Search found 162 matches
- Fri Mar 01, 2019 9:08 am
- Forum: Releases
- Topic: Version 0.17.3
- Replies: 42
- Views: 29339
Re: Version 0.17.3
... I am working on updating my mods to new version. But I found the default GUI style have changed. Notably, the button has gone unnecessarily elongated, which makes my 0.16 code looks bad. How could I adjust the button width? Basically, you have to define a custom style in the data stage... thoug...
- Fri Mar 01, 2019 8:54 am
- Forum: Modding help
- Topic: [Solved] How to change button width in 0.17?
- Replies: 3
- Views: 980
Re: How to change button width in 0.17?
Thank you. Though the shrinked text button does not look as nice as in 0.16, like font change, button background colour, etc. I cannot find any documentation on default styles, so cannot mimic the original style fully. Anyway, I will instead use a sprite button here, sounds much easier than fighting...
- Fri Mar 01, 2019 7:29 am
- Forum: Modding help
- Topic: [Solved] How to change button width in 0.17?
- Replies: 3
- Views: 980
[Solved] How to change button width in 0.17?
I am working on updating my mods to new version.
But I found the default GUI style have changed. Notably, the button has gone unnecessarily elongated, which makes my 0.16 code looks bad.
How could I adjust the width of "button" type?
But I found the default GUI style have changed. Notably, the button has gone unnecessarily elongated, which makes my 0.16 code looks bad.
How could I adjust the width of "button" type?
- Thu Feb 28, 2019 11:46 pm
- Forum: Releases
- Topic: Version 0.17.3
- Replies: 42
- Views: 29339
Re: Version 0.17.3
I am working on updating my mods to new version.
But I found the default GUI style have changed. Notably, the button has gone unnecessarily elongated, which makes my 0.16 code looks bad.
How could I adjust the button width?
But I found the default GUI style have changed. Notably, the button has gone unnecessarily elongated, which makes my 0.16 code looks bad.
How could I adjust the button width?
- Thu Feb 28, 2019 7:15 pm
- Forum: Releases
- Topic: Version 0.17.3
- Replies: 42
- Views: 29339
Re: Version 0.17.3
Not a bug report but suggestion. The new logistics boxes are not so distinguishable with my eyes, especially between the green buffer chest and blue requester chest. It is especially bad with a yellowish logistic area overlay (when holding a logistics chest, trying to replace...) I did NOT have such...
- Tue Feb 26, 2019 10:28 pm
- Forum: Releases
- Topic: Version 0.17.0
- Replies: 162
- Views: 246035
Re: Version 0.17.0
Just finished the tutorial campaign.
The biter waves are really big hordes and frequent! 7-8 turrets on each side and just barely hold biters at bay. I already have 12 furnaces for iron plates, and the ammo amount barely suffice.
Wonder if truly new players can handle that?
The biter waves are really big hordes and frequent! 7-8 turrets on each side and just barely hold biters at bay. I already have 12 furnaces for iron plates, and the ammo amount barely suffice.
Wonder if truly new players can handle that?
- Fri Feb 08, 2019 3:05 pm
- Forum: Modding help
- Topic: [Solved] How to scale up info icons?
- Replies: 4
- Views: 1253
Re: [Solved] How to scale up info icons?
Shifting collision box will make a bigger problem, so I guess I will take the current solution.
Thanks for the big helps!
Thanks for the big helps!
- Fri Feb 08, 2019 11:32 am
- Forum: Modding help
- Topic: [Solved] How to scale up info icons?
- Replies: 4
- Views: 1253
Re: How to scale up info icons?
EDIT:
It works now! Thank you!
But then there is a minor problem comes out. The icon looks a bit too low, because of the projection I guess. Is there a way to shift that?
It works now! Thank you!
But then there is a minor problem comes out. The icon looks a bit too low, because of the projection I guess. Is there a way to shift that?
- Fri Feb 08, 2019 10:50 am
- Forum: Modding help
- Topic: [Solved] How to scale up info icons?
- Replies: 4
- Views: 1253
[Solved] How to scale up info icons?
Hi, I am trying to make some large assembling machine, but the Alt-mode info icon (showing recipe) is still having the default size, so quite tiny and not easily seen. Is there a way to scale it up? MachineScaling.jpg Left: Original assembling machine 3 Right: Scaled up to 9×9 PS: I know there is a ...
- Sat Feb 02, 2019 3:16 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 88275
Re: Friday Facts #280 - Visual Feedback is the king
FFF #237 had mentioned about using icons (by sprite path) in station names, but that is not shown in these two recent FFF on train GUI. Is it still a thing? And for the text formatting (font and color) mentioned in that same FFF, do they apply to station names as well? Can developers show us a scre...
- Wed Jan 30, 2019 6:08 pm
- Forum: Modding help
- Topic: [Solved] How to apply animated graphics to chest?
- Replies: 8
- Views: 1440
Re: How to apply animated graphics to chest?
I have successfully set invulnerability by setting after surface.create_entity line, instead of within function.
Thanks for all the help!
Thanks for all the help!
- Mon Jan 21, 2019 3:38 pm
- Forum: Modding help
- Topic: [Solved] How to attack ALL enemies around turret within a circular area?
- Replies: 3
- Views: 1072
Re: How to attack ALL enemies around turret within a circular area?
Thank you! Haven't thought about the land mines. :lol: There are two missing lines in order to work. I post the working code here, in case someone have the same query in the future. attack_parameters = { type = "projectile", ammo_category = "electric", cooldown = 10, projectile_c...
- Mon Jan 21, 2019 12:07 pm
- Forum: Modding help
- Topic: [Solved] How to attack ALL enemies around turret within a circular area?
- Replies: 3
- Views: 1072
Re: How to attack ALL enemies around turret within a circular area?
I have drawn a picture to illustrate what I desired, against what is done by the code above.
Simply to say, I want the attacked area fixed, no matter where the turret is targeting.
Simply to say, I want the attacked area fixed, no matter where the turret is targeting.
- Mon Jan 21, 2019 9:50 am
- Forum: Modding help
- Topic: [Solved] How to apply animated graphics to chest?
- Replies: 8
- Views: 1440
Re: How to apply animated graphics to chest?
Wow! You are so talented, thinking outside the box. :idea: I have never tried modifying blueprint. This is a totally new area to me, it will take some time for me to look into that. Have a new problem though. I want to set the radar-part entity to be invulnerable or "hide" from biters. Tri...
- Sun Jan 20, 2019 10:51 pm
- Forum: Modding help
- Topic: [Solved] How to apply animated graphics to chest?
- Replies: 8
- Views: 1440
Re: How to apply animated graphics to chest?
You have to use two entities, one for the chest and one for the animation. And then a bunch of control.lua code to make sure both entities are placed and removed together. I have just tried that and it works, thanks for the suggestion. I am now using a chest entity as "main" part. And a r...
- Sun Jan 20, 2019 6:02 pm
- Forum: Modding help
- Topic: [Solved] How to apply animated graphics to chest?
- Replies: 8
- Views: 1440
Re: How to apply animated graphics to chest?
Does it mean I have to use some script to place an additional "animated entity" (like radar type) when item is placed, and remove the additional when it is mined?
I am not sure if it is tricky or not to place an entity on top of another. Can you show me some code on how to do that?
I am not sure if it is tricky or not to place an entity on top of another. Can you show me some code on how to do that?
- Sun Jan 20, 2019 5:53 pm
- Forum: Modding help
- Topic: [Solved] How to attack ALL enemies around turret within a circular area?
- Replies: 3
- Views: 1072
[Solved] How to attack ALL enemies around turret within a circular area?
Hi all, I want to make a turret, which attack ALL enemies units within the circular area around them (like the highlighted area of a turret BUT not anything outside it). My code is as follows (which attack things outside the area), what should be changed? attack_parameters = { type = "projectil...
- Sun Jan 20, 2019 5:46 pm
- Forum: Modding help
- Topic: [Solved] How to apply animated graphics to chest?
- Replies: 8
- Views: 1440
[Solved] How to apply animated graphics to chest?
Hi all, I want to apply animation to a chest (something like assembling machine, radar, turret, etc). I am using entity type "container" and "logistic-container" for it. But I found out it supports only the property "picture", where I cannot use sub-properties like &quo...
- Fri Jan 04, 2019 4:56 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 153380
Re: Friday Facts #275 - 0.17 Science changes
It could be something like 10 stone + 1 iron stick + 1 steel plate + anything -> 1 prefabricated concrete section. "Prefabricated concrete section" sounds a lot like "wall segment" to me. Maybe they should change walls to use concrete instead of bricks. I use walls quite early, ...
- Fri Jan 04, 2019 4:20 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 153380
Re: Friday Facts #275 - 0.17 Science changes
It could be something like 10 stone + 1 iron stick + 1 steel plate + anything -> 1 prefabricated concrete section. "Prefabricated concrete section" sounds a lot like "wall segment" to me. Maybe they should change walls to use concrete instead of bricks. Yes, it is perfectly reas...