Search found 214 matches

by Hiladdar
Sun Mar 29, 2020 6:51 pm
Forum: Modding help
Topic: Can somebody teach me to make mods?
Replies: 5
Views: 1652

Re: Can somebody teach me to make mods?

Yes!

Thank you Pi-C.

Hiladdar
by Hiladdar
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...
by Hiladdar
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...
by Hiladdar
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
by 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
by 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
by 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....
by Hiladdar
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 ...
by Hiladdar
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...
by Hiladdar
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
by 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 =...
by Hiladdar
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
by 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...
by Hiladdar
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
by 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...
by Hiladdar
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...
by Hiladdar
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
by 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
by 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...
by Hiladdar
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...

Go to advanced search