Search found 416 matches

by kirazy
Mon Dec 07, 2020 6:36 am
Forum: Modding help
Topic: Is this a bug or am I missing something special with vehicles?
Replies: 0
Views: 549

Is this a bug or am I missing something special with vehicles?

Context: In my reskin mods, I display "tier" pips on hundreds of items. They show up primarily in the inventory/crafting machines, and I use the "pictures" field of items/items-with-entity-data and so on to avoid showing the pips when items are on belts or on the ground. With one...
by kirazy
Fri Dec 04, 2020 3:38 am
Forum: Ideas and Suggestions
Topic: Dynamic shadows to show time of day
Replies: 12
Views: 2454

Re: Dynamic shadows to show time of day

Are you saying that objects in the game already have shadow layers? I don't think that's right but I really don't know. (I don't know that much about pixel art) If you had the art assets, yeah, it would be do-able. But to make those shadow layers would require a ton of art-work. Yes, that is what I...
by kirazy
Fri Dec 04, 2020 2:52 am
Forum: Ideas and Suggestions
Topic: Dynamic shadows to show time of day
Replies: 12
Views: 2454

Re: Dynamic shadows to show time of day

I don't think it's possible to do this with sprites? Without some sort of 3d representation, how could you make a shadow of, say, a telephone pole? Every item in the game would need a whole new set of sprites and not just one. Maybe you could come up with some sort of compressed representation of a...
by kirazy
Fri Dec 04, 2020 1:08 am
Forum: Ideas and Suggestions
Topic: Dynamic shadows to show time of day
Replies: 12
Views: 2454

Re: Dynamic shadows to show time of day

Imo, just having the shadows fade to almost invisible at night would be a marked improvement. But I think trying to simulate a proper day-night cycle with static sprites is asking a lot.
by kirazy
Thu Dec 03, 2020 1:28 am
Forum: Not a bug
Topic: [1.1.3] All mod settings are listed under 'base mod'
Replies: 2
Views: 854

Re: [1.1.3] All mod settings are listed under 'base mod'

This is a result of turning off the option that tracks prototype history in "The rest" settings.

Image
by kirazy
Wed Dec 02, 2020 10:56 pm
Forum: Ideas and Requests For Mods
Topic: Double Assembling Machine
Replies: 11
Views: 3394

Re: Double Assembling Machine

You could make a whitelist of which components should not be decomposed, everything made in furnaces for example. Now you build rocket parts from iron plates and copper plates (and crude oil). Which is where you don't apply the algorithm generally. He's not asking to make everything from their base...
by kirazy
Wed Dec 02, 2020 8:35 pm
Forum: Ideas and Requests For Mods
Topic: Double Assembling Machine
Replies: 11
Views: 3394

Re: Double Assembling Machine

darkfrei wrote:
Wed Dec 02, 2020 10:58 am
kirazy wrote:
Wed Dec 02, 2020 9:50 am

Repeat until you can't find a recipe.
Now you build rocket parts from ore and crude oil.
You could make a whitelist of which components should not be decomposed, everything made in furnaces for example.
by kirazy
Wed Dec 02, 2020 8:33 pm
Forum: Ideas and Requests For Mods
Topic: Double Assembling Machine
Replies: 11
Views: 3394

Re: Double Assembling Machine

What I want is an assembling machine that crafts the equivalent of two assembling machine recipes at a time. For example, it could make an engine unit from a steel plate, iron plates, and pipes or from a steel plate, iron plates, and an iron gear wheel but not iron plates, an iron gear wheel, and p...
by kirazy
Wed Dec 02, 2020 9:50 am
Forum: Ideas and Requests For Mods
Topic: Double Assembling Machine
Replies: 11
Views: 3394

Re: Double Assembling Machine

That code looks like it only adds a single recipe. Yes, you are need to define what pairs of recipes must be compound. You cannot say: "do all recipes!" You are need defined pairs, same as by your example. No example - no recipe. You could probably make a gnarly recursive algorithm to do ...
by kirazy
Tue Dec 01, 2020 7:30 am
Forum: Ideas and Suggestions
Topic: Tiny icons are causing me eye strain. What about a text based alternative to icon grids?
Replies: 10
Views: 1657

Re: Tiny icons are causing me eye strain. What about a text based alternative to icon grids?

Xorimuth wrote:
Tue Dec 01, 2020 6:53 am
Do you know about the UI scale in the settings? I'm not sure that it increases icon sizes but it should help with everything else.
It does.
by kirazy
Sun Nov 29, 2020 3:09 am
Forum: Not a bug
Topic: [1.1.2] Color is not as 1.0
Replies: 13
Views: 3692

Re: [1.1.2] Color is not as 1.0

It seems like they changed the behavior, so not technically a bug.
by kirazy
Sun Nov 29, 2020 2:27 am
Forum: Not a bug
Topic: [1.1.2] Color is not as 1.0
Replies: 13
Views: 3692

Re: [1.1.2] Color is not as 1.0

The color you have in the first one is a result of alpha = 1, the second I believe is the default alpha = 0.5, so.
by kirazy
Sun Nov 29, 2020 2:16 am
Forum: Not a bug
Topic: [1.1.2] Color is not as 1.0
Replies: 13
Views: 3692

Re: [1.1.2] Color is not as 1.0

Can you not change the alpha channel anymore? A quick test in-game shows it is ignoring the 4th value of the tint, e.g.

Code: Select all

/color 1 0 0 0 
/color 1 0 0 1
both return the same color red.
by kirazy
Thu Nov 26, 2020 12:59 pm
Forum: Modding help
Topic: [1.1.1] Reactor prototype ignores light settings
Replies: 6
Views: 1203

Re: [1.1.1] Reactor prototype ignores light settings

Ah, got it. You have to zero out the light size. You can't zero out the intensity, because then you lose the flicker effect.
by kirazy
Thu Nov 26, 2020 12:53 pm
Forum: Modding help
Topic: [1.1.1] Reactor prototype ignores light settings
Replies: 6
Views: 1203

Re: [1.1.1] Reactor prototype ignores light settings

light_flicker is turned off the same as in your code example with color = {0, 0, 0}. There is no light property defined. use_fuel_glow_color = true. default_fuel_glow_color = green, basically. You set the flicker color to {0,0,0}, and then you overrode it with the fuel glow color, So the color will...
by kirazy
Thu Nov 26, 2020 12:35 pm
Forum: Modding help
Topic: [1.1.1] Reactor prototype ignores light settings
Replies: 6
Views: 1203

Re: [1.1.1] Reactor prototype ignores light settings

This is probably the 'light_flicker' of the burner energy source https://i.imgur.com/tkCzJNM.png light_flicker is turned off the same as in your code example with color = {0, 0, 0}. There is no light property defined. use_fuel_glow_color = true. default_fuel_glow_color = green, basically. I would e...
by kirazy
Thu Nov 26, 2020 6:48 am
Forum: Modding help
Topic: [1.1.1] Reactor prototype ignores light settings
Replies: 6
Views: 1203

Re: [1.1.1] Reactor prototype ignores light settings

The Boiler prototype similarly creates a light (even if you kill the light in the energy_source definition) so long as the fuel has a fuel-glow color set. https://i.imgur.com/S5piFDL.png Is this a bug or do I need to make an interface request so that we can use the 1.1 light layers/properties to ach...
by kirazy
Thu Nov 26, 2020 6:43 am
Forum: Ideas and Suggestions
Topic: "Mark all as read" for new item notifications in Crafting tab
Replies: 7
Views: 3478

Re: "Mark all as read" for new item notifications in Crafting tab

I'm not sure why there's such a strong push back against a mark all as read. Oh, I’m not against it. I just asked to clarify and made examples, why I need clarification. And I need another clarification: when I hit “mark all as read” (which sounds wrong, because I don’t “read” the icons, better wou...
by kirazy
Thu Nov 26, 2020 6:17 am
Forum: Ideas and Suggestions
Topic: "Mark all as read" for new item notifications in Crafting tab
Replies: 7
Views: 3478

Re: "Mark all as read" for new item notifications in Crafting tab

I don’t understand exactly the why. Why is it so disturbing? You will pretty surely move your mouse over all entities during normal gameplay, aren’t you? Nobody forces the player to remove the “!” just when they appear ... and personally I would use that to say “oh, and then what else is new and ne...
by kirazy
Thu Nov 26, 2020 5:43 am
Forum: Modding help
Topic: [1.1.1] Reactor prototype ignores light settings
Replies: 6
Views: 1203

[1.1.1] Reactor prototype ignores light settings

https://i.imgur.com/h9oqtZ1.png The light can be omitted, set to zero intensity and size, use_fuel_glow_color can be set to false, but the light gonna light. In color. working_light_picture seems to respect the use_fuel_glow_color setting, but the light is stubbornly ignoring everything. Removing f...

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