Search found 44 matches

by protocol_1903
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: 246

[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...
by protocol_1903
Wed Apr 03, 2024 7:14 am
Forum: Won't implement
Topic: on_module_changed (assembler, furnace)
Replies: 12
Views: 3145

Re: on_module_changed (assembler, furnace)

curiosity wrote: ↑
Wed Apr 03, 2024 2:01 am
on_entity_destroyed
Register the proxy request?
by protocol_1903
Tue Apr 02, 2024 6:37 pm
Forum: Won't implement
Topic: on_module_changed (assembler, furnace)
Replies: 12
Views: 3145

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...
by protocol_1903
Fri Mar 15, 2024 10:46 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 169
Views: 27210

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...
by protocol_1903
Fri Mar 15, 2024 5:54 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 169
Views: 27210

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 :)
by protocol_1903
Thu Mar 14, 2024 6:37 am
Forum: Ideas and Suggestions
Topic: Some Controller Suggestions
Replies: 0
Views: 259

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 ...
by protocol_1903
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: 498

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!
by protocol_1903
Sat Mar 02, 2024 1:13 am
Forum: News
Topic: Friday Facts #400 - Chart search and Pins
Replies: 73
Views: 13848

Re: Friday Facts #400 - Chart search and Pins

meganothing wrote: ↑
Fri Mar 01, 2024 8:57 pm
For programmers only #256 and #512 are fanfare-worthy milestones.
Actually, i like 255 and 511 myself :)
by protocol_1903
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: 498

[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...
by protocol_1903
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: 1003

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...
by protocol_1903
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: 1003

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?
by protocol_1903
Sat Feb 10, 2024 9:27 am
Forum: Modding help
Topic: Fast Replace
Replies: 1
Views: 220

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.
by protocol_1903
Sat Feb 10, 2024 9:03 am
Forum: Modding help
Topic: Fast Replace
Replies: 1
Views: 220

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?
by protocol_1903
Mon Feb 05, 2024 9:01 pm
Forum: News
Topic: Friday Facts #396 - Sound improvements in 2.0
Replies: 98
Views: 15256

Re: Friday Facts #396 - Sound improvements in 2.0

MrGrim wrote: ↑
Fri Feb 02, 2024 9:57 pm
I'm patiently awaiting the FFF that talks about circuit control being added to these. ;)
You and me both.
And undergound belts, that would be awesome.
by protocol_1903
Fri Feb 02, 2024 1:35 pm
Forum: News
Topic: Friday Facts #396 - Sound improvements in 2.0
Replies: 98
Views: 15256

Re: Friday Facts #396 - Sound improvements in 2.0

MiniHerc wrote: ↑
Fri Feb 02, 2024 1:34 pm
The inserter made me want to vomit
Correct me if I'm wrong, but... do you mean the inserter sound that hasn't changed?
by protocol_1903
Fri Feb 02, 2024 1:10 pm
Forum: Ideas and Suggestions
Topic: Automatically / optionally update mods and exit
Replies: 9
Views: 849

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-...
by protocol_1903
Fri Feb 02, 2024 1:05 pm
Forum: News
Topic: Friday Facts #396 - Sound improvements in 2.0
Replies: 98
Views: 15256

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...
by protocol_1903
Fri Feb 02, 2024 1:03 pm
Forum: News
Topic: Friday Facts #396 - Sound improvements in 2.0
Replies: 98
Views: 15256

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...
by protocol_1903
Fri Feb 02, 2024 12:57 pm
Forum: News
Topic: Friday Facts #396 - Sound improvements in 2.0
Replies: 98
Views: 15256

Re: Friday Facts #396 - Sound improvements in 2.0

DBotThePony wrote: ↑
Fri Feb 02, 2024 12:56 pm
Now the only thing we need is weather conditions, Nauvis is in much need for rain.
Ah, cleaning solar panels or changing outputs dependent on cloud cover would be fun

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