Search found 79 matches
- 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 ...
- 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...
- Fri Nov 08, 2019 9:47 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 74667
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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.
- 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...
- 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,...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...