Search found 2529 matches

by Deadlock989
Tue Jun 25, 2024 5:30 pm
Forum: Ideas and Suggestions
Topic: Mods should have better control over versions
Replies: 9
Views: 927

Re: Mods should have better control over versions

1. The version of a mod should be included in a save. When the game auto installs mods to load a save, it should install the correct versions. 2. Mod makers should be able to designate an update as breaking, which creates warnings for users before they upgrade the mod. 3. Mods should be downgradeab...
by Deadlock989
Fri Jan 12, 2024 9:13 pm
Forum: Modding interface requests
Topic: Add localised tooltips to LuaGuiElement drop-down items
Replies: 16
Views: 2080

Re: Add localised strings to LuaGuiElement drop-down items

[Moderated by Koub : response to a moderated post]
by Deadlock989
Fri Jan 12, 2024 6:29 pm
Forum: Modding interface requests
Topic: Add localised tooltips to LuaGuiElement drop-down items
Replies: 16
Views: 2080

Re: Add localised strings to LuaGuiElement drop-down items

[Moderated by Koub : response to a moderated post]
by Deadlock989
Fri Jan 12, 2024 5:28 pm
Forum: Modding interface requests
Topic: Add localised tooltips to LuaGuiElement drop-down items
Replies: 16
Views: 2080

Re: Add localised strings to LuaGuiElement drop-down items

[Moderated by Koub : response to a moderated post]
by Deadlock989
Fri Jan 12, 2024 5:18 pm
Forum: Modding help
Topic: How to set a modded entity to a force that is untargetable
Replies: 9
Views: 1547

Re: How to set a modded entity to a force that is untargetable

Qon's habitual rudeness aside, this is not a simple request. In your analogy, this isn't just a word, it's a whole paragraph. There's no one "setting" or property in IR3 that will make big wooden poles less appealing to Rampant AI. As I said to you elsewhere, in vanilla, biters are focused...
by Deadlock989
Fri Jan 12, 2024 3:35 pm
Forum: Modding interface requests
Topic: Add localised tooltips to LuaGuiElement drop-down items
Replies: 16
Views: 2080

Re: Add localised strings to LuaGuiElement drop-down items

[Moderated by Koub : response to a moderated post]
by Deadlock989
Fri Jan 12, 2024 3:08 pm
Forum: Modding interface requests
Topic: Add localised tooltips to LuaGuiElement drop-down items
Replies: 16
Views: 2080

Re: Add localised strings to LuaGuiElement drop-down items

[Moderated by Koub : response to a moderated post]
by Deadlock989
Fri Jan 12, 2024 2:46 pm
Forum: Modding interface requests
Topic: Add localised tooltips to LuaGuiElement drop-down items
Replies: 16
Views: 2080

Re: Add localised strings to LuaGuiElement drop-down items

[Moderated by Koub : please keep things civil]
by Deadlock989
Fri Jan 12, 2024 1:22 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 235
Views: 66354

Re: Friday Facts #393 - Putting things on top of other things

Some mods will be outdated... Tell me about it. It's nice to see these ideas revisited at last but I wish you had followed through with the original intention of having stack inserters do this. As a point of feedback - the large GIF of the flickering stacked circuits on green belts is almost seizur...
by Deadlock989
Tue Jan 09, 2024 5:14 pm
Forum: Modding help
Topic: Trouble with auto_barrel [SOLVED]
Replies: 2
Views: 590

Re: Trouble with auto_barrel

works perfectly, except that there are no barrels for it in the crafting menu Do the barrels appear in the barrelling technology tooltip? If so, but they don't appear in the crafting menu, then autobarrel is working but the recipe is simply not unlocked - most likely because the tech is already res...
by Deadlock989
Tue Jan 02, 2024 12:09 am
Forum: Documentation Improvement Requests
Topic: Documentation for lualib libraries is missing
Replies: 5
Views: 1119

Re: Documentation for lualib libraries is missing

Could you expand on specific issues/information that you discovered? A first version of the docs would mostly copy the comments found in the Lua files, and I assume those were not enough to address what you encountered. The most recent cock-up I made was trying to use collision_mask_util.get_first_...
by Deadlock989
Mon Jan 01, 2024 11:49 pm
Forum: Modding help
Topic: Wrangling resource autoplace / noise expressions?
Replies: 5
Views: 1142

Re: Converting resource autoplace settings to tile properties / named expressions?

Bilka wrote: Mon Jan 01, 2024 12:52 pmFor some reason, resource with exactly 1 richness aren't spawned in-game, it has to be at least 2. This didn't affect my examples because I used containers instead of resources.
Ouch. That's ... a thing, apparently.

Thanks, I got there in the end.
by Deadlock989
Mon Jan 01, 2024 12:16 pm
Forum: Modding help
Topic: Wrangling resource autoplace / noise expressions?
Replies: 5
Views: 1142

Re: Converting resource autoplace settings to tile properties / named expressions?

So after some wrangling I've got to a state where I'm getting the desired results in the map generator preview: Untitled.jpg But when I start the game, the resources do not spawn, ever. To get this far I am creating an autoplace control and generating an orphaned autoplace using resource_autoplace: ...
by Deadlock989
Sun Dec 31, 2023 12:16 pm
Forum: Documentation Improvement Requests
Topic: Documentation for lualib libraries is missing
Replies: 5
Views: 1119

Re: Documentation for lualib libraries is missing

+1. I've been misled or made faulty assumptions a few times. Prime candidate would be resource_autoplace.
by Deadlock989
Sat Dec 30, 2023 2:58 pm
Forum: Modding help
Topic: Wrangling resource autoplace / noise expressions?
Replies: 5
Views: 1142

Wrangling resource autoplace / noise expressions?

I find noise expressions and their documentation very, very difficult to comprehend. At this point nothing you can say will convince me that they aren't an occult ritual. I want to add a new resource that spawns "spotty" resources in exactly the same manner as vanilla's crude oil, just wit...
by Deadlock989
Sat Dec 30, 2023 2:48 pm
Forum: Modding help
Topic: Migrations on mod compatibilities
Replies: 9
Views: 1417

Re: Migrations on mod compatibilities

The only case where we have a problem is the one where a player: -> Plays both mods -> Updates Ev Refining -> Deletes Lead -> Enables Lead And well I dunno why someone would do something like that. (It would compromise the entire run.) If a player can break something, at least one will. Whether it'...
by Deadlock989
Sat Dec 30, 2023 12:01 pm
Forum: Modding help
Topic: Migrations on mod compatibilities
Replies: 9
Views: 1417

Re: Migrations on mod compatibilities

And what do you mean by "test the existence" of a prototype? e.g. if game.recipe_prototypes["lead-dust0"] then -- do something end Wait I found out a piece of code that works and applies the migrations correctly by looking at your first link: (another time, thank you) You don't ...
by Deadlock989
Fri Dec 29, 2023 11:20 pm
Forum: Modding help
Topic: Migrations on mod compatibilities
Replies: 9
Views: 1417

Re: Migrations on mod compatibilities

As far as I know I don't think this is possible with JSON migration files. But you can write Lua migration files as well, and you can conditionally run a code block if and only if a specific mod is present (game.active_mods), or test for the existence of named prototypes, etc.

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