Search found 7 matches

by Gorfiend7
Sat Aug 16, 2025 11:28 pm
Forum: Not a bug
Topic: [2.0.60] Removing a mod can invalidate buttons from other mods in mod_gui flow
Replies: 3
Views: 450

Re: [2.0.60] Removing a mod can invalidate buttons from other mods in mod_gui flow

I see. That's a bit surprising, but I suppose it makes sense. Thanks for the explanation.

Since this mod_gui is a shared space, I wonder if it would be possible to make it not be owned by a specific mod, or transfer ownership or something instead of destroying it. But maybe that's not realistic ...
by Gorfiend7
Thu Aug 14, 2025 7:00 pm
Forum: Not a bug
Topic: [2.0.60] Removing a mod can invalidate buttons from other mods in mod_gui flow
Replies: 3
Views: 450

[2.0.60] Removing a mod can invalidate buttons from other mods in mod_gui flow

If two mods add buttons to the the mod gui button flow (mod_gui.get_button_flow), then one mod is removed from a save, sometimes buttons from the remaining mod become invalid. Whether this happens appears to depend on the order the buttons were added, or possibly the mod load order.

Reproduction ...
by Gorfiend7
Fri Mar 21, 2025 7:54 pm
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.41] Issues with scripting and remote driving
Replies: 1
Views: 2165

[Lou][2.0.41] Issues with scripting and remote driving

Ran into a couple issues with remote driving using a script/mod, where you can be driving a vehicle but have your camera on a different surface, or cause a vehicle to be stuck with a "ghost" remote driver (similar to this previous report ).


First issue setup: Place a tank on Nauvis, and go to ...
by Gorfiend7
Sun Nov 17, 2024 1:22 am
Forum: Resolved Problems and Bugs
Topic: [Raiguard] [2.0.15] Mod scripts interacting with remote view/driving can make a vehicle undrivable
Replies: 2
Views: 1562

[Raiguard] [2.0.15] Mod scripts interacting with remote view/driving can make a vehicle undrivable

If a mod script executes the following code (given appropriate tank1/tank2/player references):


player.set_controller({
type = defines.controllers.remote,
position = tank1.position,
surface = tank1.surface,
})
tank1.set_driver(player)

player.set_controller({
type = defines.controllers ...
by Gorfiend7
Fri Mar 31, 2023 4:01 am
Forum: Ideas and Suggestions
Topic: Don't interrupt entity follow when using a spidertron remote
Replies: 0
Views: 633

Don't interrupt entity follow when using a spidertron remote

TL;DR
Be able to stay centered on a spidertron while giving new commands to it with a remote.

What ?
When following an entity (either the "Open this location in the map" for trains, or a script that calls open_map with an entity), using a remote (spidertron or artillery) will cause you to stop ...
by Gorfiend7
Sun Sep 18, 2022 1:46 am
Forum: Modding interface requests
Topic: Follow vehicle/entity with zoom_to_world / open_map
Replies: 1
Views: 1697

Re: Follow vehicle/entity with zoom_to_world / open_map

I'd like to second this request - some way for a mod to initiate a "follow entity" action that would work similar to the current "Open this location in the map" for trains. Ideally this would at least work for any vehicle (including spidertrons), and would be nice if it could work for any entity ...
by Gorfiend7
Sat Aug 13, 2022 11:22 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.65] Lag spike when using copy/upgrade/destruction planner from far away when in map view
Replies: 1
Views: 2817

[boskid][1.1.65] Lag spike when using copy/upgrade/destruction planner from far away when in map view

Problem: Copying something far away when in map view causes a temporary freeze.

Expected: No freeze when copying.


Here's a screenshot just after copying a rail - note the max frame/Update times (>1000):
slow.jpg


It only happens in map view - zooming in to normal view and doing the same thing ...

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