Does it fire its own guns, or the player's ones?
Those triangle icons are the bane of the modding, you cannot really make them go away without inserting some dummy fuel\connecting to dummy power source.
Search found 945 matches
- Sat Feb 25, 2017 1:33 pm
- Forum: Modding help
- Topic: Muzzle fire animation / fuel deactivation
- Replies: 10
- Views: 3236
- Sat Feb 25, 2017 12:13 am
- Forum: Modding discussion
- Topic: custom LuaGui
- Replies: 2
- Views: 1303
Re: custom LuaGui
No you can't close/hide or modify the opened gui of core game. One of alternatives is to bind a custom input event to some simple key combination and use that event to open the gui if needed. data.lua local button={ type = "custom-input", name = "open-proxy-gui", key_sequence = &...
- Fri Feb 24, 2017 9:29 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Advanced Personal Defense
- Replies: 40
- Views: 19309
Re: [MOD 0.13.x] Advanced Personal Defense
Right, so now it works with AAI, it works without it, and when you load it with piercing rounds it does hit stronger (why hasn't anyone told about that bug before?).
I don't have the control over the portal, so install it manually, till Auto updates that one.
I don't have the control over the portal, so install it manually, till Auto updates that one.
- Fri Feb 24, 2017 8:00 pm
- Forum: Modding discussion
- Topic: Mod Publishing
- Replies: 2
- Views: 1380
Re: Mod Publishing
There's already a mod with sc2 textures and one with redalert and homm ones.
- Fri Feb 24, 2017 1:41 pm
- Forum: Won't implement
- Topic: item grid persistence and identification
- Replies: 1
- Views: 1118
item grid persistence and identification
Many objects provide links to the objects higher in hierarchy (entity - force\surface, gui - parent element). Can we have grid point to the owner entity or item? Can we have item_stack class point to inventory? Can we have inventory point to entity? edit: I've just realized that I've already posted ...
- Fri Feb 24, 2017 11:57 am
- Forum: Not a bug
- Topic: [0.14.22] get_control_behavior() bad performance
- Replies: 12
- Views: 2809
Re: [0.14.22] get_control_behavior() bad performance
It's the absence of `valid` field in documentation on control behavior that caused my hesitations.
- Fri Feb 24, 2017 10:54 am
- Forum: Mods
- Topic: [MOD 0.13.x] Advanced Personal Defense
- Replies: 40
- Views: 19309
Re: [MOD 0.13.x] Advanced Personal Defense
is it known (or deliberate) that it doesn't load ammo when placed into a vehicle grid? I'm using both VehicleGrids and AAI programmable vehicles and it never pulls ammo from the vehicle trunk inventory to charge up It is AAI doing its thing. It works (somewhat) when not used with mods that erase en...
- Fri Feb 24, 2017 10:22 am
- Forum: Not a bug
- Topic: [0.14.22] get_control_behavior() bad performance
- Replies: 12
- Views: 2809
Re: [0.14.22] get_control_behavior() bad performance
Well, documentation does not state it clearly, but this line : Note: An control reference becomes invalid once the control behavior is removed or the entity (see LuaEntity) it resides in is destroyed. Might be interpreted as that you can store the once obtained reference and just check its validity ...
- Fri Feb 24, 2017 10:07 am
- Forum: Modding help
- Topic: Notice Errors while using mods
- Replies: 6
- Views: 1872
Re: Notice Errors while using mods
Well, if you are not the author of the mod, then you can complain about that in the mod's thread, if it has one or at the discusson section of the mod portal. This one error is caused by some "selectcharacter" mod. If you want to fix it yourself, I doubt this particular type of error is fi...
- Thu Feb 23, 2017 10:21 pm
- Forum: Implemented mod requests
- Topic: Extended flying text entity.
- Replies: 7
- Views: 9583
Re: Extended flying text entity.
So, it's been 18 months and 80 releases since the creation of the original signpost mod and yet its successors are still limited to the same cludgy ways of expressing themselves.
Let this request surface once more.
And remind of other relevant one as well.
Let this request surface once more.
And remind of other relevant one as well.
- Mon Feb 20, 2017 10:55 am
- Forum: Modding help
- Topic: Debugging a multiplayer desync?
- Replies: 17
- Views: 6531
Re: Debugging a multiplayer desync?
The desync logs are only useful for devs. As a modder you basically have only the way of staring at the code persistently till the bug presents itself in the open. For the lighted poles I think the cause lies elsewhere, maybe there's some mod that does things to blueprint or something. By the way, t...
- Sun Feb 19, 2017 8:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.21] Crash when crafting modded items
- Replies: 1
- Views: 755
Re: [0.14.21] Crash when crafting modded items
Well, the problem was the
Silly me.Adil wrote:iconS = "__base__/graphics/icons/graphics/icons/medium-biter.png",
- Sat Feb 18, 2017 8:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.21] Crash when crafting modded items
- Replies: 1
- Views: 755
[0.14.21] Crash when crafting modded items
I've added a bunch of items in one mod, two of the added items show up in the crafting menu with question icons instead of specified ones, when a recipe for these items is clicked, the game crashes. {type = "item", name = "op-biter-trap", icons = "__base__/graphics/icons/gra...
- Sat Feb 18, 2017 12:23 pm
- Forum: Modding discussion
- Topic: What is the use of the default_temperature of the liquid?
- Replies: 4
- Views: 1676
Re: What is the use of the default_temperature of the liquid?
Well, tests show that low heat capacity liquid indeed can be used to bring engine to a full power with a single boiler.
- Sat Feb 18, 2017 12:21 pm
- Forum: Mods
- Topic: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)
- Replies: 22
- Views: 9615
Re: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)
Refreshing isn't automated because it's possible for relays to not be empty. Changing a relay type would mean deleting items or fluids, so the button is there to give you a warning before accidentally deleting items. So, don't delete them, spill them\place in additional chest somewhere, or make a g...
- Sat Feb 18, 2017 10:30 am
- Forum: Mods
- Topic: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)
- Replies: 22
- Views: 9615
Re: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)
Well, it does run faster, albeit at a cost of not doing things as faithfully.
And it is not very intuitive to use. I liked factorissimo entering mechanic more, and that refresh button sucks, it'd be better if changes were updated at the moment you change settings of the particular relay.
And it is not very intuitive to use. I liked factorissimo entering mechanic more, and that refresh button sucks, it'd be better if changes were updated at the moment you change settings of the particular relay.
- Sat Feb 18, 2017 1:06 am
- Forum: Outdated/Not implemented
- Topic: Optimize Drone Movement
- Replies: 58
- Views: 29763
Re: Optimize Drone Movement
Well, I guess it's safe to say, that examples here are way off the designed scope of usage of logibutts. On the distances like that you're supposed to set up the supply train. And those don't look like default generation settings either. The thing with pathfinding bots is that a path taking 50 "...
- Sat Feb 18, 2017 12:44 am
- Forum: Modding discussion
- Topic: What is the use of the default_temperature of the liquid?
- Replies: 4
- Views: 1676
Re: What is the use of the default_temperature of the liquid?
Do they also account for heat_capacity or is that value only used for heating liquid up?
- Fri Feb 17, 2017 8:23 pm
- Forum: Modding discussion
- Topic: What is the use of the default_temperature of the liquid?
- Replies: 4
- Views: 1676
What is the use of the default_temperature of the liquid?
Back in the old days nuclear power mods worked by adding a reaction, that would produce a very hot liquid, which hotness was defined in the prototype as a `default_temperature`. However, I've recently added a liquid with `default_temperature=300` and when that one was piped to steam engine, nothing ...
- Fri Feb 17, 2017 5:42 pm
- Forum: Ideas and Requests For Mods
- Topic: [REQUEST][IDEA] Train tunnels and bridges
- Replies: 9
- Views: 4828
Re: [REQUEST][IDEA] Train tunnels and bridges
This is the mod section, and what you are suggesting requires rework of the game engine. (And was discussed somewhere).
Currently there's no reasonable way of implementing that in lua, that doesn't involve reinvention of a notable bit of the core logic.
Currently there's no reasonable way of implementing that in lua, that doesn't involve reinvention of a notable bit of the core logic.