Search found 32 matches

by _CodeGreen
Fri Mar 03, 2023 9:31 pm
Forum: Releases
Topic: Version 1.1.77
Replies: 6
Views: 6048

Re: Version 1.1.77

Can someone explain a bit more in detail what the new command-line flags are for? Are they dumping the complete data that is used by the game after loading all mods and executing relevant logic like creating recipies? Yes, however data-raw is a big structure for all of the prototypes defined by the...
by _CodeGreen
Wed Dec 28, 2022 6:45 pm
Forum: Minor issues
Topic: [1.1.74] GUI Tags stringified keys in nested table
Replies: 2
Views: 328

[1.1.74] GUI Tags stringified keys in nested table

Consider the following GUI element tags: a = {"one"} b = {"one", "two"}, c = {nil, "two"}, d = {nil, "two", "three"} a and b are both sequences, but c and d are not. the game will leave the sequences alone, but it will stringify the keys of...
by _CodeGreen
Fri Dec 02, 2022 9:05 pm
Forum: Modding interface requests
Topic: LuaPlayerRotatedEntityEventFilter
Replies: 1
Views: 214

LuaPlayerRotatedEntityEventFilter

I'm trying to hook all events that modify an existing entity, and filter it to just transport belt connectables.
However, on_player_rotated_entity does not have an event filter, and as you may have guessed, that is the request.
by _CodeGreen
Thu Dec 01, 2022 8:42 pm
Forum: Releases
Topic: Version 1.1.73
Replies: 10
Views: 6797

Re: Version 1.1.73

Well, this is rather unfortunate news. The unloader pictured below was really nice to have, even if it didn't work in all directions. Now, it doesn't work in any direction. It's borderline impossible to get a full 3 blue belts out of a wagon on one side when you have the buffer chests between the in...
by _CodeGreen
Tue Nov 22, 2022 7:29 am
Forum: Modding interface requests
Topic: Documentation Improvement Requests
Replies: 328
Views: 50658

Re: Documentation Improvement Requests

All of the character bonuses in LuaControl and LuaForce have no description. Most of them are self explanatory, but if you don't already know what all of them are it can be confusing to differentiate between some of them. For example, I didn't know for sure what the difference between build distance...
by _CodeGreen
Sat Nov 12, 2022 5:47 pm
Forum: Ideas and Suggestions
Topic: Remove Expensive Mode
Replies: 35
Views: 2869

Re: Remove Expensive Mode

I would like to clarify a couple things reading the replies to this post: I do not think that expensive mode will be removed, I would not be unhappy if it did, but having that expectation is unrealistic. I wanted the main takeaway of this post to be that expensive mode has problems, and how they cou...
by _CodeGreen
Mon Nov 07, 2022 4:12 am
Forum: Ideas and Suggestions
Topic: Remove Expensive Mode
Replies: 35
Views: 2869

Remove Expensive Mode

TL;DR Expensive mode makes it unnecessarily complex to dynamically modify recipes and technologies in a mod, and should be removed (or at the very least changed). What ? For those not in the know, expensive mode is a map setting you can enable to make a select few recipes more expensive, and there'...
by _CodeGreen
Thu Nov 03, 2022 6:24 pm
Forum: Modding interface requests
Topic: LuaEntity.neighbours for ghost underground belts
Replies: 0
Views: 178

LuaEntity.neighbours for ghost underground belts

I'm working on a new mode for Belt Visualizer where it will highlight through ghost entities in addition to normal entities. One of the properties used in the mod is LuaEntity.neighbours for underground belt connections, and that works fine for non-ghost belts. However, it cannot be used on ghost un...
by _CodeGreen
Tue Oct 11, 2022 8:00 am
Forum: Assigned
Topic: [Klonan] [1.1.69] Crash scaling GUI with GUI debug enabled
Replies: 2
Views: 384

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

Figures as much, GUI scaling issues are bound to change on different displays.
by _CodeGreen
Tue Oct 11, 2022 5:12 am
Forum: Assigned
Topic: [Klonan] [1.1.69] Crash scaling GUI with GUI debug enabled
Replies: 2
Views: 384

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

I was inspecting the locomotive GUI for a mod I'm working on when the game froze for a second due to an endless call stack and promptly crashed. Steps to reproduce: Open locomotive GUI Enable GUI Debug with Ctrl + F5 Scale up GUI with Ctrl + Numpad+ GOTO 3 It seems to only be after scaling up exactl...
by _CodeGreen
Thu Sep 29, 2022 6:33 am
Forum: Won't fix.
Topic: [1.1.69] Worms spitting fire (instead of acid)
Replies: 5
Views: 1000

Re: [1.1.69] Worms spitting fire (instead of acid)

Hmm, I never considered using particles for the fire explosion. I actually made this mod at a friend's request for a world we were both playing on, and at the time I was still fairly new to the whole trigger system. Thanks for the tip!
by _CodeGreen
Mon Sep 26, 2022 4:09 am
Forum: Won't fix.
Topic: [1.1.69] Worms spitting fire (instead of acid)
Replies: 5
Views: 1000

Re: [1.1.69] Worms spitting fire (instead of acid)

Well I discovered this when messing around with my mod Chemical Rocket , which includes an incendiary rocket that would explode into a few streams that would leave fire on the ground, instead of just instantly creating fire in an area. The example mod above was from me isolating the cause, not actua...
by _CodeGreen
Tue Sep 20, 2022 2:13 am
Forum: Won't fix.
Topic: [1.1.69] Worms spitting fire (instead of acid)
Replies: 5
Views: 1000

Re: [1.1.69] Worms spitting fire (instead of acid)

Why was this moved to Modding Help? The worm spit is being replaced with fire when it presumably shouldn't be doing so. I didn't touch the worm prototype, the acid shouldn't disappear. That looks like a bug to me, and if someone tells me it isn't one, then I can understand being moved to Not a Bug o...
by _CodeGreen
Mon Sep 19, 2022 8:12 pm
Forum: Won't fix.
Topic: [1.1.69] Worms spitting fire (instead of acid)
Replies: 5
Views: 1000

[1.1.69] Worms spitting fire (instead of acid)

By chance I loaded up one of my mods, Chemical Rocket , and was having fun burning some nests when I saw a few worms spitting fire, and not in the musical sense. Attempting to investigate further, I tried to isolate the behavior and ended up creating a demo mod to make it easier to reproduce. Someth...
by _CodeGreen
Tue Sep 13, 2022 5:02 pm
Forum: Modding interface requests
Topic: previous_target for on_marked_for_upgrade
Replies: 0
Views: 223

previous_target for on_marked_for_upgrade

I've been trying to figure out how to fix a certain bug with redo , which involves upgrading the same entity twice in a row. The first upgrade works fine, but the second upgrade is causing some trouble. on_marked_for_upgrade happens after the entity was marked, which makes sense, but there's no way ...
by _CodeGreen
Tue Sep 13, 2022 4:01 pm
Forum: Implemented mod requests
Topic: alt_reverse_selection for Selection tools
Replies: 7
Views: 2073

Re: alt_reverse_selection for Selection tools

Would making the tool strictly enable turrets on normal select and disable turrets on alt select work? It doesn't have to be a toggle, it could be like all of the other planners in the game.
by _CodeGreen
Fri Sep 09, 2022 1:15 am
Forum: Modding interface requests
Topic: Expose entity-ghost Inventory Filters to Lua
Replies: 0
Views: 232

Expose entity-ghost Inventory Filters to Lua

Still working on Redo , and I'm running into the problem where I can't access the LuaInventory of a ghost container. Obviously it wouldn't be a good idea to expose the entire LuaInventory, you wouldn't want people inserting items in and out of them, but some parts of it (like `get_filter()` and more...
by _CodeGreen
Thu Aug 04, 2022 1:43 am
Forum: Bug Reports
Topic: [1.1.64] Fast replace upgrading a second time doesn't register any event
Replies: 0
Views: 339

[1.1.64] Fast replace upgrading a second time doesn't register any event

I was using the event trace mod as I was debugging redo , and discovered this: Step 1: place entity with direction (e.g. inserter) Step 2: shift place entity in a different direction (triggering on_marked_for_upgrade) Step 3: shift place entity in another different direction No event is triggered fo...
by _CodeGreen
Thu Jul 14, 2022 4:02 am
Forum: Implemented mod requests
Topic: on_pre_ghost_upgraded event
Replies: 1
Views: 398

on_pre_ghost_upgraded event

One thing I came across while bug fixing one of my mods was the on_pre_ghost_deconstructed event, since ghosts can't be marked for deconstruction. This event saved my butt, and it was perfect for what I needed. However, ghosts can also be marked for upgrade, yet there is no on_pre_ghost_upgraded eve...
by _CodeGreen
Tue Jun 07, 2022 11:13 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.59] highlight-box with curved-rail target has incorrect bounding box
Replies: 3
Views: 1876

Re: [1.1.59] highlight-box with curved-rail target has incorrect bounding box

I'm curious as to the reason why, is it non-trivial or just not worth the time? I understand either way.

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