What happened:
Calling `/c game.player.selected.order_upgrade{force=game.player.force, target="fast-underground-belt"}` on an underground transport belt marks the entity for upgrade but does not mark its neighbor.
What was expected:
Calling the above command marks the entity and its connected ...
Search found 524 matches
- Mon May 04, 2020 3:30 am
- Forum: Not a bug
- Topic: luaEntity.order_upgrade{} behavior differs from upgrade planner
- Replies: 2
- Views: 1003
- Sun May 03, 2020 2:58 pm
- Forum: Modding discussion
- Topic: Re-opened: breaking change/fix: script.raise_event rework
- Replies: 26
- Views: 10813
Re: Re-opened: breaking change/fix: script.raise_event rework
I originally resisted because I liked the flexibility to do weird stuff. But I've since found ways to do stuff I need without using this function. Well that and now resource.deplete() exists so I'm happy.
I'm okay with removing it now.
I'm okay with removing it now.
- Sun Apr 26, 2020 12:15 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] 0.18.21 loading modules into an assembler overflows into modules slots
- Replies: 2
- Views: 3155
Re: 0.18.21 loading modules into an assembler overflows into modules slots
This is a bug with mods that use insert() to perform actions. To achieve the desired effect, the mod has to target the correct inventory.
- Thu Apr 23, 2020 1:22 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3897
- Views: 1730724
Re: Bugs & FAQ
Are there any other mods that make good use of Angel's ore sorting besides Bob's? I really like the idea of requiring advanced processing to get access to other materials and Angels does a great job at this, but I'm craving something other than Bob electronics or the rest of those mods.
- Thu Apr 23, 2020 1:18 am
- Forum: Modding interface requests
- Topic: Set Hue for data stage (and for control stage; and saturation and value)
- Replies: 43
- Views: 11939
Re: Set Hue for data stage (and for control stage; and saturation and value)
According to Posilla, it's possible to create a second layer of an image and use additive blending. I would love to see support for tints > 1, such that rgb = 2 would produce a white silhouette of the original image. It's not quite a HSL option, but it's close and would allow changing the color of a ...
- Mon Apr 20, 2020 9:45 pm
- Forum: Modding interface requests
- Topic: get_energy_ratio()
- Replies: 0
- Views: 665
get_energy_ratio()
There are some cases where I need to check if an entity is fully powered. get_energy_ratio() would simplify the check to simplify a comparison like this:
if entity.prototype.electric_energy_source_prototype then
if entity.energy == entity.prototype.electric_energy_source_prototype.buffer_capacity ...
if entity.prototype.electric_energy_source_prototype then
if entity.energy == entity.prototype.electric_energy_source_prototype.buffer_capacity ...
- Mon Apr 20, 2020 9:41 pm
- Forum: Implemented mod requests
- Topic: LuaEntity.deplete()
- Replies: 2
- Views: 1889
Re: LuaEntity.deplete()
Thanks!
- Thu Apr 09, 2020 2:07 am
- Forum: Balancing
- Topic: Efficiency Module Scaling
- Replies: 45
- Views: 26053
Re: Efficiency Module Scaling
Module 3s in general are a trap. Too lazy to crunch the numbers again, but a rocket is worth roughly 50 module 3s. They're a nice tool for a megabase, but at that point the game changes quite a bit. I wouldn't worry too much about vanilla balance. Leave that to mods.
- Mon Apr 06, 2020 12:21 pm
- Forum: Modding interface requests
- Topic: animation.rotated_offset and rendering.*.rotated_target_offset
- Replies: 7
- Views: 2398
Re: animation.rotated_offset and rendering.*.rotated_target_offset
I guess is what I want is animation_match=target so something animates as its target does. I think.
- Mon Apr 06, 2020 11:59 am
- Forum: Modding interface requests
- Topic: animation.rotated_offset and rendering.*.rotated_target_offset
- Replies: 7
- Views: 2398
Re: animation.rotated_offset and rendering.*.rotated_target_offset
If the horizontal position is rotated with the entity, and the vertical position is offset regardless of rotation, and the animation matches the entity it's attached to, then it should look correct. I may be able to make the wheels rotate to point at the vehicle in front so it looks neat during a ...
- Sun Apr 05, 2020 2:53 pm
- Forum: Not a bug
- Topic: [0.18.17] rendering.get_all_ids() not behaving as expected
- Replies: 1
- Views: 822
[0.18.17] rendering.get_all_ids() not behaving as expected
What happened:
rendering.get_all_ids() returns an array of sequential numbers equal to the length of valid ids.
What was expected:
rendering.get_all_ids() returns an array of valid IDs.
Case:
ID's 1-2, 5-8 are valid.
rendering.get_all_ids() returns 3 and 4, but omits 7 and 8. If I don't check is ...
rendering.get_all_ids() returns an array of sequential numbers equal to the length of valid ids.
What was expected:
rendering.get_all_ids() returns an array of valid IDs.
Case:
ID's 1-2, 5-8 are valid.
rendering.get_all_ids() returns 3 and 4, but omits 7 and 8. If I don't check is ...
- Sat Apr 04, 2020 2:38 pm
- Forum: Modding interface requests
- Topic: Tint options: HSL
- Replies: 1
- Views: 970
Tint options: HSL
tl;dr
I want to be able to modify sprites by changing hue, saturation, and lighting levels. The existing tint options only makes sprites darker and this is very limiting.- Fri Apr 03, 2020 11:30 pm
- Forum: Implemented mod requests
- Topic: LuaEntity.deplete()
- Replies: 2
- Views: 1889
LuaEntity.deplete()
tl;dr: Similar to LuaEntity.destroy() (for finite resources), but also raises the on_resource_depleted event for the marked entity.
Use case: Nougat Mining turns ore in the ground to items on the ground marked for pickup. Currently I call raise_event if the ore runs out. With this, I wouldn't have ...
Use case: Nougat Mining turns ore in the ground to items on the ground marked for pickup. Currently I call raise_event if the ore runs out. With this, I wouldn't have ...
- Fri Apr 03, 2020 7:10 pm
- Forum: Already exists
- Topic: Item stack on the ground
- Replies: 1
- Views: 2108
Re: Item stack on the ground
This is already possible. surface.create_entity{name="item-on-ground", position=target_position, stack={item="iron-plate", count=100}} works just fine.
For example, Nougat Mining has this as a hidden config option by editing the variable at the top of control.lua. You can switch to generating items ...
For example, Nougat Mining has this as a hidden config option by editing the variable at the top of control.lua. You can switch to generating items ...
- Fri Apr 03, 2020 6:38 pm
- Forum: Modding interface requests
- Topic: animation.rotated_offset and rendering.*.rotated_target_offset
- Replies: 7
- Views: 2398
Re: animation.rotated_offset and rendering.*.rotated_target_offset
Here's an example of what I'm doing, v is the vehicle (tank), w is the wagon:
https://cdn.discordapp.com/attachments/306402592265732098/695703249050796173/unknown.png
What I expect to happen is the wheels to animate as the wagon rotates, but do so such that they remain at the front of the wagon ...
https://cdn.discordapp.com/attachments/306402592265732098/695703249050796173/unknown.png
What I expect to happen is the wheels to animate as the wagon rotates, but do so such that they remain at the front of the wagon ...
- Fri Apr 03, 2020 6:19 pm
- Forum: Modding interface requests
- Topic: animation.rotated_offset and rendering.*.rotated_target_offset
- Replies: 7
- Views: 2398
Re: animation.rotated_offset and rendering.*.rotated_target_offset
Having tinkered with oriented_offset, it doesn't seem to do what I'm intending it to.
If target and orientation_target are the same, then the rendered object isn't rotated about a point as expected. If they're different, then it's rotated about the target based on the position of rotation_target ...
If target and orientation_target are the same, then the rendered object isn't rotated about a point as expected. If they're different, then it's rotated about the target based on the position of rotation_target ...
- Fri Apr 03, 2020 4:58 pm
- Forum: Modding interface requests
- Topic: animation.rotated_offset and rendering.*.rotated_target_offset
- Replies: 7
- Views: 2398
animation.rotated_offset and rendering.*.rotated_target_offset
What?
Give modders the capability to make graphics render in a way that rotates properly as the entity rotates.
Why?
Cars need wheels. Wheels have to be offset, but this offset changes as the entity is rotated. rotated_target_offset would prevent this:
https://cdn.discordapp.com/attachments ...
Give modders the capability to make graphics render in a way that rotates properly as the entity rotates.
Why?
Cars need wheels. Wheels have to be offset, but this offset changes as the entity is rotated. rotated_target_offset would prevent this:
https://cdn.discordapp.com/attachments ...
- Fri Apr 03, 2020 4:34 pm
- Forum: Ideas and Suggestions
- Topic: Faster/more accessible logistic requests
- Replies: 5
- Views: 2263
Re: Faster/more accessible logistic requests
I subscribe to the thought that less clicks = better. Merging request and trash slots feels like it added at least 1 extra click to everything. This suggestion would keep the current behavior while potentially reducing the number of mouseclicks.
- Fri Apr 03, 2020 2:40 pm
- Forum: Not a bug
- Topic: [0.18.17] LuaPlayer::set_shortcut_toggled doesnt toggle shortcut
- Replies: 2
- Views: 1133
Re: [18.17] LuaPlayer::set_shortcut_toggled
I can confirm. I was investigating using the roborport toggle as an option to make Klonan's Construction Drones mod better but I could not enable the Roboport toggle. Thus I was unable to make it useful as an option for controlling construction drones.
Idea:
Toggle mouseover displays some ...
Idea:
Toggle mouseover displays some ...
- Thu Apr 02, 2020 10:34 pm
- Forum: Ideas and Suggestions
- Topic: Faster/more accessible logistic requests
- Replies: 5
- Views: 2263
Faster/more accessible logistic requests
TL;DR
Faster/more accessible logistic requests, support modifier keys
What ?
* Clicking outside of the box is equivalent to clicking the green check mark. Only the X or esc cancels creating the slot.
* On mouseover of a logistic request slot, open the expanded pane for that logistic request ...
Faster/more accessible logistic requests, support modifier keys
What ?
* Clicking outside of the box is equivalent to clicking the green check mark. Only the X or esc cancels creating the slot.
* On mouseover of a logistic request slot, open the expanded pane for that logistic request ...