Search found 945 matches
- Mon Mar 06, 2017 12:56 am
- Forum: Modding help
- Topic: Blue highlight on energy providers when hovering on entity
- Replies: 2
- Views: 1018
Re: Blue highlight on energy providers when hovering on entity
You can't do that, sorry. The hardcoded bits of electricity system make many mods look silly,
- Sun Mar 05, 2017 9:56 pm
- Forum: Modding help
- Topic: What is the point of LuaForce.reset_recipes(),reset_technologies() ?
- Replies: 12
- Views: 3084
Re: What is the point of LuaForce.reset_recipes(),reset_technologies() ?
Nah, I've tested it, the technologies are stored with their effects alright. local t= --insert some altered technology reference here --t.researched=false print(serpent.block(t.effects)) game.forces.player.reset_technologies() --t.researched=true print(serpent.block(t.effects)) The code above doesn'...
- Sun Mar 05, 2017 6:13 pm
- Forum: Not a bug
- Topic: [0.14.21] Map editor, cannot move into out of the map tiles
- Replies: 5
- Views: 1394
[0.14.21] Map editor, cannot move into out of the map tiles
When editing the map, the screen movement is blocked by collisions of screen center with black nothingness tiles. That is quite unintuitive and if you wipe terrain under yourself it may seem that movement keys suddenly stop working. This is especially confusing considering that ingame, those tiles d...
- Sun Mar 05, 2017 11:10 am
- Forum: Modding help
- Topic: What is the point of LuaForce.reset_recipes(),reset_technologies() ?
- Replies: 12
- Views: 3084
Re: What is the point of LuaForce.reset_recipes(),reset_technologies() ?
However this doesn't retroactively call their effects or anything, this just sets them to their correct values. Is there any reasoning for that? As in original post: It seems highly exotic for the modder to want to keep old technology effects in action in a new version of the mod. Because there's n...
- Sun Mar 05, 2017 12:10 am
- Forum: Modding help
- Topic: What is the point of LuaForce.reset_recipes(),reset_technologies() ?
- Replies: 12
- Views: 3084
Re: What is the point of LuaForce.reset_recipes(),reset_technologies() ?
Is there any reasoning for that?Klonan wrote:However this doesn't retroactively call their effects or anything, this just sets them to their correct values.
As in original post: It seems highly exotic for the modder to want to keep old technology effects in action in a new version of the mod.
- Sat Mar 04, 2017 11:05 pm
- Forum: Modding help
- Topic: What is the point of LuaForce.reset_recipes(),reset_technologies() ?
- Replies: 12
- Views: 3084
Re: What is the point of LuaForce.reset_recipes(),reset_technologies() ?
Hm, what does `reset_technologies()` actually do? If a new recipe is added that should be unlocked by technology, and the tech is already researched, the recipe does not become enabled. What about other effects? If I modify bullet damage research for example, will the damage modifier of the force be...
- Sat Mar 04, 2017 8:21 pm
- Forum: Off topic
- Topic: How are games optimized for specific CPU's? (f.e. Ryzen)
- Replies: 4
- Views: 2609
Re: How are games optimized for specific CPU's? (f.e. Ryzen)
Well, you can't just admit you've shoved a piece of shite to customers. You make some evasive unverifiable statement to explain why people don't get what they've expected. Preferably in such statement you don't give any concrete names or direct accusations. That's exactly what you have here. As for ...
- Sat Mar 04, 2017 10:23 am
- Forum: Modding help
- Topic: Having troubles finding a script
- Replies: 2
- Views: 951
Re: Having troubles finding a script
You could try adding `dying_sound` field to player prototype, although I don't know whether it will work. Looking at the biter definitions, it should be something like: dying_sound={ { filename = "path_to_first_variant_of_sound", volume = some_number }, { filename = "path_to_another_v...
- Sat Mar 04, 2017 10:15 am
- Forum: Mods
- Topic: [MOD 0.13+] Liftoff_0.1.10 (12.02.17) Aircraft extension
- Replies: 36
- Views: 18265
Re: [MOD 0.13+] Liftoff_0.1.10 (12.02.17) Aircraft extension
Could you elaborate please? Id on't quite follow what is happening.
- Thu Mar 02, 2017 11:12 pm
- Forum: Modding discussion
- Topic: [Short article] Can X-Ypoint be described by only one coord?
- Replies: 12
- Views: 6866
- Mon Feb 27, 2017 11:04 pm
- Forum: Implemented Suggestions
- Topic: Turrets on trains
- Replies: 6
- Views: 2621
Re: Turrets on trains
Modders have tried it before, and determined that the game's code just plain doesn't allow it. Just plain doesn't allow what? There's more than a few mods that allow you to have wagons shoot at biters. They are not exactly a turret built over wagon, but the difference is negligible. And this is not...
- Sun Feb 26, 2017 1:22 pm
- Forum: Modding help
- Topic: printing different messages for each player causes desync
- Replies: 15
- Views: 3134
Re: printing different messages for each player causes desync
Players can't have different config.lua. You will have to wait for 0.15 or to implement ingame means for setting up settings.Optera wrote:Great.... that means I I have to use global.log_level or global.log_level[playerName] and also find a way to reset it to log_level from config.lua when loading a save.
- Sun Feb 26, 2017 12:03 pm
- Forum: Modding help
- Topic: There is no table in .entity
- Replies: 3
- Views: 1150
Re: There is no table in .entity
Well, you know the truth now, the entity (and pretty much any other object your script receives from the game) is actually a table with a single field: __self. That __self is a pointer to the c++ object, that actually holds all the data. Lua does not know how to operate with c++ objects, so programm...
- Sun Feb 26, 2017 11:38 am
- Forum: Modding help
- Topic: Muzzle fire animation / fuel deactivation
- Replies: 10
- Views: 3215
Re: Muzzle fire animation / fuel deactivation
The code he provided you, is self contained, you indeed can put it in any place of control.lua. The important part is the `script.on_event({defines.events.on_built_entity, defines.events.on_robot_built_entity}, on_built)`, which binds the defined function to relevant ingame events.
- Sun Feb 26, 2017 9:01 am
- Forum: Modding help
- Topic: printing different messages for each player causes desync
- Replies: 15
- Views: 3134
Re: printing different messages for each player causes desync
Everything that should be retained across tick should be in global.
Make it global.lastMessages[player_index]={}.
Make it global.lastMessages[player_index]={}.
- Sat Feb 25, 2017 11:15 pm
- Forum: Not a bug
- Topic: [0.14.22] get_control_behavior() bad performance
- Replies: 12
- Views: 2797
Re: [0.14.22] get_control_behavior() bad performance
You clearly misunderstand how people's mind works.
- Sat Feb 25, 2017 8:41 pm
- Forum: Modding help
- Topic: Help with lab and water
- Replies: 4
- Views: 1939
Re: Help with lab and water
You can use scripts to
hide a pipe under the lab, remove water from the pipe and set lab's field `active` so it would do its thing. Or add another science pack to the technology in question and insert that one when water is in pipe.
hide a pipe under the lab, remove water from the pipe and set lab's field `active` so it would do its thing. Or add another science pack to the technology in question and insert that one when water is in pipe.
- Sat Feb 25, 2017 8:19 pm
- Forum: Not a bug
- Topic: [0.14.22] get_control_behavior() bad performance
- Replies: 12
- Views: 2797
Re: [0.14.22] get_control_behavior() bad performance
Well, the base class, which I've turned to as a general reference, did not.
Also, LuaCombinatorControlBehavior misses one.
Also, LuaCombinatorControlBehavior misses one.
- Sat Feb 25, 2017 8:14 pm
- Forum: Modding help
- Topic: Science cost config question
- Replies: 1
- Views: 674
Re: Science cost config question
Her you go, it multiplies any cost by five. It's two files 12 lines total, you'll find how to tweak the multiplier.
- Sat Feb 25, 2017 7:52 pm
- Forum: Modding help
- Topic: Muzzle fire animation / fuel deactivation
- Replies: 10
- Views: 3215
Re: Muzzle fire animation / fuel deactivation
Well, car turret is defined in /data/items/gun.lua and its definition has field `projectile_creation_distance`. That probably will help with gunshots.