Search found 65 matches
- Sun Jul 14, 2024 4:36 pm
- Forum: Modding interface requests
- Topic: fluid burnt result
- Replies: 5
- Views: 465
- Tue Apr 23, 2024 1:10 am
- Forum: Bug Reports
- Topic: [1.1.107] Smart belt dragging can delete items on belts when reversing undergrounds
- Replies: 0
- Views: 336
[1.1.107] Smart belt dragging can delete items on belts when reversing undergrounds
Issue This issue only occurs when "Lock belt dragging to a straight line" and "Smart belt dragging" under Settings>Interface>Interaction are turned on. If either setting is disabled, the issue will not occur. Items on belts disappear when a player drags over them in the opposite...
- Wed Apr 03, 2024 7:14 am
- Forum: Won't implement
- Topic: on_module_changed (assembler, furnace)
- Replies: 12
- Views: 3466
- Tue Apr 02, 2024 6:37 pm
- Forum: Won't implement
- Topic: on_module_changed (assembler, furnace)
- Replies: 12
- Views: 3466
Re: on_module_changed (assembler, furnace)
Pinging thread because times might have changed and it might be easier to implement now. Also, Do proxy requests fire any kind of event when they're fullfilled? Haven't done much with those yet. Did you ever figure that out? Otherwise, I'm going to have to use a few different tracking methods simila...
- Fri Mar 15, 2024 10:46 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 33110
Re: Friday Facts #402 - Lightspeed circuits
There's already other options in blueprints to include trains or not, include any entities or only specific ones, even include train fuel - but somehow circuit wires are too much? The things that are really annoying to do over and over, when you already figured out a solution? :? I think you misund...
- Fri Mar 15, 2024 5:54 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 33110
Re: Friday Facts #402 - Lightspeed circuits
Good to see _CodeGreen beat the devs to the cutting circuits problem. Also nice to see they fixed it :)
- Thu Mar 14, 2024 6:37 am
- Forum: Ideas and Suggestions
- Topic: Some Controller Suggestions
- Replies: 0
- Views: 348
Some Controller Suggestions
TL;DR I would like to navigate menus (crafting, logistics, inventories, selection, settings, etc.) with the D-pad. I would like to be able to move while the inventory and quick panel are open. I would like to be able to change inventory screens with buttons. What ? Currently, you can only navigate ...
- Mon Mar 11, 2024 6:34 pm
- Forum: Bug Reports
- Topic: [1.1.104] burner-generator entity type shows up as power consumer and producer
- Replies: 2
- Views: 619
Re: [1.1.104] burner-generator entity type shows up as power consumer and producer
That is... strange to say the least. I cant say I've ever heard of a bug cancelling another bug in such a way. It makes sense why it took so long, I was wondering if I would ever hear back :) Thanks for the explanation!
- Sat Mar 02, 2024 1:13 am
- Forum: News
- Topic: Friday Facts #400 - Chart search and Pins
- Replies: 73
- Views: 16487
Re: Friday Facts #400 - Chart search and Pins
Actually, i like 255 and 511 myself :)meganothing wrote: βFri Mar 01, 2024 8:57 pmFor programmers only #256 and #512 are fanfare-worthy milestones.
- Wed Feb 28, 2024 6:54 am
- Forum: Bug Reports
- Topic: [1.1.104] burner-generator entity type shows up as power consumer and producer
- Replies: 2
- Views: 619
[1.1.104] burner-generator entity type shows up as power consumer and producer
Issue Any entity of the type "burner-generator" shows up as an electricity consumer as well as producer. This was tested with primary and secondary priority output. Mods tested were an indev mod attached below as well as AAI Industry [0.5.22]. Below are two images depicting the issue. One...
- Sun Feb 18, 2024 6:14 pm
- Forum: Modding interface requests
- Topic: defines.events.on_robot_pre_mined to be called when robot upgrades an entity
- Replies: 6
- Views: 1174
Re: defines.events.on_robot_pre_mined to be called when robot upgrades an entity
Then why is it not called when upgrading an entity?
- Sun Feb 18, 2024 10:47 am
- Forum: Modding interface requests
- Topic: defines.events.on_robot_pre_mined to be called when robot upgrades an entity
- Replies: 6
- Views: 1174
Re: defines.events.on_robot_pre_mined to be called when robot upgrades an entity
This can be useful when you are dealing with compound entities, where you have one main (visible) entity that the player communicates with and one or more (possibly hidden) auxiliary entities that provide special functionality. In this case, you could physically remove the auxiliary entities and cl...
- Sun Feb 18, 2024 8:35 am
- Forum: Modding interface requests
- Topic: defines.events.on_robot_pre_mined to be called when robot upgrades an entity
- Replies: 6
- Views: 1174
Re: defines.events.on_robot_pre_mined to be called when robot upgrades an entity
ping. still not working in [1.1.104]. unrelated note, why are on_robot_mined and on_robot_mined_entity two different things? is on_robot_mined_entity supposed to act like on_robot_pre_mined?
- Sat Feb 10, 2024 9:27 am
- Forum: Modding help
- Topic: Fast Replace
- Replies: 1
- Views: 293
Re: Fast Replace
Nevermind, i needed to remove the "fast-replaceable-no-build-while-moving" flag in the data-final-fixes stage instead of data-updates.
- Sat Feb 10, 2024 9:03 am
- Forum: Modding help
- Topic: Fast Replace
- Replies: 1
- Views: 293
Fast Replace
I'm trying to get fast replace working for pipes. As far as I can tell, you need the same collision_mask, boundin_box, and fast replace group per entity. But for whatever reason, that isn't working. What else do you need?
- Mon Feb 05, 2024 9:01 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 18348
- Fri Feb 02, 2024 1:35 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 18348
- Fri Feb 02, 2024 1:10 pm
- Forum: Ideas and Suggestions
- Topic: Automatically / optionally update mods and exit
- Replies: 9
- Views: 1158
Re: Automatically / optionally update mods and exit
Rebooting is a natural part of the process of loading software. You can't load a mod without reloading the game, otherwise you would have to reload the mod and everything else with some psuedo gui open, which defeats the purpose. I often have to restart my game for such changes, and I find it a non-...
- Fri Feb 02, 2024 1:05 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 18348
Re: Friday Facts #396 - Sound improvements in 2.0
Any word on whether sounds in space are altered by the vacuum environment and hearing them *through the structure* of a space platform, rather than via air? I'm not sure whether it would add or detract! It might be a sort of vibrational noise, like buzzing and humming. Although i could see it go bo...
- Fri Feb 02, 2024 1:03 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 18348
Re: Friday Facts #396 - Sound improvements in 2.0
[...] By the way, as someone who enjoys trains quite a lot and spends a lot of time around them I suggest adding a faint 'metal screeching' noise as they go around corners. Because the wheels will be grinding up against the rails themselves. Oh and lastly (and certainly most importantly), can we ge...