Search found 8 matches
- Sun Nov 17, 2024 6:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.15] Burnable Fuels shows all when Show all items in selection lists is unchecked.
- Replies: 1
- Views: 527
[Rseding91] [2.0.15] Burnable Fuels shows all when Show all items in selection lists is unchecked.
Not sure if this is a bug or working as intended, so I figured I would report it. When "Show all items in selection lists" is unchecked, if you look at the burnable fuels:
it still shows fuels you don't know about. This screen shot is from before leaving Nauvis.- Fri Nov 15, 2024 5:19 am
- Forum: Assigned
- Topic: [pard] [2.0.9] Factoriopedia opening unwanted subsequent page on alt-click
- Replies: 3
- Views: 616
[2.0.15] Factoriopedia opening unwanted ground item
This occurs if you alt click anything behind the Factoriopedia. If you open your inventory and alt-click on an item then try to alt-click on another item, it also selects the ground under the cursor. Same for trying to alt-click on something in the world (assembly machine for example). It appears ...
- Tue Jan 04, 2022 5:09 am
- Forum: Modding discussion
- Topic: Chained belts and pipes
- Replies: 5
- Views: 2013
Re: Chained belts and pipes
I was trying to get my mod to work on ghosted entities and I think I found a bug. When I added code to check the ghost_type to confirm a belt on an entity-ghost, it marks everything for deconstruction if you start on a belt, even the ghosts get marked for deconstruction, which then causes a crash if ...
- Sat Dec 18, 2021 3:27 pm
- Forum: Modding interface requests
- Topic: order_deconstruction and order_upgrade do not create undo orders
- Replies: 2
- Views: 1515
order_deconstruction and order_upgrade do not create undo orders
As I am making a mod that recurses thru all belt_neighbours to mark for deconstruction or upgrade all belts in a chain, I would like the users to be able to undo the deconstruction or upgrade like you can with the normal deconstruction and upgrade planners.
Can you either add to the undo list for ...
Can you either add to the undo list for ...
- Sat Dec 18, 2021 3:15 pm
- Forum: Modding discussion
- Topic: Chained belts and pipes
- Replies: 5
- Views: 2013
Re: Chained belts and pipes
1. Guess its time for a request then.
2. Apparently I was referencing the inputs and outputs incorrectly...awesome, so much cleaner than the crazy facing code I wrote.
Thanks for the help!
2. Apparently I was referencing the inputs and outputs incorrectly...awesome, so much cleaner than the crazy facing code I wrote.
Thanks for the help!
- Sat Dec 18, 2021 5:20 am
- Forum: Modding discussion
- Topic: Chained belts and pipes
- Replies: 5
- Views: 2013
Chained belts and pipes
I am making a mod to make chain actions to assist in non-linear deconstruction and upgrade (e.g. your belt isn't perfectly vertical or horizontal). I have two issues with this.
1) order_deconstruction and order_upgrade do not create undo orders, so my deconstruction and upgrade actions cannot be ...
1) order_deconstruction and order_upgrade do not create undo orders, so my deconstruction and upgrade actions cannot be ...
- Tue Jun 01, 2021 4:17 am
- Forum: Duplicates
- Topic: [1.1.34] Rotate ghost does not undo
- Replies: 2
- Views: 1110
Re: [1.1.34] Rotate ghost does not undo
Then should undo work on a rotation caused by overwrite? The two are functionally identical despite being sourced from different actions, yet they react differently to undo.
- Tue Jun 01, 2021 2:10 am
- Forum: Duplicates
- Topic: [1.1.34] Rotate ghost does not undo
- Replies: 2
- Views: 1110
[1.1.34] Rotate ghost does not undo
If you place a ghost object, then rotate it, then undo, the ghost is removed, not unrotated. This is very odd when placing a row of belts and rotate one part way thru (maybe by accident) then undo and the last belt placed is removed rather than the rotation being undone.
Undo does work properly if ...
Undo does work properly if ...