May end up doing this myself, but figured I'd put it here in case someone else does it before I do.
Currently the only way to do this is with the console command /swap-players which calls Player::swap_players, but it would be neat if mods could do the same as well.
The request in this case is to pretend core has a version number for the purposes of the dependency, that way mods could use the dependency system as it is now to control the allowed engine version, instead of needing a new info.json field along the lines of factorio_version, or changing factorio ...
There have been a few times where I want to depend on a specific Factorio version, whether it's because of an API method that was added or changed, a new prototype type was made, or any other thing that would make backwards compatibility broken. There have also been a few times where I've made a mod ...
Title says it all pretty much. The field says the dictionary is always present, and it is in fact not always present, specifically when the item prototype has no flags.
Thank you!
You can do that already with the "-" operator, similar to a google search. For example, "-earendel" will hide all of earendel's mods. The mod portal used to not support it because mellisearch, the api it switched to a while go, didn't have it, but it had since been updated to support it.
here's a video for clarification, entering singleplayer and testing the mod works, multiplayer and testing the mod doesn't.
I've made sure the custom input events result in the same outcome.
I made a mod a while ago called Force Inventory Insert that lets the player forcibly insert items into the bar portion of an inventory if it's full, that way players don't have to manually move each stack. I've had a bug reported recently where the mod doesn't work in multiplayer, and after a ...
There was no bug report about this, no player complaints, and the only place this technique showed up was in my speedruns. So it’s hard not to feel like this was directly targeted. Like some dev saw my run and thought, “we don’t want speedrunners finishing the game this way,” and patched it out ...
I'm reading over this thread, and something I'd like to point out regardless of opinions on whether or not the change should be reverted, is that mods disable steam achievements. So sure, you could technically unlock achievements with mods, but the second you disable mods you lose all of the ...
I get that how it works internally is different from everything else, but everything else in the game revolving around implicit signal combination over/underflows. It doesn't make sense from a player's perspective, even if it makes sense from a developer's perspective.
A simple workaround for this would be to not use the list box element and instead make it yourself with a frame and a few buttons. You should be able to use the same styles that the list box uses and have it look exactly the same, the only downside being you have to code the logic yourself. Luckily ...
I'm not sure why this is happening as I had someone else try it and they were able to mouse over it fine, but attached is the log file and the chat message.
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 ...
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
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.