Search found 416 matches
- 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...
- 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...
- 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...
- 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.
- 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.
- 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...
- Wed Dec 02, 2020 8:35 pm
- Forum: Ideas and Requests For Mods
- Topic: Double Assembling Machine
- Replies: 11
- Views: 3394
- 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...
- 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 ...
- 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
- 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.
- 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.
- 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.
both return the same color red.
Code: Select all
/color 1 0 0 0
/color 1 0 0 1
- 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.
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...