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!
Search found 88 matches
- Thu Jul 17, 2025 1:29 am
- Forum: Resolved Requests
- Topic: [2.0.60] LuaItemPrototype::flags is optional
- Replies: 1
- Views: 150
- Mon Jul 07, 2025 2:30 pm
- Forum: Modding interface requests
- Topic: LuaGuiElement.open_elem() (choose-elem-button)
- Replies: 3
- Views: 912
Re: LuaGuiElement.open_elem() (choose-elem-button)
+1, not much else for me to add but I agree with both above.
- Sun Jul 06, 2025 1:50 am
- Forum: Mod portal Discussion
- Topic: Hide mods/authors
- Replies: 1
- Views: 202
Re: Hide mods/authors
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.
It's not ...
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.
It's not ...
- Mon May 19, 2025 8:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.50] CustumInputEvent/InputAction for fast-transfer inconsistent in multiplayer
- Replies: 3
- Views: 637
Re: [Rseding91] [2.0.50] CustumInputEvent/InputAction for fast-transfer inconsistent in multiplayer
Sounds good, and yeah I considered poking around myself but decided not to due to the same risk.
Thanks for looking into this!
Thanks for looking into this!
- Sun May 18, 2025 5:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.50] CustumInputEvent/InputAction for fast-transfer inconsistent in multiplayer
- Replies: 3
- Views: 637
Re: [2.0.50] CustumInputEvent/InputAction for fast-transfer inconsistent in multiplayer
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've made sure the custom input events result in the same outcome.
- Sun May 18, 2025 3:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.50] CustumInputEvent/InputAction for fast-transfer inconsistent in multiplayer
- Replies: 3
- Views: 637
[Rseding91] [2.0.50] CustumInputEvent/InputAction for fast-transfer inconsistent in multiplayer
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 ...
I've had a bug reported recently where the mod doesn't work in multiplayer, and after a ...
- Tue Apr 29, 2025 1:20 pm
- Forum: Releases
- Topic: Version 2.0.46
- Replies: 45
- Views: 19765
Re: Version 2.0.46
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 ...
- Fri Apr 18, 2025 7:15 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 227
- Views: 66873
Re: Version 2.0.45
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 ...
- Sun Apr 13, 2025 7:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.44] Signals in Single combinator can no longer over or underflow
- Replies: 14
- Views: 3033
Re: [boskid][2.0.44] Signals in Single combinator can no longer over or underflow
+1
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.
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.
- Thu Apr 10, 2025 1:28 pm
- Forum: Minor issues
- Topic: [2.0.43] "list-box" GUI elements ignore "enabled" property
- Replies: 3
- Views: 547
Re: [2.0.43] "list-box" GUI elements ignore "enabled" property
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 ...
- Tue Apr 08, 2025 2:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.44] Crash mousing over blueprint book in chat (ItemWithInventory::getOwningEntity)
- Replies: 3
- Views: 1372
Re: [Rseding91] [2.0.44] Crash mousing over blueprint in chat (ItemWithInventory::getOwningEntity)
Yes, it's a consistent crash
- Tue Apr 08, 2025 12:26 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.44] Crash mousing over blueprint book in chat (ItemWithInventory::getOwningEntity)
- Replies: 3
- Views: 1372
[Rseding91] [2.0.44] Crash mousing over blueprint book in chat (ItemWithInventory::getOwningEntity)
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.
- Wed Mar 26, 2025 12:00 pm
- Forum: Pending
- Topic: on_post_entity_died event.ghost is nil for vehicles
- Replies: 2
- Views: 253
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 ...
- Wed Mar 26, 2025 2:43 am
- Forum: Pending
- Topic: on_post_entity_died event.ghost is nil for vehicles
- Replies: 2
- Views: 253
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
With vehicles only now leaving ghosts on death in 2.0, this part of the implementation seems to have been overlooked

- Thu Jan 23, 2025 8:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.109] Crash querying surface during combat ": !entity->isToBeDeleted() was not true"
- Replies: 4
- Views: 1170
Re: [boskid][1.1.109] Crash querying surface during combat ": !entity->isToBeDeleted() was not true"
Would it be possible to just defer the event until after the state is stable?
- 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: 1819
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.
- Mon Nov 18, 2024 4:01 pm
- Forum: Releases
- Topic: Version 2.0.20
- Replies: 45
- Views: 20745
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.
- 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: 341
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.
- Sun Nov 10, 2024 5:37 pm
- Forum: Not a bug
- Topic: Trash Unrequested ignores inf. maximum
- Replies: 21
- Views: 3171
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 ...
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 ...
- Sat Nov 02, 2024 5:00 am
- Forum: Implemented mod requests
- Topic: LuaSpacePlatform::paused
- Replies: 2
- Views: 617
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.