Search found 2529 matches
- 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...
- 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]
- 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]
- 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]
- 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...
- 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]
- 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]
- 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]
- Fri Jan 12, 2024 1:45 pm
- Forum: Modding interface requests
- Topic: Add localised tooltips to LuaGuiElement drop-down items
- Replies: 16
- Views: 2080
- 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...
- 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...
- 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_...
- Mon Jan 01, 2024 11:49 pm
- Forum: Modding help
- Topic: Wrangling resource autoplace / noise expressions?
- Replies: 5
- Views: 1142
- 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: ...
- 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.
- Sat Dec 30, 2023 7:13 pm
- Forum: Modding help
- Topic: Wrangling resource autoplace / noise expressions?
- Replies: 5
- Views: 1142
Re: Converting resource autoplace settings to tile properties / named expressions?
That's helpful, thanks.
- 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...
- 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'...
- 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 ...
- 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.