Yes!
Thank you Pi-C.
Hiladdar
Search found 214 matches
- Sun Mar 29, 2020 6:51 pm
- Forum: Modding help
- Topic: Can somebody teach me to make mods?
- Replies: 5
- Views: 1652
- Sat Mar 28, 2020 7:30 pm
- Forum: Modding help
- Topic: Can somebody teach me to make mods?
- Replies: 5
- Views: 1652
Re: Can somebody teach me to make mods?
One of the best ways to learn, is start out by doing what Deadlock989 recommends. If I remember correctly, there are also a tutorial which walk a new developer through the process of developing mod, some suit of fire armor or such. The game itself ships with a test_mod in the ../tests/mods folder. F...
- Sat Mar 28, 2020 7:20 pm
- Forum: News
- Topic: Friday Facts #340 - Deep desyncs
- Replies: 82
- Views: 41965
Re: Friday Facts #340 - Deep desyncs
Mods are the new content right now, at least until release 1.0. I think Webe is doing the right thing, but freezing incorporation of new content at this time, and focusing on cleaning up what is currently in the base game. I think putting some more polish on existing graphics and sounds makes the mo...
- Sat Mar 21, 2020 6:11 pm
- Forum: Releases
- Topic: Version 0.18.15
- Replies: 17
- Views: 13895
Re: Version 0.18.15
I have noticed the same, an increase of CPU usage when zooming out, especially on a large map.
Hiladdar
Hiladdar
- Fri Mar 20, 2020 10:42 pm
- Forum: Releases
- Topic: Version 0.18.14
- Replies: 30
- Views: 17487
Re: Version 0.18.14
Although I am OK with menu bar, I recommend including the capability to import blueprints via the blueprint window. That is the intuitive location for it.
Hiladdar
Hiladdar
- Fri Mar 20, 2020 5:07 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 90895
Re: Friday Facts #339 - Beacon HR + Redesign process
I'm neutral on the design, being used to the existing beacon, while liking the splash of red in there.
Hiladdar
Hiladdar
- Sun Mar 15, 2020 8:10 pm
- Forum: News
- Topic: Friday Facts #338 - The (real) Character GUI
- Replies: 89
- Views: 52447
Re: Friday Facts #338 - The (real) Character GUI
My 2 cents is to focus on cleaning and polishing what we currently have for release as 1.0 in late September of this year. Regarding the expected breakage of some mods due to some upcoming changes: First off thanks for the heads up in the FF 338, and hope to see this change sooner rather then later....
- Sat Mar 07, 2020 6:05 pm
- Forum: Modding help
- Topic: Is it possible to create an object that will connect to more than 2 belts?
- Replies: 3
- Views: 864
Re: Is it possible to create an object that will connect to more than 2 belts?
It might be possible. We already have an entity called a splitter which is a 2x1 in size, and take accept 2 belts and output one belt. Something like that can be replicated via how current entities are used, or with how some entities created in some mods are used. If someone knows more than me, I'd ...
- Fri Mar 06, 2020 6:21 pm
- Forum: News
- Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
- Replies: 74
- Views: 29619
Re: Friday Facts #337 - Statistics GUI and Mod Debugger
Like many others, I would like to see hundredths, rather then tenths after the decimal. I already know, that I would like the pause button on the statistics screens. Pause button is an good solution. Another possible solution is the allowing the user to select the default sort order, for the statist...
- Thu Mar 05, 2020 6:24 pm
- Forum: Releases
- Topic: Version 0.18.10
- Replies: 16
- Views: 15842
Re: Version 0.18.10
Finally seeing this new pump on my current map.
It looks good, but it looks weird. Seeing it on my map, I like the old pump graphic more.
Hiladdar
It looks good, but it looks weird. Seeing it on my map, I like the old pump graphic more.
Hiladdar
- Sat Feb 29, 2020 6:36 pm
- Forum: Modding help
- Topic: How does it work with the graphics?
- Replies: 4
- Views: 1473
Re: How does it work with the graphics?
Once you have the graphic image or animation graphic, you need to define it within lua. Consider the following code extract using solar panels from the base game: { type = "solar-panel", name = "solar-panel", icon = "__base__/graphics/icons/solar-panel.png", icon_size =...
- Wed Feb 26, 2020 5:02 pm
- Forum: Releases
- Topic: Version 0.18.9
- Replies: 21
- Views: 17021
Re: Version 0.18.9
I like the new look of the blueprint window, and I am looking forward to seeing what Kovarex talks about in this thread implemented.
Hiladdar
Hiladdar
- Tue Feb 25, 2020 10:39 pm
- Forum: News
- Topic: Friday Facts #335 - Scenario changes, Damage effect filtering
- Replies: 57
- Views: 23862
Re: Friday Facts #335 - Scenario changes, Damage effect filtering
I re-read the FF#335, and have a follow up question from the General cleanup section, " ... switching the loaders to stack inserters ...". Could someone a developer please elaborate scope of change, and what the change will be to loaders. Hiladdar As said on reddit , they are only changin...
- Mon Feb 24, 2020 5:24 pm
- Forum: News
- Topic: Friday Facts #335 - Scenario changes, Damage effect filtering
- Replies: 57
- Views: 23862
Re: Friday Facts #335 - Scenario changes, Damage effect filtering
I re-read the FF#335, and have a follow up question from the General cleanup section, " ... switching the loaders to stack inserters ...".
Could someone a developer please elaborate scope of change, and what the change will be to loaders.
Hiladdar
Could someone a developer please elaborate scope of change, and what the change will be to loaders.
Hiladdar
- Fri Feb 21, 2020 8:45 pm
- Forum: News
- Topic: Friday Facts #335 - Scenario changes, Damage effect filtering
- Replies: 57
- Views: 23862
Re: Friday Facts #335 - Scenario changes, Damage effect filtering
Since you are looking at combat, the first think I would ask, is how smart or dumb are the biters, what are the biters natural inclination to combat. To what extent to they rely on principles of war, https://en.wikipedia.org/wiki/Principles_of_war . Since I am familiar the US Armed Forces definition...
- Wed Feb 19, 2020 8:24 pm
- Forum: Ideas and Suggestions
- Topic: Player Configurable Logistical Network Names
- Replies: 0
- Views: 529
Player Configurable Logistical Network Names
TL;DR One sentence to describe your idea with a bit different words than in the subject Give the player the capability to change the name of a circuit network. What ? WHAT do you suggest? What is your idea that should be changed? Explain in detail your idea. What the game normally does is sequentia...
- Fri Feb 14, 2020 5:59 pm
- Forum: News
- Topic: Friday Facts #334 - New poison cloud animation, flying robot dying effect
- Replies: 57
- Views: 26232
Re: Friday Facts #334 - New poison cloud animation, flying robot dying effect
It all looks great, and an improvement over what was there before. Best of all, none of the animations are not distracting from the game.
Hiladdar
Hiladdar
- Thu Feb 13, 2020 6:01 pm
- Forum: Modding help
- Topic: Deleting tech vs hiding tech
- Replies: 2
- Views: 664
Re: Deleting tech vs hiding tech
If I wanted to remove a tech, I would hide it, rather then remove it. Removing the tech from the tree may break another mod.
Hiladdar
Hiladdar
- Fri Feb 07, 2020 6:31 pm
- Forum: News
- Topic: Friday Facts #333 - Terrain scrolling
- Replies: 40
- Views: 19907
Re: Friday Facts #333 - Terrain scrolling
Yes, I like it, and hope to see more of this. This is also why it is important to stress test the game not just on optimum gaming systems, but also on legacy setups. My expectation of a legacy system is something that was considered upper range about 5 years ago. I do not expect performance to be fl...
- Sat Feb 01, 2020 8:17 pm
- Forum: Modding help
- Topic: Dynamically create new items
- Replies: 6
- Views: 1223
Re: Dynamically create new items
Consider trying the following: Create a global variable, call it for example, shield_effectiveness. Define that variable in data.lua prior to defining the entity or technology modifications. Give it an initial value of 150. Within the .lua code, specifically the entity that uses that shield, have th...