Search found 76 matches
- 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 ...
- 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
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: Assigned
- Topic: [boskid][1.1.109] Crash querying surface during combat ": !entity->isToBeDeleted() was not true"
- Replies: 3
- Views: 848
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: 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.
- 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.
- 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.
- 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 ...
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: 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.
- 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.
- 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 ...
- 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!
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!
- 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.
- 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.
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.
- 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 ...
- 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 ...
Steps to ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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?
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?