The selection tool for tile-ghosts in particular appears to be incorrect.
semi-related - the selection tool also does not pickup item-request-proxies
link to code:
https://github.com/ILLISIS/Constructron-Continued/blob/dev/data/selection_tool.lua
https://github.com/ILLISIS/Constructron-Continued ...
Search found 29 matches
- Sun Mar 23, 2025 4:56 am
- Forum: Bug Reports
- Topic: [Lou][2.0.42] selection-tool does not visually select ghost-tiles
- Replies: 0
- Views: 88
- Sat Mar 22, 2025 6:11 am
- Forum: Modding interface requests
- Topic: Event for item-request-proxy creation
- Replies: 0
- Views: 84
Event for item-request-proxy creation
Greetings
Requesting for the ability to listen for item-request-proxy creation. Currently the only way to find them is to either 1) have the item-request-proxy created at the time of the ghost and listen for on_built_entity or 2) using surface.find_entity_filtered .
My suggestion is to simply raise ...
Requesting for the ability to listen for item-request-proxy creation. Currently the only way to find them is to either 1) have the item-request-proxy created at the time of the ghost and listen for on_built_entity or 2) using surface.find_entity_filtered .
My suggestion is to simply raise ...
- Sun Jan 19, 2025 12:36 am
- Forum: Modding interface requests
- Topic: Elevated rails prerequisite entity construction
- Replies: 1
- Views: 316
- Sun Jan 19, 2025 12:23 am
- Forum: Resolved Problems and Bugs
- Topic: [Lou]Force place over water does not trigger on_entity_built
- Replies: 2
- Views: 521
[Lou]Force place over water does not trigger on_entity_built
Force placing an entity over water does not trigger on_entity_built or script_raised_built for the landfill tile-ghost entities, for the original entity, the event does get triggered.
- Tue Nov 12, 2024 1:14 pm
- Forum: Gameplay Help
- Topic: [2.0.16] Platform not completing interupt
- Replies: 1
- Views: 400
[2.0.16] Platform not completing interupt
Save file attached.
"3 Gleba hauler" has been stuck at nauvis for over an hour with the "inactivity time" being satisfied and the "All requests satisfied" condition also being complete. I have individually checked each of the requests and cannot find any requests that meet the interrupt condition ...
"3 Gleba hauler" has been stuck at nauvis for over an hour with the "inactivity time" being satisfied and the "All requests satisfied" condition also being complete. I have individually checked each of the requests and cannot find any requests that meet the interrupt condition ...
- Thu Nov 07, 2024 12:43 pm
- Forum: Gameplay Help
- Topic: Space platform request loop
- Replies: 0
- Views: 239
Space platform request loop
save attached.
Daedalus space platform is at nauvis requesting 50 turbo splitters from nauvis and set to unload at nauvis
Nauvis pad is requesting 50 turbo splitters and has 48.
Turbo splitters are built on vulcanus and brought to nauvis via a different platform (nauvis hauler) which is set to ...
Daedalus space platform is at nauvis requesting 50 turbo splitters from nauvis and set to unload at nauvis
Nauvis pad is requesting 50 turbo splitters and has 48.
Turbo splitters are built on vulcanus and brought to nauvis via a different platform (nauvis hauler) which is set to ...
- Thu Nov 07, 2024 2:22 am
- Forum: Modding interface requests
- Topic: Elevated rails prerequisite entity construction
- Replies: 1
- Views: 316
Elevated rails prerequisite entity construction
11-07-2024, 13-07-19.png
Referring to the image attached, I am met with a situation where objects are within construction range are able to be supplied but not built by robots.
The API has the ability to determine that the item required to build a ghost entity is available in the logistic network ...
Referring to the image attached, I am met with a situation where objects are within construction range are able to be supplied but not built by robots.
The API has the ability to determine that the item required to build a ghost entity is available in the logistic network ...
- Sat Nov 02, 2024 11:18 am
- Forum: Modding interface requests
- Topic: API request: Module ghost events
- Replies: 7
- Views: 729
- Sun Oct 20, 2024 12:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.6] Crash manipulating roboport sections (AutoTrasher::execute())
- Replies: 1
- Views: 778
[2.0.6] Crash manipulating roboport sections (AutoTrasher::execute())
Lua code:
Code: Select all
local test = entity.get_logistic_point(0)
local section = test.add_section()
section.set_slot(1, {
value = {
name = "iron-plate",
quality = "normal",
},
min = 10,
max = 10
})
- Tue May 14, 2024 2:46 pm
- Forum: Modding interface requests
- Topic: LuaRendering.draw_on_map
- Replies: 26
- Views: 11059
- Fri Oct 13, 2023 11:39 am
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 183
- Views: 54292
Re: Friday Facts #380 - Remote view
the ghosts will change tint when they have been assigned a robot to construct them
Please make this available to the API !
Event + rw flag would be great!
Please make this available to the API !
Event + rw flag would be great!
- Tue Jan 31, 2023 12:08 pm
- Forum: Implemented mod requests
- Topic: entity.get_inventories()
- Replies: 3
- Views: 1492
Re: entity.get_inventories()
thank you sir that will help!
- Sun Jan 29, 2023 10:06 am
- Forum: Implemented mod requests
- Topic: entity.get_inventories()
- Replies: 3
- Views: 1492
entity.get_inventories()
entity.get_inventories () -- returns a list of inventory defines valid for this entity
Usually you know what inventory you want to use, but when you do not, it is a nightmare.
Ultimately something like the above or another way to find out what items and how many you will get from deconstructing an ...
Usually you know what inventory you want to use, but when you do not, it is a nightmare.
Ultimately something like the above or another way to find out what items and how many you will get from deconstructing an ...
- Mon Jan 23, 2023 11:12 am
- Forum: Modding interface requests
- Topic: copy-paste by blueprint should trigger an event
- Replies: 18
- Views: 3651
Re: copy-paste by blueprint should trigger an event
+1 for defines.events.on_blueprint_placed significant benefits could be gained using this in Constructron-Continued instead of using on_built_entity and processing every entity!
I would need a way to see the area and position of the blueprint and required items to place the entities. I do not need ...
I would need a way to see the area and position of the blueprint and required items to place the entities. I do not need ...
- Sat Jan 21, 2023 7:13 am
- Forum: Modding interface requests
- Topic: LuaRendering.draw_on_map
- Replies: 26
- Views: 11059
Re: LuaRendering.draw_on_map
+1 seems very useful.
- Sat Jan 07, 2023 10:43 pm
- Forum: Not a bug
- Topic: [1.1.74] Pathfinder is slow when landfilling
- Replies: 4
- Views: 1617
Re: [1.1.74] Pathfinder is slow when landfilling
Hi Rseding91!
If I may, I would like to propose that an incremental update occur to the chunk that changed instead after the remainder of the path is found. i.e; A small incremental check to go from the last point on the previous tile to the first point on the next tile. This would assume that this ...
If I may, I would like to propose that an incremental update occur to the chunk that changed instead after the remainder of the path is found. i.e; A small incremental check to go from the last point on the previous tile to the first point on the next tile. This would assume that this ...
- Sat Jan 07, 2023 3:01 pm
- Forum: Implemented mod requests
- Topic: Add surface_index and force_index
- Replies: 1
- Views: 960
Add surface_index and force_index
Hello
Requesting entity.surface_index and entity.force_index to be added instead of localizing entity.surface.index etc all the time.
Klonan was part of the discord discussion and originally had this idea.
https://discord.com/channels/139677590393716737/306402592265732098/1061295568678309939 ...
Requesting entity.surface_index and entity.force_index to be added instead of localizing entity.surface.index etc all the time.
Klonan was part of the discord discussion and originally had this idea.
https://discord.com/channels/139677590393716737/306402592265732098/1061295568678309939 ...
- Sat Jan 07, 2023 1:49 am
- Forum: Not a bug
- Topic: [1.1.74] Pathfinder is slow when landfilling
- Replies: 4
- Views: 1617
Re: [1.1.74] Pathfinder is slow when path starts on landfill
Load into map
Verify that pre-configured remote triggers the path finder.
Try to get to the left most large island like in the videos - should work fine
Rotate the inserter to activate the construction bots to build the landfill
Wait a short time
Try to get to the left most large island from where ...
Verify that pre-configured remote triggers the path finder.
Try to get to the left most large island like in the videos - should work fine
Rotate the inserter to activate the construction bots to build the landfill
Wait a short time
Try to get to the left most large island from where ...
- Thu Jan 05, 2023 12:58 pm
- Forum: Implemented mod requests
- Topic: New Event: on_entity_teleported, script_raised_teleported
- Replies: 6
- Views: 2589
Re: New Event: on_entity_teleported, script_raised_teleported
+1 from me
Space Exploration's upcoming version will teleport spiders to other surfaces instead of cloning them so having a natural event-driven way to detect a surface change of a spider will be useful.
Space Exploration's upcoming version will teleport spiders to other surfaces instead of cloning them so having a natural event-driven way to detect a surface change of a spider will be useful.
- Thu Jan 05, 2023 8:48 am
- Forum: Not a bug
- Topic: [1.1.74] Pathfinder is slow when landfilling
- Replies: 4
- Views: 1617
[1.1.74] Pathfinder is slow when landfilling
Hi
I have been speaking to Klonan about this issue in Discord.
How I came about this issue was I noticed the pathfinder was taking extremely long to find a path when I was testing my path retry settings for Constructron-Continued. Klonan was right to think it was the retry system / mod code and I ...
I have been speaking to Klonan about this issue in Discord.
How I came about this issue was I noticed the pathfinder was taking extremely long to find a path when I was testing my path retry settings for Constructron-Continued. Klonan was right to think it was the retry system / mod code and I ...