotation. The best you could do is make...
by Boodals
Tue Mar 26, 2019 6:20 pm
Forum: Modding interface requests
Topic: on_updated: on_tick that works when paused
Replies: 6
Views: 683

Re: on_updated: on_tick that works when paused

Having two on_tick events is probably never going to happen because it would double the performance cost of on_tick, which is probably already significant. A much better solution is to add an on_paused_tick which just fires every tick when the game is paused, instead of the regular on_tick. Then, if...
by Boodals
Mon Mar 25, 2019 7:27 pm
Forum: Implemented mod requests
Topic: Scroll-pane
Replies: 14
Views: 2255

Re: Scroll-pane

I have implemented this for 0.17.19 (I have source access).
Includes: scoll_to_left, scroll_to_right, scroll_to_top, scroll_to_bottom, and scroll_to_element, and works for both scroll-panes and text-boxes.
If you think a scroll_to(x, y) would be useful, please make a new request topic for it.
by Boodals
Mon Mar 25, 2019 7:14 pm
Forum: Implemented mod requests
Topic: scroll-pane position (rw)
Replies: 4
Views: 499

Re: scroll-pane position (rw)

My implementation of this was just added for 0.17.19.
Includes: scoll_to_left, scroll_to_right, scroll_to_top, scroll_to_bottom, and scroll_to_element, and works for both scroll-panes and text-boxes.
by Boodals
Fri Mar 22, 2019 2:41 am
Forum: Implemented mod requests
Topic: on_corpse_spawned
Replies: 7
Views: 601

Re: on_corpse_spawned

Just change the time to live or whatever its called on the corpse prototype. Except its redmew so i'm guessing their self-imposed unnecessary rules prevent them from doing that. Regardless, this event would double the number of events on death, for very few (if any) use cases. It wouldn't be the mos...

Go to advanced search