Search found 162 matches

by Schallfalke
Tue Apr 16, 2019 3:18 pm
Forum: Modding help
Topic: Changelog tutorial
Replies: 111
Views: 26869

Re: Changelog tutorial

Posted the update, finally! ... It certainly looks better, especially with the beginning parts. Just like the programming textbooks, they always have the correct syntax/code shown first, followed by each wrong syntax/code and explained why it does not work, one-by-one. Your tutorial text has now be...
by Schallfalke
Sat Apr 13, 2019 12:19 pm
Forum: Modding help
Topic: Changelog tutorial
Replies: 111
Views: 26869

Re: Changelog tutorial

Could you please post an example of a working, non error throwing, changelog file at the top of your initial post, so people could just copy&paste and work from there? ... Pi-C used my mod Schall Lamp Contrast as an example. I am posting the changelog.txt here: ---------------------------------...
by Schallfalke
Thu Apr 04, 2019 8:05 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.25] zh-TW font missing character
Replies: 1
Views: 488

[0.17.25] zh-TW font missing character

It seems some characters are missing from the new zh-TW (Traditional Chinese) font in 0.17.25. Mainly for the full-width roman numerals. The text for the following items should be: power-armor-mk2=動力裝甲Ⅱ型 speed-module-2=速度組件Ⅱ effectivity-module-2=節能組件 2 (Should be "節能組件Ⅱ" for consistency, w...
by Schallfalke
Sat Mar 30, 2019 3:30 pm
Forum: Releases
Topic: Version 0.17.23
Replies: 67
Views: 26505

Re: Version 0.17.23

The worst part of this update is that some of the broken mods are broken because base mod naming is not contiguous...cough "energy-shield-equipment" logically followed by "energy-shield-mk2-equipment", "battery-equipment" logically followed by "battery-mk2-equipme...
by Schallfalke
Fri Mar 22, 2019 12:10 pm
Forum: Duplicates
Topic: [0.17.17] Richtext incorrect display
Replies: 1
Views: 345

[0.17.17] Richtext incorrect display

It seems the richtext is now displayed incorrectly, in 0.17.17 update.

In previous version (0.17.11), the richtext is displayed as desired.
0.17.11 Richtext.png
0.17.11 Richtext.png (139.9 KiB) Viewed 345 times
Now (0.17.17) it shows like this:
0.17.17 Richtext.png
0.17.17 Richtext.png (153.98 KiB) Viewed 345 times
Not only for for the item text, but for anywhere including technology as well.
by Schallfalke
Thu Mar 21, 2019 9:12 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.17] Missing tech in the list
Replies: 1
Views: 1235

[0.17.17] Missing tech in the list

I noticed some researched tech are missing from the list of technologies, when I have all tech researched. These include speed module 3, efficiency module 3, productivity module 3. Happen in both old save game or new game. Attached a save file of new game. (Failed to upload my old save game, perhaps...
by Schallfalke
Thu Mar 21, 2019 8:59 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.15] Tech upgrade = true seems being ignored
Replies: 6
Views: 1645

Re: [Oxyd] [0.17.15] Tech upgrade = true seems being ignored

Neither military 3 nor logistics 2 are marked as upgrades, so I think this is working correctly. OK, you are right. But what about mining productivity tech? I have level 20, but the level 3 still appears in the "green". Looks weird it still show up. (I GUESS it does not show up in earlier...
by Schallfalke
Thu Mar 21, 2019 8:43 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.15] Tech upgrade = true seems being ignored
Replies: 6
Views: 1645

Re: [Oxyd] [0.17.15] Tech upgrade = true seems being ignored

Nice to see 0.17.17.
But it seems not really solved.

Even all levels are researched, low level techs are still all on the list.
Military 3 not hidden, when Military 4 is researched
Military 3 not hidden, when Military 4 is researched
427520_20190322043101_1.png (1.14 MiB) Viewed 1510 times
Logistics 2 not hidden, when Logistics 3 is researched
Logistics 2 not hidden, when Logistics 3 is researched
427520_20190322043403_1.png (1.11 MiB) Viewed 1510 times
by Schallfalke
Wed Mar 20, 2019 4:12 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.15] Tech upgrade = true seems being ignored
Replies: 6
Views: 1645

Re: [Oxyd] [0.17.15] Tech upgrade = true seems being ignored

Actually even starting a new game (using mods like Creative Mod or Schall Starting Tech to have all tech researched) has the same problem. 427520_20190321000350_1.png I cannot upload my old save game file (17.9 MB), the "STATUS" shows a yellow triangle with "!" icon. Here I uploa...
by Schallfalke
Tue Mar 19, 2019 8:15 pm
Forum: Implemented mod requests
Topic: Simple property request: unit pollution_to_join_attack
Replies: 1
Views: 361

Simple property request: unit pollution_to_join_attack

For the units (specifically biter and spitters), I can access the property pollution_to_join_attack in data.lua. But currently I cannot access it in control.lua. For example: game.entity_prototypes[unit].localised_name ← Work game.entity_prototypes[unit].pollution_to_join_attack ← Gives error Usage:...
by Schallfalke
Tue Mar 19, 2019 7:58 pm
Forum: Implemented mod requests
Topic: Simple property requests (something that exists but has no way to read/write it)
Replies: 139
Views: 29169

Re: Simple property requests (something that exists but has no way to read/write it)

Bilka wrote:
Tue Mar 19, 2019 7:47 pm
Come on guys, don't revive this topic. There is a reason why it was unpinned.
Sorry for that. Are there better place to post this?
Would be nice if there a pinned thread for these kinds of request, again.
by Schallfalke
Tue Mar 19, 2019 7:30 pm
Forum: Implemented mod requests
Topic: Simple property requests (something that exists but has no way to read/write it)
Replies: 139
Views: 29169

Re: Simple property requests (something that exists but has no way to read/write it)

Want to show the unit (e.g., biters, spitters) pollution_to_join_attack values, due to the new pollution handling. For modded spawners that have a lot of new alien unit types, the info panel of spawners simply cannot show later entries. Would be nice if my mod can use these values in a custom GUI ta...
by Schallfalke
Tue Mar 19, 2019 6:39 pm
Forum: Modding help
Topic: [Solved] Read unit pollution_to_join_attack value in control.lua?
Replies: 0
Views: 214

[Solved] Read unit pollution_to_join_attack value in control.lua?

For the units (specifically biter and spitters), I can access the property pollution_to_join_attack in data.lua. Is it possible to read it in control.lua? For example: game.entity_prototypes[unit].localised_name ← Work game.entity_prototypes[unit].pollution_to_join_attack ← Gives error EDIT: Made a ...
by Schallfalke
Mon Mar 18, 2019 9:14 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.15] Tech upgrade = true seems being ignored
Replies: 6
Views: 1645

[Oxyd] [0.17.15] Tech upgrade = true seems being ignored

Seems like most (if not all) upgradable or number-suffixed tech have all tech level shown up even if they are all researched. For example, "laser turret shooting speed 3" and "laser turret shooting speed 4" are displayed together. In former version (say 0.16.51 - 0.17.4), these t...
by Schallfalke
Sat Mar 16, 2019 8:47 pm
Forum: Technical Help
Topic: [0.17.3] Can't connect to redmew servers in multiplayer
Replies: 2
Views: 698

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

I have exactly the same problem, cannot join Redmew servers since upgrading to 0.17.0 and till now 0.17.14. PS 1: I could join and play a lot on Redmew at 0.16.51, without issue. PS 2: I can join other public servers at 0.17.4 till now 0.17.14, without issue. So I guess not my router nor firewall pr...
by Schallfalke
Sat Mar 16, 2019 3:14 pm
Forum: Modding help
Topic: Changelog tutorial
Replies: 111
Views: 26869

Re: Changelog tutorial

Spaces won the whitespace war. If your IDE is any good you can configure it to convert tabs to spaces when it saves the file. Interesting, time for Uncle Google to earn his keep today and inform me on how to do this in VS, thanks for the tip Some text editors allow changing tabs to spaces, can save...
by Schallfalke
Fri Mar 15, 2019 8:33 pm
Forum: Modding help
Topic: Non-ore resource sources
Replies: 8
Views: 1251

Re: Non-ore resource sources

There are some more ways you may use to generate resources: Different process from the same ingredient. Just like basic and advanced oil processing, which has different ratio in products. You may create a new process that gives your new resources. Probabilistic recipe. Just like the uranium process...
by Schallfalke
Fri Mar 15, 2019 6:55 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

You've yet to make a case for why it's a balance problem, rather than merely a consistency problem. At the moment a fusion reactor (16 tiles) can power 5 fully shooting-speed upgraded PLDs (25 tiles), alternatively it could power 3.75 exos (30 tiles). PLDs and Exos are reasonably comparable, as nei...
by Schallfalke
Fri Mar 15, 2019 5:00 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

... The power levels, and everything else in powered armor is almost completed decoupled from power in your base. Heck, this was pretty blatent when I started modding, before the personal roboport required them to rescale the power. A fusion reactor, back then, produced 750w. Not 750 kilo-watts, 75...
by Schallfalke
Fri Mar 15, 2019 3:53 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

Putting aside comparisons with the Laser Turret... Laser turret is not avoidable in comparison, because PLD and it are basically the same weapon. PLD is paying 1/16 energy only for double damage (though shorter range). Just unfair. So is there a balance problem with PLDs? I don't think there is, se...

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