Search found 79 matches

by Solinya
Fri Dec 06, 2019 4:53 am
Forum: Modding help
Topic: Can I detect if a player (not a radar) revealed a chunk?
Replies: 8
Views: 1703

Can I detect if a player (not a radar) revealed a chunk?

I'm looking at ways to incentivize leaving the base and exploring the world. For my idea to work, I'd need to know when a character is revealing portions of the map, rather than a radar dish. If I detect a player revealed a chunk, I'll give them a small reward. It looks like the main event I'd have ...
by Solinya
Thu Nov 21, 2019 9:35 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 358719

Re: [MOD 0.17] Industrial Revolution

I love this mod, but I'm having a bit of trouble balancing my copper ore washing line. It appears that the clean water/dirty water throughput adds up to the point where I can't get more than a handful of ore washing machines connected to the same output (dirty water) manifold before the water backs...
by Solinya
Fri Nov 08, 2019 9:47 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 74667

Re: Friday Facts #320 - Color correction

Illiou wrote:
Fri Nov 08, 2019 9:20 pm
Also it feels like you're suggesting the new night shade makes everything better visible - it's rather the opposite.
I think it depends. The belts look more visible to me with the new night mode, but I’m undecided on the buildings.
by Solinya
Fri Nov 08, 2019 9:44 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 74667

Re: Friday Facts #320 - Color correction

It was good to see the cliffs highlighted a bit more on the map as they are though to see for my old eyes. If nothing else, being able to see the cliffs and trees on the map will be a huge improvement for me as well. I know they are there on the current version but trees especially are very difficu...
by Solinya
Wed Oct 16, 2019 9:16 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 358719

Re: [MOD 0.17] Industrial Revolution

One point for Brainstorming: in another post i just learned that reducing a units power requirements also reduces its pollution by the same ratio. 500+ hours into the game i did not know that. In IR, this confused me alot. Why are there items to reduce pollution while there still are items that do ...
by Solinya
Thu Oct 10, 2019 2:26 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 358719

Re: [MOD 0.17+] Untitled WIP

Some people really need to check their expectations from the freebie modding scene, it's getting on my wick. Have you considered doing the opposite of what people request? I heard it works for a certain people. That's why Space Exploration and bobslibrary are on the incompatibility list. ;) Too man...
by Solinya
Mon Oct 07, 2019 11:50 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 358719

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

There was a comment earlier that he accidentally broke technologies that don’t unlock recipes in .99.6 or .7 and should have it fixed for the next version. Based on those tech names I assume that’s what happened here. Presumably the worker robot battery capacity techs (which have a similar display a...
by Solinya
Sun Sep 29, 2019 9:57 am
Forum: Modding help
Topic: Can I create a custom missable achievement?
Replies: 5
Views: 1939

Re: Can I create a custom missable achievement?

That worked! I had to take a bit of a detour and define an item prototype first that corresponded to my hidden placeable entity. Then I used the following sequence to place my item in the event handler for on_player_died: player.cursor_stack.clear() player.cursor_stack.set_stack("grave-marker&q...
by Solinya
Sun Sep 29, 2019 6:28 am
Forum: Modding interface requests
Topic: Allow specific custom achievements to be disabled by mod scripts
Replies: 0
Views: 585

Allow specific custom achievements to be disabled by mod scripts

We're able to implement our own custom achievements with conditions beyond the built-in types through the player.unlock_achievement() method, which lets us use scripting to craft reward conditions. However, we can't [easily] implement scriptable achievements with restrictions. Or rather, while scrip...
by Solinya
Sun Sep 29, 2019 6:13 am
Forum: Modding help
Topic: Can I create a custom missable achievement?
Replies: 5
Views: 1939

Re: Can I create a custom missable achievement?

You could try LuaPlayer.build_from_cursor , as it has the following note: Note : Anything built will fire normal player-built events. I haven't tested this personally, but I assume this would trigger the achievement miss. Also , since the function uses the current surface, you won't have to worry a...
by Solinya
Sat Sep 28, 2019 8:31 am
Forum: Modding help
Topic: Can I create a custom missable achievement?
Replies: 5
Views: 1939

Can I create a custom missable achievement?

I'm trying to add an achievement to a mod, specifically to reward players that don't die before launching a rocket in a multiplayer game. I've figured out how to add custom script-based achievements and I could simply not award the achievement if the 'failure condition' was triggered, but I'd like t...
by Solinya
Thu Sep 26, 2019 4:20 am
Forum: Gameplay Help
Topic: 1.9k Space Science???
Replies: 13
Views: 3991

Re: 1.9k Space Science???

Did you remove all the space science from the rocket silo before launching? If not, it may have overwritten some science packs.
by Solinya
Tue Sep 17, 2019 10:02 am
Forum: Ideas and Suggestions
Topic: Quick Fix: Pollution Information on Efficiency Modules
Replies: 11
Views: 3823

Re: Quick Fix: Pollution Information on Efficiency Modules

Bumping this old thread because I think it deserves reconsideration, especially given the way the rest of the UI has evolved since 2015. It's not clear at all that efficiency modules reduce pollution unless you are paying extremely close attention. The tooltip only mentions the impact on energy cons...
by Solinya
Wed Sep 11, 2019 8:24 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 358719

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

I don't think I'd go through the effort of automating the lower tier intermediates. For example, large/small copper/bronze chassis. It'd be "good enough" to automate the basic components (rivets, rods, beams, plates), and hand-craft the last few steps. Same with copper and bronze pistons,...
by Solinya
Wed Sep 11, 2019 8:02 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 358719

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Normally I prefer to beat a game before providing feedback, as it's hard to see how everything will play out in the parts I haven't reached yet. But my schedule this month means I probably won't be able to finish until after the 1.0 release, and by then it won't really matter anymore. I don't know i...
by Solinya
Tue Sep 10, 2019 10:28 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.17.68] multiple simultaneous achievements notification sound is too loud
Replies: 5
Views: 3364

Re: [0.17.68] multiple simultaneous achievements notification sound is too loud

Honestly, I wish there was a cap on sound effects or mitigation for stacked sound volume in general. If you've ever played a multiplayer game and been placing a belt line while a lag spike occurs, you'll end up placing a bunch of belt all at the same time, which makes all the belt-placing sounds ove...
by Solinya
Mon Sep 09, 2019 7:58 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 358719

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

One thing about signals is I saw you added a few new signals to the game and arranged them in a more aesthetically pleasing rainbow pattern. However, the color priority of the signals still matches that of vanilla. So if I run multiple colors to a light, red overwrites green which overwrites blue wh...
by Solinya
Mon Sep 09, 2019 6:36 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 358719

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

I was playing multiplayer over the weekend and it's been a fun challenge trying to figure out all the intermediate component puzzles. One bug we noticed is that if the non-host dies, they respawn with a vanilla pistol and firearm ammo. The vanilla pistol can't be deconstructed like IR pistols, but c...
by Solinya
Fri Jul 26, 2019 9:09 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 281770

Re: Friday Facts #305 - The Oil Changes

Now the main wall of text: - robots - I knew about them (there is tutorial for them), tried them in practice and then ignored them because... Main reason was that I noticed that there is an achievement for winning the game without active logistics network, and decided "hey, this looks doable&q...
by Solinya
Sat Jul 20, 2019 10:06 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 208701

Re: Friday Facts #304 - Small bugs; Big changes

The oil changes are...interesting. I like that there's some simplification happening, as any time I need to set up oil and blue science the game grinds to a halt for 60-90 minutes while I fiddle with all the pipe and chemical plant layouts, before even hooking up the plastic -> red circuits -> blue ...

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