Search found 207 matches

by mrudat
Wed May 01, 2019 2:11 pm
Forum: Modding help
Topic: source_offset for projectiles
Replies: 7
Views: 586

Re: source_offset for projectiles

I've been fiddling with things a little (scaling the vanilla turrets, and ending up with rather absurd numbers); as far as I can tell, there is an offset above the centre point of the turret (in tiles), and a radial offset from the centre point (also in tiles, I think), which is rotated with the tur...
by mrudat
Wed May 01, 2019 12:34 pm
Forum: Modding discussion
Topic: Breaking mod API changes with version 0.17.35 (planned release on Thursday)
Replies: 28
Views: 5006

Re: Breaking mod API changes with version 0.17.35 (planned release on Thursday)

So, a bold search and destroy would look something like the following: s/get_inventory\(\s*defines.inventory.(?:player|god)_main\s*)/get_main_inventory()/g; s/defines.inventory.player/defines.inventory.character/g; s/power-armor-2/power-armor-mk2/g; s/personal-roboport-equipment-2/personal-roboport-...
by mrudat
Wed May 01, 2019 12:19 pm
Forum: Modding interface requests
Topic: Add mod dependency symbol that indicated load before the dependency or optional dependency.
Replies: 4
Views: 554

Re: Add mod dependency symbol that indicated load before the dependency or optional dependency.

If your mod derives new things from old things, you have to either: run in data-updates, depend on every mod that could possibly define a new thing you derive things from, or provide an API for other mods to register their thing with your mod. All of the compression mods, for example, have this natu...
by mrudat
Tue Apr 30, 2019 2:48 pm
Forum: Mod portal Discussion
Topic: Change to the layout of the mobile mod portal.
Replies: 2
Views: 550

Re: Change to the layout of the mobile mod portal.

Much nicer, thank you. =)
by mrudat
Tue Apr 30, 2019 8:54 am
Forum: Modding help
Topic: [Solved] How do I make a structure do something at regular intervals?
Replies: 9
Views: 683

Re: How do I make a structure do something at regular intervals?

That's why I suggested Scanning Radar as well; it provides a 'radar', that does all of the work via scripting in order to scan a circular area, rather than a square area.
by mrudat
Tue Apr 30, 2019 2:50 am
Forum: Modding help
Topic: [Solved] How do I make a structure do something at regular intervals?
Replies: 9
Views: 683

Re: How do I make a structure do something at regular intervals?

You could look at how Scanning Radar or Big Brother do things?
by mrudat
Sun Apr 28, 2019 9:38 am
Forum: Modding discussion
Topic: Creep mod - Turret Target Control
Replies: 1
Views: 368

Re: Creep mod - Turret Target Control

What are you using now? Shouldn't a simple-entity-with-force be sufficient to make turrets attack it if in range?
by mrudat
Sun Apr 28, 2019 8:26 am
Forum: Ideas and Suggestions
Topic: Suggestion - Simple Build Animation Overlay
Replies: 6
Views: 943

Re: Suggestion - Simple Build Animation Overlay

Actually, it should work, most (but not all) of the tall entities have a selection/collision box centred around the base area. Power poles, for example, have a collision box that's centred around their base area, so scaling the entity image from icon-size to entity size around the centre of entity s...
by mrudat
Sun Apr 28, 2019 2:15 am
Forum: Ideas and Requests For Mods
Topic: Combined 'small' objects for faster building with robots?
Replies: 2
Views: 641

Re: Combined 'small' objects for faster building with robots?

That's just what I was looking for, even if the mechanism is nowhere near as complicated as what I first suggested.
by mrudat
Sun Apr 28, 2019 1:41 am
Forum: Modding interface requests
Topic: Allow inserters to take from burnt_result_inventory
Replies: 2
Views: 409

Re: Allow inserters to take from burnt_result_inventory

They already can?

I added a burnt_result_inventory to a train, and it works just fine.

Nuclear reactors work as expected, I believe.

What I think doesn't work (well?) is having an output inventory and a burnt result inventory.
by mrudat
Sun Apr 28, 2019 1:39 am
Forum: Ideas and Requests For Mods
Topic: Blueprint reader -> circuit network
Replies: 2
Views: 982

Re: Blueprint reader -> circuit network

Fairly certain I saw a mod go past that does just that. I'd suggest looking at Recursive Blueprints or Ghost Scanner, which are both similar in nature. I think that one of the Picker mods might have this function?
by mrudat
Sat Apr 27, 2019 10:35 pm
Forum: Modding interface requests
Topic: API to extract localised strings for prototypes
Replies: 9
Views: 1609

Re: API to extract localised strings for prototypes

Worse; for many entity types, a blank description results in an auto-generated description, and there's no way I know of to add to it, you can only replace it.

Edit: fix tyop
by mrudat
Sat Apr 27, 2019 10:29 pm
Forum: Ideas and Suggestions
Topic: Tilted Belt Feeders
Replies: 4
Views: 500

Re: Tilted Belt Feeders

What if the end of a belt is always raised? That should look okay too.

Alternatively a belt that just ends wants a fence to stop the items falling off.
by mrudat
Fri Apr 26, 2019 10:37 pm
Forum: Not a bug
Topic: [1.17.34] Construction bots ignore trees
Replies: 4
Views: 455

Re: [1.17.34] Construction bots ignore trees

Could also be squeak through; if there's enough room for the player to squeak through the field of solar panels, there's enough room for a tree to remain standing, if it's in just the right spot.
by mrudat
Fri Apr 26, 2019 9:26 am
Forum: General discussion
Topic: Stack inserter bug, flawed design or is the current behavior the best possible?
Replies: 23
Views: 2794

Re: Stack inserter bug, flawed design or is the current behavior the best possible?

The only problem here is the "set stack size" part. If you use several items you need to calculate a minimum which is really, really hard to do with combinators. IMO it is not worth the effort. I'm reasonably certain that the stack insert only accepts one filter slot, and uses the signal ...
by mrudat
Thu Apr 25, 2019 12:57 pm
Forum: Modding interface requests
Topic: API to extract localised strings for prototypes
Replies: 9
Views: 1609

Re: API to extract localised strings for prototypes

Ideally we shouldn't need to do any lookup at all. Instead it should be sufficient to go: new_recipe.localised_name = { "", { "description.My prefix" }, { "recipe-name." .. recipe.name } } and have the runtime lookup what recipe's localised name happens to be, regardles...
by mrudat
Thu Apr 25, 2019 12:34 pm
Forum: Modding help
Topic: [0.17.33] main_product mandatory when using results?
Replies: 1
Views: 221

[0.17.33] main_product mandatory when using results?

Is main_product now mandatory if you define the (singular) result of a recipe using results? What did you do? To make my code simpler, I normalised the definitions of any recipes I'm about to process, for example: This is the original recipe: data:extend{ { ingredients = { { "wood", 2 } },...
by mrudat
Thu Apr 25, 2019 12:10 pm
Forum: Balancing
Topic: Research changes
Replies: 7
Views: 1785

Re: Research changes

On a side note: How does the game handle the case where a shooting speed research is so high it should result in more than one shot per tick? It's odd to me that these aren't capped at 1/tick. There's a comment on cooldown between attacks that suggests if the cooldown is less than a tick, you fire ...
by mrudat
Thu Apr 25, 2019 12:07 pm
Forum: Modding help
Topic: dynamic recipes in mods
Replies: 8
Views: 1865

Re: dynamic recipes in mods

um. there's now oodles of different mods that do this very thing that you could have a look at for an example of how to do this. Probably one of the most comprehensive is omicompression, which compresses everything; there's the various automatic barrelling mods (which aren't updated, now that barrel...
by mrudat
Thu Apr 25, 2019 10:59 am
Forum: General discussion
Topic: Stack inserter bug, flawed design or is the current behavior the best possible?
Replies: 23
Views: 2794

Re: Stack inserter bug, flawed design or is the current behavior the best possible?

I think a usual design is to have a constant combinator with the desired contents of the train; subtract current contents of train from desired contents, send that to a set of filter stack inserters which are configured to set filter and set stack size That works nicely with one train car, but not ...

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