Search found 162 matches

by Schallfalke
Thu Jul 11, 2019 8:48 pm
Forum: Releases
Topic: Version 0.17.56
Replies: 38
Views: 13496

Re: Version 0.17.56

Omnifarious wrote:
Thu Jul 11, 2019 8:02 pm
All rail bounding boxes are now hardcoded/not moddable. This is to avoid unexpected collision/rail block merging behaviour.
I bet that means that the Rail Bridge mod doesn't work anymore. :(
I can confirm it's not working anymore, sadly...
(Colliding at those bridges.)
by Schallfalke
Tue Jul 02, 2019 11:01 am
Forum: Implemented mod requests
Topic: Allow different shapes in equipment armor
Replies: 12
Views: 1380

Re: Allow different shapes in equipment armor

Looks like positive offsets from the upper left corner {0,0} of the equiment. And width/height as a box that defines image scale = 1.0. data.raw["generator-equipment"]["fusion-reactor-equipment"] .shape = { width = 2, height = 3, type = "manual", points = { {0,0}, {0,1...
by Schallfalke
Tue Jul 02, 2019 10:56 am
Forum: Modding help
Topic: [Answered] How to access other mods' settings in settings.lua? (Not possible)
Replies: 4
Views: 572

Re: How to access other mods' settings in settings.lua?

Thanks for the answer.
So it is still not supported by the API, no real interactions of settings between mods...
by Schallfalke
Mon Jul 01, 2019 10:07 pm
Forum: Implemented mod requests
Topic: Allow different shapes in equipment armor
Replies: 12
Views: 1380

Re: Allow different shapes in equipment armor

May I ask about some sample code or syntax for this exciting new feature? Especially on the expected range of "points", is it some relative coordinates to upper-left point?... Is it like the equipment will span the whole width and height graphically, but only the points in the table actual...
by Schallfalke
Mon Jul 01, 2019 4:02 pm
Forum: Modding help
Topic: [Answered] How to access other mods' settings in settings.lua? (Not possible)
Replies: 4
Views: 572

[Answered] How to access other mods' settings in settings.lua? (Not possible)

Hi all, I want to read the settings values of other mods (mod A) in my new mod (mod B) settings.lua. In mod B, I want to create options based on a certain value in settings of mod A. Is there a possible way to do this? In data.lua and control.lua, it is easy. I know the following code will work: set...
by Schallfalke
Mon Jun 10, 2019 11:37 am
Forum: Mods
Topic: Schall Mods Support Post
Replies: 0
Views: 236

Schall Mods Support Post

My mods (currently 38 mods, updated on 2019.12.04) are all available on Mod Portal . So they are not separately released here in forum. This forum post is mainly for posting support files, which are not going well if posted on mod portal. For example, Schall Gun Pod 0.16.5, which is a recent bugfix...
by Schallfalke
Sun Jun 02, 2019 6:22 pm
Forum: Balancing
Topic: [0.17] Personal laser defense gets too good
Replies: 13
Views: 6272

Re: [0.17] Personal laser defense gets too good

I only just got started modding yesterday, but I thought a simple change to PLD would make it a lot more interesting: .25x damage and 4x rate of fire. I've only tested it on a small biter nest so far, but changing the damage per hit made it work way better imo. It mows down small and medium biters ...
by Schallfalke
Thu May 16, 2019 6:57 pm
Forum: Ideas and Suggestions
Topic: Recipe of poison capsule
Replies: 4
Views: 703

Re: Recipe of poison capsule

I really like the idea of adding sulphuric acid in the recipe, it feels fluids are underused and this is a good usecase. Thanks for your support! I also feel sulphuric acid is underused. Acids are used abundantly in real-life industry. On the subject of poison capsules a second level that takes som...
by Schallfalke
Thu May 16, 2019 12:32 pm
Forum: Ideas and Requests For Mods
Topic: [0.17] Painless landfill
Replies: 41
Views: 4248

Re: [0.17] Painless landfill

Edit: Tried uninstalling Alien Biomes as a test, and all tiles are migrated to "grass-1". So...er, what was the original problem again? :oops: The assumption being that any modded tile will revert to "grass-1" when uninstalled. Guess "grass-1" is the default and filler...
by Schallfalke
Thu May 16, 2019 11:56 am
Forum: Ideas and Requests For Mods
Topic: [0.17] Painless landfill
Replies: 41
Views: 4248

Re: [0.17] Painless landfill

Which brings me back to my last question: What problem exactly was this supposed to solve again? Guess it comes from the following: - If you press <ctrl><z> right after placing landfill, it removes it and returns it to your inventory. - Any landfill placed becomes normal terrain dirt. So, if you ev...
by Schallfalke
Thu May 16, 2019 10:58 am
Forum: Ideas and Requests For Mods
Topic: [0.17] Painless landfill
Replies: 41
Views: 4248

Re: [0.17] Painless landfill

Maybe i read @Schallfalke wrong there. I do know migrations exist. But only as long as the mod containing them is loaded. So using a migration to "uninstall" would be: Install Mod_you_don't_like Install Uninstaller_for_mod_you_don't like Uninstall Mod_you_don't_like Uninstall Uninstaller_...
by Schallfalke
Wed May 15, 2019 9:16 pm
Forum: Ideas and Requests For Mods
Topic: [0.17] Painless landfill
Replies: 41
Views: 4248

Re: [0.17] Painless landfill

Be reminded that we, as modders, know entering console commands, does not mean that many players know and/or want to do that. In their point of view, download and enable a mod is a thousand times easier than inputting some console commands. And in the programming point of view, doing a simple JSON m...
by Schallfalke
Wed May 15, 2019 4:29 pm
Forum: Ideas and Requests For Mods
Topic: [0.17] Painless landfill
Replies: 41
Views: 4248

Re: [0.17] Painless landfill

I'm not sure what happens if you uninstall the mod but if we ask the author nicely then maybe he will add a migration script that automatically converts platforms to landfill when uninstalled if he already hasn't done that. A mod can't have migration scripts that run when the mod is uninstalled, be...
by Schallfalke
Tue May 14, 2019 10:39 pm
Forum: Ideas and Suggestions
Topic: Recipe of poison capsule
Replies: 4
Views: 703

Recipe of poison capsule

TL;DR Want to suggest modifying existing recipe of poison capsule a bit, because it unfits the impression as a chemical weapon. What? Changing the recipe of poison capsule to: 10 Coal + 1 Electronic Circuit + 50 Sulfuric Acid + 8 seconds → 1 Poison Capsule (Exact amount or type of ingredients are j...
by Schallfalke
Fri May 03, 2019 10:08 am
Forum: Releases
Topic: Version 0.17.35
Replies: 20
Views: 10571

Re: Version 0.17.35

Let me make a supplement to my above post. It is not necessary to make the tech and entity names the same. It is okay to keep them separate. Let me list some examples: Tech name: automation-2 Entity name: assembling-machine-2 Tech name: advanced-electronics-2 Entity name: processing-unit Tech name: ...
by Schallfalke
Fri May 03, 2019 8:00 am
Forum: Releases
Topic: Version 0.17.35
Replies: 20
Views: 10571

Re: Version 0.17.35

Modding ... Renamed the technology personal-roboport-equipment-2 to personal-roboport-mk2-equipment and gave it corresponding icon to be consistent with other technologies of this kind. Renamed the technology power-armor-2 to power-armor-mk2 to be consistent with other technologies of this kind. .....
by Schallfalke
Fri Apr 26, 2019 9:17 am
Forum: Technical Help
Topic: [0.17.3] Can't connect to redmew servers in multiplayer
Replies: 2
Views: 697

Re: [0.17.3] Can't connect to redmew servers in multiplayer

In recent version 0.17.33, I can finally join the Redmew servers.
Perhaps some "hidden" changes are made.

You may try joining those servers again.
by Schallfalke
Wed Apr 24, 2019 5:07 pm
Forum: Modding discussion
Topic: [Solved] Question about Inserter hand_size
Replies: 4
Views: 853

Re: Question about Inserter hand_size

Thanks for the answer! :lol:
So now I will apply:

Code: Select all

hand_size = reach * 0.75
for my extra long inserters.
by Schallfalke
Wed Apr 24, 2019 3:16 pm
Forum: Modding discussion
Topic: [Solved] Question about Inserter hand_size
Replies: 4
Views: 853

Re: Question about Inserter hand_size

Thanks for the explanation! :P
Just tested with doubling the hand_size, the arms become very long and angled up like a fishing rod.

(Although some exact description from devs would be nice. Now I can only empirically find out what value "looks best" by testing.)
by Schallfalke
Tue Apr 23, 2019 5:52 pm
Forum: Modding discussion
Topic: [Solved] Question about Inserter hand_size
Replies: 4
Views: 853

[Solved] Question about Inserter hand_size

Hi all, I am trying to make a new mod about inserters, so I have looked into the inserter prototype. I found the "long-handed-inserter" has an unique line of: hand_size = 1.5 What does it do exactly? Such property line only exists for "long-handed-inserter", so I assume all the o...

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