Search found 83 matches

by PFQNiet
Sat Dec 05, 2020 7:14 am
Forum: Modding interface requests
Topic: Get list of spidertrons following a certain spidertron
Replies: 4
Views: 79

Re: Get list of spidertrons following a certain spidertron

I personally would disagree with "prohibitively slow". Generally yes iterating all entities of a type on the surface is not the best idea, but think about the scale of the problem here. Iterating every transport belt would be prohibitively slow, as there are frequently thousands of those. Hundreds o...
by PFQNiet
Fri Dec 04, 2020 12:24 pm
Forum: Modding interface requests
Topic: Custom status message for entities
Replies: 0
Views: 23

Custom status message for entities

It would be nice if there were some way of setting a custom status text for entities. "Disabled by script" is all well and good but not very descriptive for the player. Setting the colour of the dot would be nice too. One example application for this would be in the Transport Drones mod, as the requ...
by PFQNiet
Fri Dec 04, 2020 11:55 am
Forum: Bug Reports
Topic: [1.1.4] Electric Energy Interface tooltip for generators
Replies: 0
Views: 60

[1.1.4] Electric Energy Interface tooltip for generators

I love the addition of the power consumption details to electric energy interface tooltips. Very helpful.

However, EEIs that produce power are also shown as "Consumes electricity. Max consumption: 200MW" when in fact it consumes no power and generates 200MW.

Could that please be adjusted?
by PFQNiet
Fri Dec 04, 2020 10:48 am
Forum: Modding discussion
Topic: Wider error notice boxes?
Replies: 5
Views: 113

Re: Wider error notice boxes?

I'll just weigh in with my opinion: that box isn't there for us modders. It's there for players to copy the stack trace and send to us. With debugadapter and VSCode you get immediate access to not only the line that broke, but a full stack trace, complete with variables (including up-values) and the...
by PFQNiet
Fri Dec 04, 2020 4:46 am
Forum: Modding interface requests
Topic: Plz add a way to stop map gen algo from generating stones.
Replies: 6
Views: 136

Re: Plz add a way to stop map gen algo from generating stones.

Code: Select all

for _,rock in pairs(data.raw['simple-entity']) do
  rock.autoplace = nil
end
Should remove all rocks, including those added by other mods, but when other mods are involved just be careful they don't actually use simple-entity with autoplace for stuff other than rocks.
by PFQNiet
Thu Dec 03, 2020 10:42 pm
Forum: Bug Reports
Topic: Upgrading power poles in blueprint loses wires
Replies: 0
Views: 69

Upgrading power poles in blueprint loses wires

0eNqdU8tuwjAQ/BVrzw5KUhCQW/+g9ypCDtkGq37JdqAI5d9rJ7yq0kC54c3uzOzscIBKtGgsV35Vaf0JxeFScVC8Xz3jN77Waig73igmYs3vDUIB3KMECorJ+HKSCZGgwLW3fJ0YLRA6ClzV+AVF1pUUUHnuOQ5w/WO/Uq2s0IaGUSAKRrswq1XkD3hJ9rKYzCjsw+R0OpkFJoW82VS6tRE/Lzv6iyP/N0c2xpGVcaneheLKNApbtK6HyRfZdL7M59lymqbL+cWONKprTWNZjSsjmFJRX/AYveeqcfG3ZM...
by PFQNiet
Tue Dec 01, 2020 8:38 pm
Forum: Ideas and Requests For Mods
Topic: Idea: a mod which adds a "fatigue/sleep" meter to govern your cracktorio habit.
Replies: 3
Views: 81

Re: Idea: a mod which adds a "fatigue/sleep" meter to govern your cracktorio habit.

Take a lesson from World of Warcraft: do not punish the player for playing too much. Instead, reward them for not playing. WoW (and other MMOs since) does this via a "rested EXP" bonus. You might implement this in the form of bonuses that you get after a period of inactivity. "Rest" and you get a bo...
by PFQNiet
Mon Nov 30, 2020 10:48 pm
Forum: Not a bug
Topic: Interaction between transport belts and item-on-ground with stack size
Replies: 2
Views: 119

Re: Interaction between transport belts and item-on-ground with stack size

Fair enough. Do you know if I can create a different item-entity type with a collision mask preventing collision with belts? This would allow me to have my desired feature without the problematic belt interactions. EDIT: Just tried it and, while I can use its collision mask to have find_non_collidin...
by PFQNiet
Mon Nov 30, 2020 8:04 pm
Forum: Not a bug
Topic: Interaction between transport belts and item-on-ground with stack size
Replies: 2
Views: 119

Interaction between transport belts and item-on-ground with stack size

Steps to reproduce: /c game.player.surface.create_entity{ name = "item-on-ground", stack = {name="iron-ore",count=50}, position = {1.5,1.5} } Place a transport belt under the created item. (Alternatively, build the belt first then run the command to spawn the item stack on it) The stack count is los...
by PFQNiet
Mon Nov 30, 2020 7:39 pm
Forum: Modding interface requests
Topic: Add stack size to item-on-ground tooltip
Replies: 0
Views: 43

Add stack size to item-on-ground tooltip

I'm adding a feature to my mod that lets you drop an entire item stack on the ground. This works just fine, however the tooltip for the item-entity only includes the name of the item, and provides no indication that there are in fact 100 items in the stack. Would it be possible to add the count of i...
by PFQNiet
Sun Nov 29, 2020 8:44 pm
Forum: Modding discussion
Topic: data.raw Visualiser
Replies: 4
Views: 291

Re: data.raw Visualiser

Wonderful, thank you!
by PFQNiet
Sun Nov 29, 2020 5:59 am
Forum: Modding interface requests
Topic: Add time limit on research achievements
Replies: 0
Views: 38

Add time limit on research achievements

Many achievement types allow specifying a time limit. Research achievements don't. It would be nice to have this for creating more speedrun-type achievements.
by PFQNiet
Sat Nov 28, 2020 1:17 am
Forum: Modding help
Topic: relative_gui_type for pumps?
Replies: 2
Views: 77

relative_gui_type for pumps?

What is the relative_gui_type for pump GUI? I can't seem to find it in the list in the docs.
by PFQNiet
Thu Nov 26, 2020 7:22 pm
Forum: Not a bug
Topic: [1.1.1] Changing input inventory and recipe of assembly machine in same tick doesn't update properly
Replies: 3
Views: 101

Re: [1.1.1] Changing input inventory and recipe of assembly machine in same tick doesn't update properly

Oh that's possible. It's a "fake" crafting machine and since the GUI now shows a percentage value I decided to re-purpose that to show "percentage of ingredients submitted" instead and... now I feel stupid XD Of course, the game would treat that as a craft-in-progress and refund the items. Whoops! M...
by PFQNiet
Thu Nov 26, 2020 6:17 pm
Forum: Modding interface requests
Topic: Tips and Tricks wishlist
Replies: 3
Views: 150

Re: Tips and Tricks wishlist

^ That would be nice. It would allow the few image-based tips-and-tricks to be remade as simulations, which in turn allows them to be localised or otherwise modded.
by PFQNiet
Thu Nov 26, 2020 6:14 pm
Forum: Not a bug
Topic: [1.1.1] Changing input inventory and recipe of assembly machine in same tick doesn't update properly
Replies: 3
Views: 101

[1.1.1] Changing input inventory and recipe of assembly machine in same tick doesn't update properly

I've noticed what appears to be a regression because as far as I'm aware it was working fine before the latest version. local machine = some_assembling_machine local inventory = machine.get_inventory(defines.inventory.assembling_machine_input) -- for this example the recipe takes 1 iron plate, and t...
by PFQNiet
Thu Nov 26, 2020 1:52 am
Forum: Modding help
Topic: Menu sim sometimes freezes the game
Replies: 2
Views: 71

Re: Menu sim sometimes freezes the game

The save files are kept minimal, made in Map Editor so character inventory is empty, and freshly made in 1.1.1

I like your guess though, nice find!
by PFQNiet
Thu Nov 26, 2020 1:10 am
Forum: Resolved Problems and Bugs
Topic: [posila] [1.1.0] Menu Simulation Mod not working when zipped
Replies: 3
Views: 1021

Re: [1.1.0] Menu Simulation Mod not working when zipped

I'll add my confirmation to this as well with my own mod.
Deadlock989 wrote:
Wed Nov 25, 2020 11:27 am
... you get a completely black screen when the mod is zipped.
I thought I got this but then I moved the menu aside to reveal an error: "level.dat not found"

Unzipping the mod "fixed" the issue.
by PFQNiet
Wed Nov 25, 2020 10:08 pm
Forum: Modding help
Topic: Menu sim sometimes freezes the game
Replies: 2
Views: 71

Menu sim sometimes freezes the game

I'm trying to debug this but I'm a little stuck. I'm making some custom menu sims, which is fine. But sometimes when I copy a save from my saves folder to the mod folder and add it to the list, the sim will run for a few ticks (about 15 or so) and then the game completely freezes. No error message, ...
by PFQNiet
Wed Nov 25, 2020 1:54 pm
Forum: Modding help
Topic: [1.1.0] Control scripts in tips/tricks
Replies: 2
Views: 126

Re: [1.1.0] Control scripts in tips/tricks

Since the "internal" functions are rather essential to making good tips/tricks sims (ie. mouse cursor movement, camera position...) I feel like they should be documented somewhere.

Thanks for the pointer on scenario scripts. I'll take a look at that.

Go to advanced search