Search found 11 matches
- Wed Dec 04, 2024 1:25 am
- Forum: Ideas and Suggestions
- Topic: 2.0.23 God Controller Changes = Bad
- Replies: 3
- Views: 150
Re: 2.0.23 God Controller Changes = Bad
I am here to agree as well. While I think the only Controller that did this was the God, and it's probably tied to some bad/old code with the old map/chart view (that has been and continues to be replaced with the new Remote View Controller), this further points to the fact that users want what they...
- Tue Nov 19, 2024 3:52 pm
- Forum: Bug Reports
- Topic: [2.0.20] Events not emitted for some pasting over entity cases
- Replies: 0
- Views: 58
[2.0.20] Events not emitted for some pasting over entity cases
Summary Pasting similar entities over each other emits less events than expected, allowing some new entities to go unnoticed by mods. What did you do? Installed 0-event-trace and opened the event log Placed one assembler, selected a recipe, and added some modules Placed another assembler, but only ...
- Tue Nov 19, 2024 3:35 pm
- Forum: Duplicates
- Topic: [2.0.20] Events not emitted for some super force building cases
- Replies: 1
- Views: 132
[2.0.20] Events not emitted for some super force building cases
Summary Super force building emits less events than expected, allowing some new entities to go unnoticed by mods. What did you do? Installed 0-event-trace and opened the event log Place at least three belts in a straight line Super force build a small, 1-tile entity in the middle, such that two und...
- Tue Nov 19, 2024 2:59 pm
- Forum: Bug Reports
- Topic: [2.0.20] "No logistic networks present" shortcut is inconsistent, incorrectly blocking access
- Replies: 0
- Views: 101
[2.0.20] "No logistic networks present" shortcut is inconsistent, incorrectly blocking access
Summary The "logistic networks" shortcut around the map view, and similar shortcuts like "trains," seem to be based on whether they are relevant for the player's force, but they aren't updating when the player's force changes - only when the game state loads and when related eve...
- Sun Oct 27, 2024 4:21 pm
- Forum: Minor issues
- Topic: [2.0.11] Items that can place Empty Space break most Space Platform Foundation behaviors
- Replies: 2
- Views: 271
Re: [2.0.11] Items that can place Empty Space break most Space Platform Foundation behaviors
I see; I can imagine a few ways to work around this, so I'll get to it.
- Sun Oct 27, 2024 3:42 pm
- Forum: Minor issues
- Topic: [2.0.11] Items that can place Empty Space break most Space Platform Foundation behaviors
- Replies: 2
- Views: 271
[2.0.11] Items that can place Empty Space break most Space Platform Foundation behaviors
What did you do? I introduced an Item Prototype that can place Empty Space tiles. This is a reduced scope example of what I did that still causes the issues: local space_tile = data.raw["tile"]["empty-space"] data:extend({ { type = "item", name = space_tile.name, local...
- Sun Jun 04, 2023 3:12 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.80] force_generate_chunk_requests does not respect generate_with_lab_tiles
- Replies: 5
- Views: 2142
Re: [1.1.80] force_generate_chunk_requests does not respect generate_with_lab_tiles
Very quick on the replies, and the fix; as always, I forever appreciate everything you all do
- Sat Jun 03, 2023 10:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.80] force_generate_chunk_requests does not respect generate_with_lab_tiles
- Replies: 5
- Views: 2142
Re: [1.1.80] force_generate_chunk_requests does not respect generate_with_lab_tiles
I reduced this down to a simple control.lua that reproduces the problem, so it should be easy to either point out in this code what portion is wrong and thus producing an expected situation, or whether the situation is unexpected or in other words a bug. To use it, I start a new game, skip the cut-s...
- Sat Jun 03, 2023 4:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.80] force_generate_chunk_requests does not respect generate_with_lab_tiles
- Replies: 5
- Views: 2142
Re: [1.1.80] force_generate_chunk_requests does not respect generate_with_lab_tiles
It might have been unclear, but the first thing that happens in the new handler for on_surface_created/on_surface_cleared is that surface.generate_with_lab_tiles is set to true, second some math occurs, then third and fourth the appropriate chunk radius is requested and then forced/waited-on, and th...
- Sat Jun 03, 2023 2:08 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.80] force_generate_chunk_requests does not respect generate_with_lab_tiles
- Replies: 5
- Views: 2142
[1.1.80] force_generate_chunk_requests does not respect generate_with_lab_tiles
Hello, I own the mod Blueprint Sandboxes and while developing a new feature for it I ran into a minor bus that I was able to workaround, but it worsens performance and might have other implications. The problem seems entirely reproducible, straight-forward, and obvious, but I will provide surroundin...
- Sat Apr 16, 2022 12:35 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.57] Crash on overbuild with script
- Replies: 1
- Views: 2513
[1.1.57] Crash on overbuild with script
I've encountered a reproducible crash using the base game plus my own mod. I actually worked-around this crash which might shed insight into why it happens, and I'll describe that at the end of this post. All bug-introducing and bug-bandaiding logic is present in this script file . This could be my ...