Search found 76 matches

by _CodeGreen
Wed Mar 26, 2025 12:00 pm
Forum: Pending
Topic: on_post_entity_died event.ghost is nil for vehicles
Replies: 2
Views: 110

Re: on_post_entity_died event.ghost is nil for vehicles

I tried more than once and wasn't able to get it to work, but for some reason today it's perfectly fine. I'm guessing I was miraculously being an idiot and not using /cheat (thus the ghost wasn't spawning) every single time I tested reading the field, even though that's something I was frequently ...
by _CodeGreen
Wed Mar 26, 2025 2:43 am
Forum: Pending
Topic: on_post_entity_died event.ghost is nil for vehicles
Replies: 2
Views: 110

on_post_entity_died event.ghost is nil for vehicles

As the title says, the event has a field for ghosts yet it is not populated for vehicles.
With vehicles only now leaving ghosts on death in 2.0, this part of the implementation seems to have been overlooked :P
by _CodeGreen
Wed Jan 22, 2025 8:48 pm
Forum: Won't fix.
Topic: [Klonan] [1.1.69] Crash scaling GUI with GUI debug enabled
Replies: 4
Views: 1536

Re: [Klonan] [1.1.69] Crash scaling GUI with GUI debug enabled

That's fine, we don't have the ability to scale the GUI up that high anymore anyway (nor did we have much reason to in the first place), so it's probably not even an issue anymore.
by _CodeGreen
Mon Nov 18, 2024 4:01 pm
Forum: Releases
Topic: Version 2.0.20
Replies: 45
Views: 17035

Re: Version 2.0.20

Biggest thing here for most people is the last one, super force building belt-related things on top of existing belts just got a lot better, no more unnecessary undergrounds that require a manual fix.
by _CodeGreen
Sat Nov 16, 2024 11:29 pm
Forum: Modding interface requests
Topic: Allow 'camera' LuaGuiElements to render through the fog of war again.
Replies: 1
Views: 248

Re: Allow 'camera' LuaGuiElements to render through the fog of war again.

I'd almost argue that there's no reason to have a camera show fog of war, so it should be that the default goes through fog of war and there should be a field to enable that behavior, not the other way around.
by _CodeGreen
Sun Nov 10, 2024 5:37 pm
Forum: Not a bug
Topic: Trash Unrequested ignores inf. maximum
Replies: 21
Views: 2237

Re: Trash Unrequested ignores inf. maximum

50-50 means you only want 50 in your inventory ever
50-inf means you want from 50 to infinity items, which translates to "at least 50 but don't trash excess"
Trash unrequested does not affect 50-50 because you're never having any items that aren't requested, but it does affect 50-inf.

There are ...
by _CodeGreen
Sat Nov 02, 2024 5:00 am
Forum: Implemented mod requests
Topic: LuaSpacePlatform::paused
Replies: 2
Views: 469

LuaSpacePlatform::paused

I looked everywhere and couldn't find a way to set a platform to automatic or paused through script, similar to LuaTrain::manual_mode. If I missed something I'm happy to be wrong, but .paused makes the most sense to me.
by _CodeGreen
Thu Oct 31, 2024 7:05 pm
Forum: Modding interface requests
Topic: Empty collision_mask.layers should collide with itself
Replies: 3
Views: 401

Re: Empty collision_mask.layers should collide with itself

I really doubt mods will be hitting the mask limit any time soon. I have never heard of anyone needing to do what you're trying to do right now, but a creating a single layer prototype and using it for your entity is the correct way to go about handling this.
by _CodeGreen
Thu Oct 31, 2024 6:13 pm
Forum: Documentation Improvement Requests
Topic: LuaBootstrap::get_event_handler incorrect param type
Replies: 0
Views: 145

LuaBootstrap::get_event_handler incorrect param type

LuaBootstrap::get_event_handler says it takes a uint, but shouldn't it be possible to take string as well, or for typedef's sake defines.events|string|uint? Just noticed it from it trickling down to LuaLS typedefs. Same thing with get/set_event_filter, I'd think those would be just defines.events ...
by _CodeGreen
Wed Aug 14, 2024 10:28 pm
Forum: Resolved Requests
Topic: LuaSurface::create_entity projectile missing default value for max_range
Replies: 2
Views: 433

LuaSurface::create_entity projectile missing default value for max_range

I was having an issue with projectiles triggering before reaching their target, and I suspected it had something to do with their max range.
After a while, I found out the default max range of projectiles is 1000, which isn't listed in the docs.
Should be an easy fix, thank you in advance!
by _CodeGreen
Mon Jul 29, 2024 6:41 pm
Forum: Modding discussion
Topic: Limiting prototype names in 2.0
Replies: 4
Views: 1293

Re: Limiting prototype names in 2.0

Most modded prototypes already follow the third restriction, so people won't really have to update anything. This change simplifies string matching in mods as well, and as someone who's made both mods and external tools, I'd definitely support this change.
by _CodeGreen
Sun Jun 30, 2024 8:25 pm
Forum: Won't fix.
Topic: [1.1.109] quick_bar_set_selected_page permission doesn't prevent changing page
Replies: 2
Views: 681

Re: [1.1.109] quick_bar_set_selected_page permission doesn't prevent changing page

Upon further inspection, it's because I had the quick_bar_set_selected_page permission disabled.
I would expect this permission to actually disable the player's ability to do that, rather than just make it desync state between the api and the client.
by _CodeGreen
Sun Jun 30, 2024 8:09 pm
Forum: Won't fix.
Topic: [1.1.109] quick_bar_set_selected_page permission doesn't prevent changing page
Replies: 2
Views: 681

[1.1.109] quick_bar_set_selected_page permission doesn't prevent changing page

When a player changes their active quickbar row manually, whether it's from Shift + #, clicking on the button, using previous/next hotkeys, or rotating quickbars, none of it is reflected in the API. The script isn't ever aware of what the active quickbar is, unless the script sets the active ...
by _CodeGreen
Mon May 27, 2024 7:19 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.107] LuaInventory::set_bar without parameters doesn't reset bar button
Replies: 1
Views: 523

[1.1.107] LuaInventory::set_bar without parameters doesn't reset bar button

When clearing the bar through script, the bar button is still toggled, even though there is no bar. This makes the player have to click on the button twice when they want to set the bar manually, instead of the normal twice. If the player closes the GUI and opens it again, it's fixed.

Steps to ...
by _CodeGreen
Sat Apr 27, 2024 6:14 am
Forum: Mod portal Discussion
Topic: Improving the Mod Portal Search
Replies: 46
Views: 11250

Re: Improving the Mod Portal Search

It's almost impossible to search for multiple words at once currently, for the example "Resource Marker" I would want both of those words to have the same priority in a match, so if something was most recently updated that had just the word "resource", that would show up first, and then if the ...
by _CodeGreen
Sun Mar 24, 2024 4:22 am
Forum: Modding interface requests
Topic: Move FluidBox bounding box border to prototype property
Replies: 4
Views: 838

Re: Move FluidBox bounding box border to prototype property


Sounds like you'd want to add an extra layer for biters anyway, so they are not impacted by this setting.


That's an option, but I'm trying to avoid creating any new collision layers if I can. It still doesn't solve the original issue for when they still collide, and I am not comfortable forcing ...
by _CodeGreen
Sat Mar 23, 2024 3:27 am
Forum: Modding interface requests
Topic: Move FluidBox bounding box border to prototype property
Replies: 4
Views: 838

Re: Move FluidBox bounding box border to prototype property


Why not simply remove the player layer from pipe collision mask? Is it really so important for characters to collide with pipes when the intent is for pipes to be crossable? I can see the importance for larger buildings, but not for something so small as a pipe.


Because biters have the same ...
by _CodeGreen
Fri Mar 22, 2024 10:17 pm
Forum: Modding interface requests
Topic: Move FluidBox bounding box border to prototype property
Replies: 4
Views: 838

Move FluidBox bounding box border to prototype property

I'm currently writing Squeak Through 2 from scratch, as the original mod hasn't been updated since it's 1.1 version bump and the mod creator is MIA. `pipe` and `pipe-to-ground` entities are causing a bit of trouble, because of the 0.2 border added to the bounding box when the FluidBox receives a new ...
by _CodeGreen
Tue Mar 19, 2024 4:24 am
Forum: Won't fix.
Topic: LuaSurface::entity_prototype_collides incorrect with curved rails
Replies: 4
Views: 1162

Re: LuaSurface::entity_prototype_collides incorrect with curved rails

As I suspected, just wanted to put it here for public record.
For clarification, would the custom collision box orientations still be an issue in 2.0 with rails having hard coded collision boxes, or is that part irrelevant as well due to the new rails?

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