Search found 945 matches

by Adil
Sat Feb 25, 2017 1:33 pm
Forum: Modding help
Topic: Muzzle fire animation / fuel deactivation
Replies: 10
Views: 3236

Re: Muzzle fire animation / fuel deactivation

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.
by Adil
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 = &...
by Adil
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.
by Adil
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.
by Adil
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 ...
by Adil
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.
by Adil
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...
by Adil
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 ...
by Adil
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...
by Adil
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.
by Adil
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...
by Adil
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
Adil wrote:iconS = "__base__/graphics/icons/graphics/icons/medium-biter.png",
Silly me.
by Adil
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...
by Adil
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.
by Adil
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...
by Adil
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.
by Adil
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 "...
by Adil
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?
by Adil
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 ...
by Adil
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.

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