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@jocker-il I have no idea how sounds work. If the docs aren’t explaining them adequately then please make a documentation improvement request in the official forums.
@jocker-il I have no idea how sounds work. If the docs aren’t explaining them adequately then please make a documentation improvement request in the official forums.
A. thank you for the reply, as you are the second to propose this, it seems I will do that as a first step,
B. I owe you an apology as I (mistakenly?) thought you were part of the development team and I might have come-on too strong here - so please forgive any bad feeling, if I caused any (to anyone else, as well) - I tend to come on strong sometime as I'm a passionate person
It is recommended to open a separate GitHub repository for better maintenance and collaboration with everyone
Thanks for all your comments everyone. The guide has now been moved to a repository and gained some additional guidance for new 2.0 features: https://github.com/tburrows13/factorio-2.0-mod-porting-guide
https://wiki.factorio.com/Data.raw
see also
no mention of the 'working_sound' changes and how the new system works - from the changelog:
Now in my 'KnightRider mod' theme music also plays if the player is in the car and opens the car GUI (BTW - the extension sounds that I add for KITT greeting Michel also sound for the tank and IDK how to remove that, because a 'tank' is also a 'car'...)
Please add a section about how main sounds work now (like why there are multiples defined for the 'car' 'working_sound' and how they are used) and help me fix the issue I mentioned above