Mod changes in 0.12
Re: Mod changes in 0.12
Thanks for the explanation - seems that safest way to go is to use event provided surface. Later might need to make sure I'm not generating ore on surface that represents the space platform I guess.
Re: Mod changes in 0.12
game.alwaysday=true no longer works in console, is there a new way to do this or has it been disabled?
Re: Mod changes in 0.12
Try game.always_day=true - global change to add separator.GotLag wrote:game.alwaysday=true no longer works in console, is there a new way to do this or has it been disabled?
Re: Mod changes in 0.12
Cheers, it works. Hadn't thought to try that.
A more serious problem: the changes to belt mechanics have completely broken my lane splitters. I was spawning invisible decoration entities to block half of each output belt, but the new belts seem to ignore collisions entirely.
A more serious problem: the changes to belt mechanics have completely broken my lane splitters. I was spawning invisible decoration entities to block half of each output belt, but the new belts seem to ignore collisions entirely.
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Re: Mod changes in 0.12
isn't that kinda the point of the new belt system.GotLag wrote:Cheers, it works. Hadn't thought to try that.
A more serious problem: the changes to belt mechanics have completely broken my lane splitters. I was spawning invisible decoration entities to block half of each output belt, but the new belts seem to ignore collisions entirely.
can you rearrange the "rails" of the belts instead?
Re: Mod changes in 0.12
Oh no doubt it's more efficient the new way. It's just that the old way let me tinker with belt outputs without having to add any real event handling (other than placement and removal of the modified splitters).
Re: Mod changes in 0.12
I may be wrongt but it seems that LuaTrain.locomotives is broken. At least i'm failing to access locomotives.frontmovers and locomotives.backmovers
Re: Mod changes in 0.12
You need underscores - front_movers and back_movers will work most likely.yeganer wrote:I may be wrongt but it seems that LuaTrain.locomotives is broken. At least i'm failing to access locomotives.frontmovers and locomotives.backmovers
Re: Mod changes in 0.12
So, my quick test revealed that this event triggers whenever a player enters or leaves a vehicle right? Would it be possible to pass the entity that was entered/left too? For entered it's not that important as it's just player.vehicle, when leaving it's not that clean.Rseding91 wrote:
- Added on_player_driving_changed_state event - passes the player_index who's driving state changed.
Also, the same thing for opening/closing a GUI/inventory of an entity would be awesome.
Re: Mod changes in 0.12
Can someone explain what methods and properties the LuaTransportLine object has. Because when I run get_transport_line, all I get is an empty table.New object LuaTransportLine, accessible from entity as read method get_transport_line(index) - an interface to the items on transport belts.
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Re: Mod changes in 0.12
call help() on it and print the resultsTy94 wrote:Can someone explain what methods and properties the LuaTransportLine object has. Because when I run get_transport_line, all I get is an empty table.New object LuaTransportLine, accessible from entity as read method get_transport_line(index) - an interface to the items on transport belts.
Re: Mod changes in 0.12
Thanks, I wasn't aware of that.