Search found 30 matches

by zanven
Thu Nov 21, 2024 4:46 am
Forum: Modding interface requests
Topic: create a demolisher entity with quality
Replies: 0
Views: 33

create a demolisher entity with quality

currently when making a new demolisher entity via create_entity the quality parameter is not valid for that type of entity. i haven't figured out if i can yet make a demolisher for a territory yet, im guessing possibly not. My goal is to be able to analysis the spawned demolisher for a territory and...
by zanven
Thu Nov 21, 2024 4:43 am
Forum: Modding interface requests
Topic: [2.0.14] Add more ways for quality to affect items
Replies: 15
Views: 572

Re: [2.0.14] Add more ways for quality to affect items

Any potential changes always have to keep performance in mind. It's extremely unlikely we would implement a system for mods to use that will negatively impact the entire base/space-age game performance when not used by mods. The more variability the system allows the more memory indirection happens...
by zanven
Thu Nov 14, 2024 1:39 pm
Forum: Modding interface requests
Topic: [2.0.14] Add more ways for quality to affect items
Replies: 15
Views: 572

Re: [2.0.14] Add more ways for quality to affect items

curiosity wrote: ↑Fri Nov 08, 2024 8:12 pm Quality is extremely hardcoded. The biggest letdown of Space Age, IMO.
my hope like base game development, once the bug smashing is done these key game features start getting lua modding interfaces
by zanven
Thu Nov 14, 2024 1:35 pm
Forum: Modding interface requests
Topic: [2.0.12] Demolisher API (territories & spawning?)
Replies: 2
Views: 249

Re: [2.0.12] Demolisher API (territories & spawning?)

i would also like a way to spawn demolishers with quality. When you try to create entity by type with a quality property and its a demolisher it doesnt work and is an invalid luaEntity object while it does work with buildings / biter nests etc. if i want to replace a demolisher with a new one, will ...
by zanven
Sun Jul 28, 2024 6:15 am
Forum: Ideas and Suggestions
Topic: Tanks & Cars remote control
Replies: 5
Views: 4431

Re: Tanks & Cars remote control

In that case rampant should improve the personal defense drones so you can have a swarm of high-damage drones around your tank. What if rampant significantly buffed them, but reduced their duration by a lot, so you can have a death swarm in the early game for clearing out nests, but it'll cost you ...
by zanven
Sat Jul 27, 2024 3:18 pm
Forum: Ideas and Suggestions
Topic: Tanks & Cars remote control
Replies: 5
Views: 4431

Re: Tanks & Cars remote control

If vehicles are useless in Rampant, that seems more like a balance issue that should be addressed via the mod, rather than simply making them auto-drive capable. I feel like Rampant would do well to allow multiple tiers of each vehicle type, which get better over time, and allowing the earlier ones...
by zanven
Sat Jul 27, 2024 9:14 am
Forum: Ideas and Suggestions
Topic: Tanks & Cars remote control
Replies: 5
Views: 4431

Tanks & Cars remote control

TL;DR Tanks and Car's can be controlled like spidertrons remotely and auto fire What ? Tank's and Car's can be controlled with the same device spidertrons are controlled with, they also will auto fire the cannon and machine guns. Mod's have been unable to create it due to the limitation of the enti...
by zanven
Fri Jul 16, 2021 9:55 am
Forum: Ideas and Suggestions
Topic: Rework pumpjack expected resources value
Replies: 14
Views: 3716

Re: Rework pumpjack expected resources value

You can measure throughput by wiring up the belts carrying the ore away from the patch or by observing the tightness of the belts. Right, and I can see some use for that, but it is not what your suggestion provides for oil fields. Your suggestion is to provide the maximum output rate, which is the ...
by zanven
Thu Jul 15, 2021 9:37 am
Forum: Ideas and Suggestions
Topic: Rework pumpjack expected resources value
Replies: 14
Views: 3716

Re: Rework pumpjack expected resources value

+1

I would find this very useful to know ahead of time when i need to take a new oil outpost for my base as a an early alert, instead of going "oh shit my tanks are emptying fast and triggered a < 80% alarm"
by zanven
Wed Jun 16, 2021 6:21 pm
Forum: Releases
Topic: Version 1.1.35
Replies: 13
Views: 23895

Re: Version 1.1.35

yes but we are talking about an API and making it easier to consume and not providing full on lua debugging. I use schema's primarily for autocompletion in kubernetes yaml files or for my cloudformation for AWS so i don't have to memorise the file format or have the doco open in another monitor to ...
by zanven
Wed Jun 16, 2021 5:49 pm
Forum: Releases
Topic: Version 1.1.35
Replies: 13
Views: 23895

Re: Version 1.1.35

should consider that json support for https://json-schema.org/ format example schema's can be seen: https://www.schemastore.org/json/ i use it all the time as i code from neovim. would mean the format provided is in a more generally consumable format with heaps of editors with support out of the bo...
by zanven
Wed Jun 16, 2021 5:19 pm
Forum: Releases
Topic: Version 1.1.35
Replies: 13
Views: 23895

Re: Version 1.1.35

should consider that json support for https://json-schema.org/ format example schema's can be seen: https://www.schemastore.org/json/ i use it all the time as i code from neovim. would mean the format provided is in a more generally consumable format with heaps of editors with support out of the bo...
by zanven
Wed Jun 16, 2021 5:06 pm
Forum: Releases
Topic: Version 1.1.35
Replies: 13
Views: 23895

Re: Version 1.1.35

Added a machine-readable JSON format of the runtime documentation, which can be used by developer tools to provide code completion and related functionality. is this json schema and where can I find it so I can use it as a linter! Information about it can be found here , and support for code comple...
by zanven
Wed Jun 16, 2021 4:49 pm
Forum: Releases
Topic: Version 1.1.35
Replies: 13
Views: 23895

Re: Version 1.1.35

Added a machine-readable JSON format of the runtime documentation, which can be used by developer tools to provide code completion and related functionality.
is this json schema and where can I find it so I can use it as a linter!
by zanven
Thu May 11, 2017 4:34 am
Forum: Implemented mod requests
Topic: Simple property requests (something that exists but has no way to read/write it)
Replies: 139
Views: 48618

Re: Simple property requests (something that exists but has no way to read/write it)

LuaTrainStopControlBehavior.enable_disable_value - current value of the circuit network condition for enable_disable (number)
by zanven
Thu May 11, 2017 3:11 am
Forum: Modding help
Topic: is it possible to extend a base entity's gui??
Replies: 4
Views: 1638

Re: is it possible to extend a base entity's gui??

thanks for that, is their any button already used in the modding community for such a hover button so i can stay consistent with the community and end user expectation? (also just learned using q while hovering items lets u place items of that type if you have them. QOL improved! xD)
by zanven
Thu May 11, 2017 2:20 am
Forum: Modding help
Topic: is it possible to extend a base entity's gui??
Replies: 4
Views: 1638

is it possible to extend a base entity's gui??

hi im just starting to mod an idea i had but i didn't want to re create the train station gui, im just trying to add a extra checkbox option in the mode of operation box in the train station gui that would ideally pop up another box the same way enable/disable does. i don't need to read any informat...
by zanven
Wed May 10, 2017 11:02 pm
Forum: Implemented Suggestions
Topic: [0.15.x] Train Station Maximum Queue
Replies: 0
Views: 948

[0.15.x] Train Station Maximum Queue

problem: At the moment after 0.15 if we wish to create multiple stations with the same name "iron ore pickup" and we require multiple trains to fully keep up with the rate the stations are turning on because they have enough for a full train (so toggling disabled or not based on available ...
by zanven
Fri May 05, 2017 9:19 pm
Forum: News
Topic: Friday Facts #189 - Specifying the 1.0
Replies: 169
Views: 82218

Re: Friday Facts #189 - Specifying the 1.0

arty train big yes so people aren't forced to wall in their train lines to outposts on death worlds like i have too :P. when you do the arty trains can you please consider making it a platform which is a wagon where people can mount their weapon systems of choice, so if they can mix and match the we...
by zanven
Thu May 04, 2017 12:34 pm
Forum: Ideas and Suggestions
Topic: Stack inserters with negative stack size
Replies: 8
Views: 4218

Re: Stack inserters with negative stack size

As 0.15 brought us configurable stack sizes, I feel that adding negative stacksizes for reversing movement (of splitters, belts, inserters) is definitely a lot more possible now, on the other hand I'm struggling with the complexity of this one for a lot of players. Wouldn't it be nice to just have ...

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