0.16 mod related change log

Place to post guides, observations, things related to modding that are not mods themselves.
Post Reply
Rseding91
Factorio Staff
Factorio Staff
Posts: 13171
Joined: Wed Jun 11, 2014 5:23 am
Contact:

0.16 mod related change log

Post by Rseding91 »

For anyone wondering - this is the 0.16 changelog related to mod/script content: https://gist.github.com/Rseding91/4d12c ... 47db2fae06
If you want to get ahold of me I'm almost always on Discord.

Supercheese
Filter Inserter
Filter Inserter
Posts: 841
Joined: Mon Sep 14, 2015 7:40 am
Contact:

Re: 0.16 mod related change log

Post by Supercheese »

Fixed belt-immunity equipment so it now works on cars.

Added support for mods to show changelogs (following the same format as the core game changelog).
Delicious!

User avatar
withers
Fast Inserter
Fast Inserter
Posts: 125
Joined: Fri Apr 08, 2016 4:54 pm
Contact:

Re: 0.16 mod related change log

Post by withers »

Supercheese wrote:
Fixed belt-immunity equipment so it now works on cars.

Added support for mods to show changelogs (following the same format as the core game changelog).
Delicious!
Now if they would just add a flag to give belt immunity to “units”,we’d be in business.... :)

sillyfly
Smart Inserter
Smart Inserter
Posts: 1099
Joined: Sun May 04, 2014 11:29 am
Contact:

Re: 0.16 mod related change log

Post by sillyfly »

Hmmm.... First 0.15 mod changelog was posted 3 months before first 0.15 release....
So, 0.16 in ~3 months hype? :D

Supercheese
Filter Inserter
Filter Inserter
Posts: 841
Joined: Mon Sep 14, 2015 7:40 am
Contact:

Re: 0.16 mod related change log

Post by Supercheese »

- Added LuaPlayer::play_sound().
Huzzah! No more spawning explosion-entities as a hack to play sounds! :D

User avatar
eradicator
Smart Inserter
Smart Inserter
Posts: 5206
Joined: Tue Jul 12, 2016 9:03 am
Contact:

Re: 0.16 mod related change log

Post by eradicator »

Supercheese wrote:
- Added LuaPlayer::play_sound().
Huzzah! No more spawning explosion-entities as a hack to play sounds! :D
Except eer...if you want other players to hear the sound too :D?
Author of: Belt Planner, Hand Crank Generator, Screenshot Maker, /sudo and more.
Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.

Bilka
Factorio Staff
Factorio Staff
Posts: 3123
Joined: Sat Aug 13, 2016 9:20 am
Contact:

Re: 0.16 mod related change log

Post by Bilka »

eradicator wrote:
Supercheese wrote:
- Added LuaPlayer::play_sound().
Huzzah! No more spawning explosion-entities as a hack to play sounds! :D
Except eer...if you want other players to hear the sound too :D?

did you read the changelog? there's also force. and game .play_sound()
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.

User avatar
eradicator
Smart Inserter
Smart Inserter
Posts: 5206
Joined: Tue Jul 12, 2016 9:03 am
Contact:

Re: 0.16 mod related change log

Post by eradicator »

Bilka wrote:
eradicator wrote:
Supercheese wrote:
- Added LuaPlayer::play_sound().
Huzzah! No more spawning explosion-entities as a hack to play sounds! :D
Except eer...if you want other players to hear the sound too :D?
did you read the changelog? there's also force. and game .play_sound()
That's probably not a local sound though. I.e. some sounds should be heared only by players near coordinates x,y. Ofc it's entirely possible that play_sound() can actually do this. But we don't know yet. Relax & enjoy? :geek: Or maybe when i next look at the changelog there's suddenly surface.play_sound() too... :twisted:
Author of: Belt Planner, Hand Crank Generator, Screenshot Maker, /sudo and more.
Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.

Bilka
Factorio Staff
Factorio Staff
Posts: 3123
Joined: Sat Aug 13, 2016 9:20 am
Contact:

Re: 0.16 mod related change log

Post by Bilka »

eradicator wrote:
Bilka wrote:...
That's probably not a local sound though. I.e. some sounds should be heared only by players near coordinates x,y. Ofc it's entirely possible that play_sound() can actually do this. But we don't know yet. Relax & enjoy? :geek: Or maybe when i next look at the changelog there's suddenly surface.play_sound() too... :twisted:
line 91 :P
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.

User avatar
eradicator
Smart Inserter
Smart Inserter
Posts: 5206
Joined: Tue Jul 12, 2016 9:03 am
Contact:

Re: 0.16 mod related change log

Post by eradicator »

Bilka wrote:line 91 :P
I don't remember that being there last time. So i'll count that as my wishes becoming true :P /cough
Author of: Belt Planner, Hand Crank Generator, Screenshot Maker, /sudo and more.
Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.

Rseding91
Factorio Staff
Factorio Staff
Posts: 13171
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: 0.16 mod related change log

Post by Rseding91 »

eradicator wrote:
Bilka wrote:line 91 :P
I don't remember that being there last time. So i'll count that as my wishes becoming true :P /cough
You can look at the git history to see it was there before your post :P
If you want to get ahold of me I'm almost always on Discord.

User avatar
eradicator
Smart Inserter
Smart Inserter
Posts: 5206
Joined: Tue Jul 12, 2016 9:03 am
Contact:

Re: 0.16 mod related change log

Post by eradicator »

Rseding91 wrote:
eradicator wrote:
Bilka wrote:line 91 :P
I don't remember that being there last time. So i'll count that as my wishes becoming true :P /cough
You can look at the git history to see it was there before your post :P
U+1F648,U+1F649,U+1F64A.png
U+1F648,U+1F649,U+1F64A.png (6.72 KiB) Viewed 4278 times
Author of: Belt Planner, Hand Crank Generator, Screenshot Maker, /sudo and more.
Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.

Post Reply

Return to “Modding discussion”