Search found 524 matches

by Mylon
Mon May 04, 2020 3:30 am
Forum: Not a bug
Topic: luaEntity.order_upgrade{} behavior differs from upgrade planner
Replies: 2
Views: 1003

luaEntity.order_upgrade{} behavior differs from upgrade planner

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 ...
by Mylon
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.
by Mylon
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.
by Mylon
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.
by Mylon
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 ...
by Mylon
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 ...
by Mylon
Mon Apr 20, 2020 9:41 pm
Forum: Implemented mod requests
Topic: LuaEntity.deplete()
Replies: 2
Views: 1889

Re: LuaEntity.deplete()

Thanks!
by Mylon
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.
by Mylon
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.
by Mylon
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 ...
by Mylon
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 ...
by Mylon
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.
by Mylon
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 ...
by Mylon
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 ...
by Mylon
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 ...
by Mylon
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 ...
by Mylon
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 ...
by Mylon
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.
by Mylon
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 ...
by Mylon
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 ...

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