Search found 582 matches
- Wed Jul 19, 2017 4:31 am
- Forum: Mod portal Discussion
- Topic: "Failed to read info.json" on uploaded, yet functional mod
- Replies: 22
- Views: 8111
Re: "Failed to read info.json" on uploaded, yet functional mod
The zip is read using https://docs.python.org/3.5/library/zipfile.html . If you provide examples of a broken zip, I can take a look. Here are a whole bunch - my entire set of mods. All of them were built just now using method 2 (the second non-working one) in the above post (so selected because it ...
- Tue Jul 18, 2017 5:27 am
- Forum: Won't implement
- Topic: "Chunk updates pollution" event
- Replies: 9
- Views: 2742
Re: "Chunk updates pollution" event
If you don't have to do something to EVERY chunk EVERY tick, you can scan over all chunks, but stop after you've scanned X, and next tick pick up starting at the next chunk over. That way performance penalty is spread evenly over all ticks, and does not increase in proportion to number of chunks ge...
- Tue Jul 18, 2017 2:52 am
- Forum: Mod portal Discussion
- Topic: "Failed to read info.json" on uploaded, yet functional mod
- Replies: 22
- Views: 8111
Re: "Failed to read info.json" on uploaded, yet functional mod
Well, I learned something: The actual code used to compile the zips matters too, and seems to be the deciding factor. In particular, however WinRAR does it always works. Editing the contents of a jar/zip actually repack the whole thing using WinRAR's encoding, which the portal can accept. My custom ...
- Tue Jul 18, 2017 2:19 am
- Forum: Won't implement
- Topic: "Chunk updates pollution" event
- Replies: 9
- Views: 2742
Re: "Chunk updates pollution" event
What does access to the event give you that iterating over the chunks once a second does not? I want to do something similar to Minecraft's block ticks. Iterating over the entire world is far too expensive to ever do all at once, even once per second, resulting in a noticeable lag spike every time ...
- Tue Jul 18, 2017 2:14 am
- Forum: Mod portal Discussion
- Topic: "Failed to read info.json" on uploaded, yet functional mod
- Replies: 22
- Views: 8111
"Failed to read info.json" on uploaded, yet functional mod
I sometimes get an issue when uploading a mod to the portal, telling me that it could not read the info.json file. In particular, I have noticed the following: *How the mod zip is compiled matters; ones compiled with WinRAR have the greatest rate of success *Editing the zip in an attempt to 'fix' th...
- Tue Jul 18, 2017 2:01 am
- Forum: Won't implement
- Topic: "Chunk updates pollution" event
- Replies: 9
- Views: 2742
Re: "Chunk updates pollution" event
This is another one of the events we never made because of how frequently it would be called (100-200 times/tick or more). 200 times a tick!? I thought chunks only updated their pollution once a second. EDIT: By "Update" I mean the spread/absorption behavior, not any time the data is acce...
- Sun Jul 16, 2017 8:30 pm
- Forum: Won't implement
- Topic: "Chunk updates pollution" event
- Replies: 9
- Views: 2742
"Chunk updates pollution" event
As per viewtopic.php?f=28&t=50178&p=292472#p292472 , which was never responded to.
- Sun Jul 16, 2017 8:29 pm
- Forum: Won't implement
- Topic: Make surface.spill_items return item entities
- Replies: 4
- Views: 1454
Re: Make surface.spill_items return item entities
The former would be more generally useful.Rseding91 wrote:Do you really want the items or do you just want a parameter you can use to auto-mark them for deconstruction?
- Sun Jul 16, 2017 8:28 pm
- Forum: Modding help
- Topic: Accessing [RW] fluid-turret fluid buffer via scripting?
- Replies: 1
- Views: 973
Accessing [RW] fluid-turret fluid buffer via scripting?
My turret range upgrade research - the one that replaces turrets in-situ with a range-boosted version - should keep the ammo/power/fluids of a turret when replaced. However, flamethrower turrets are posing something of a problem. Their lua-script 'fluidbox' parameter on the LuaEntity only offers one...
- Sun Jul 16, 2017 5:00 am
- Forum: Modding help
- Topic: Is there an event type for on simulation start?
- Replies: 3
- Views: 1703
Re: Is there an event type for on simulation start?
Haven't tried, but I believe this should work: script.on_init(function() game.map_settings.enemy_evolution.destroy_factor = 1 end) on_init(f) Register a callback to be run on mod init. This is called once when a new save game is created or once when a save file is loaded that previously didn't cont...
- Sun Jul 16, 2017 4:53 am
- Forum: Implemented mod requests
- Topic: events.on_damage
- Replies: 2
- Views: 1316
Re: events.on_damage
This is basically my request as well:darkfrei wrote:Hi all!
Here was added damage event:
Is it possible to add this as API?Code: Select all
Damaging a tree with impact or physical damage generates some leaves.
viewtopic.php?f=28&t=50177&p=291708#p291638
- Fri Jul 14, 2017 2:11 am
- Forum: Modding help
- Topic: Automatically generating localized names
- Replies: 4
- Views: 1079
Re: Automatically generating localized names
What will that parse into?Nexela wrote:In locale.cfgin data*.luaCode: Select all
[turrets] upgrade=__1__ range_boost __2__
Code: Select all
myturret.localised_name = {"turrets.upgrade", {"entity-name."..turret_name_from_loop}, level}
- Thu Jul 13, 2017 9:57 pm
- Forum: Modding help
- Topic: Automatically generating localized names
- Replies: 4
- Views: 1079
Automatically generating localized names
I have a research that adds turret range upgrades, but to do this it has to effectively clone turrets once per turret type, once per level. This all works fine, but the problem is that the upgraded turrets (internally named [original name]-rangeboost-[level]") have no corresponding localization...
- Tue Jul 11, 2017 3:08 am
- Forum: Won't implement
- Topic: Make surface.spill_items return item entities
- Replies: 4
- Views: 1454
Make surface.spill_items return item entities
It would be very convenient if the item drop function returned the item drops, so that you could, for example, mark them for deconstruction automatically without having to then search for entities pointlessly.
- Wed Jun 28, 2017 7:56 am
- Forum: Implemented mod requests
- Topic: "Get random chunk" from Surface
- Replies: 13
- Views: 3939
Re: "Get random chunk" from Surface
Would that be feasible?
- Sun Jun 25, 2017 11:45 pm
- Forum: Implemented mod requests
- Topic: "Get random chunk" from Surface
- Replies: 13
- Views: 3939
Re: "Get random chunk" from Surface
In which case let me transform this request into an event for "on chunk updates pollution".Rseding91 wrote:No.Reika wrote:OK...is there any way at all to give the API the ability to performantly pick random in-world positions?
- Sun Jun 25, 2017 8:05 pm
- Forum: Implemented mod requests
- Topic: "Get random chunk" from Surface
- Replies: 13
- Views: 3939
Re: "Get random chunk" from Surface
The game can access any given chunk in O(1) time but doesn't know the total-set of chunks that exist without iterating the container that may or may not hold chunks for the given position in it. That virtually never happens in the normal game because O(1) access time is far better than iterating. O...
- Sun Jun 25, 2017 12:47 am
- Forum: Implemented mod requests
- Topic: "On entity attacked" event
- Replies: 3
- Views: 1571
Re: "On entity attacked" event
Given the existence of on_tick, I am not sure this is worth concerning oneself with.Rseding91 wrote:We talked about adding an on-attacked event in the past but it was decided against due to performance concerns.
- Sun Jun 25, 2017 12:45 am
- Forum: Implemented mod requests
- Topic: "Get random chunk" from Surface
- Replies: 13
- Views: 3939
Re: "Get random chunk" from Surface
Random access into the chunk iterator would be iterating the chunk iterator to get the total count then iterating again to decide when to stop. What I'm trying to say is: there's no built-in way to "get a random chunk" without just "getting all chunks and pick a random one" whic...
- Sat Jun 24, 2017 6:54 pm
- Forum: Modding help
- Topic: Performant way to pick random positions in the world?
- Replies: 8
- Views: 2344
Re: Performant way to pick random positions in the world?
Requested.Optera wrote:There's an entire subforum for itReika wrote:Is there a location to request new API hooks and/or ping a developer?Optera wrote:Chances are pretty good if you argue like this that it'll be added to some future version.
viewforum.php?f=28