Then... What am I doing wrong..? It's returning false
(though maybe this kinda conversation should move to the discord which can move faster)
Edit: Wait, I'm sure it's related to prototype stuff and `next_upgrade`..?
Edit 2: Or maybe it's the fact that I'm trying to go from ghost assembler to ghost ...
Search found 128 matches
- Mon Aug 18, 2025 9:24 pm
- Forum: Not a bug
- Topic: [2.0.64] Ghost fast replacing will directly replace entities
- Replies: 6
- Views: 402
- Mon Aug 18, 2025 9:17 pm
- Forum: Not a bug
- Topic: [2.0.64] Ghost fast replacing will directly replace entities
- Replies: 6
- Views: 402
Re: [2.0.64] Ghost fast replacing will directly replace entities
Oh wait nvm... `order_upgrade` doesn't work on ghosts
I just got my wires crossed while testing and forgot which entity I was fast-replacing and which one I had the event upgrade the ghost to
I just got my wires crossed while testing and forgot which entity I was fast-replacing and which one I had the event upgrade the ghost to
- Mon Aug 18, 2025 9:05 pm
- Forum: Not a bug
- Topic: [2.0.64] Ghost fast replacing will directly replace entities
- Replies: 6
- Views: 402
Re: [2.0.64] Ghost fast replacing will directly replace entities
The crux of my problem was that I was fast-replacing a ghost and it was affecting the real entity.
I was not aware of `order_upgrade` (though I should've expected it to exist), and some quick testing shows that it is in fact instant on ghosts.
With a bit of "if ghost then" logic, this should be ...
I was not aware of `order_upgrade` (though I should've expected it to exist), and some quick testing shows that it is in fact instant on ghosts.
With a bit of "if ghost then" logic, this should be ...
- Mon Aug 18, 2025 3:30 am
- Forum: Not a bug
- Topic: [2.0.64] Ghost fast replacing will directly replace entities
- Replies: 6
- Views: 402
[2.0.64] Ghost fast replacing will directly replace entities
Now, there's a pretty solid argument that this is an interface or feature request instead. I won't be upset if it just gets moved
If you hover over a chest, and run this command. The original chest will get destroyed (left on the ground).
/c
local entity = game.player.selected
entity.surface ...
If you hover over a chest, and run this command. The original chest will get destroyed (left on the ground).
/c
local entity = game.player.selected
entity.surface ...
- Tue Jul 29, 2025 5:11 pm
- Forum: Modding interface requests
- Topic: max_fluid_flow as a fluidbox prototype
- Replies: 8
- Views: 889
Re: max_fluid_flow as a fluidbox prototype
Ditto, having it work like a minimum of network limit would be nice.
Would mean there will be a need to police the inputs if you want a full network limit, but that's on the mod creator
Would mean there will be a need to police the inputs if you want a full network limit, but that's on the mod creator
- Tue Jul 15, 2025 6:21 pm
- Forum: Mod portal Discussion
- Topic: Give any mod that depends on space-age the space age category
- Replies: 4
- Views: 480
Re: Give any mod that depends on space-age the space age category
Tl;dr it's more work on the backend, especially navigating the full dependency tree, but hopefully they can add it eventually.
I don't think it would need to navigate the full dependency tree, just slap the label whenever a mod is uploaded that adds a dependency with the label or enables a flag ...
- Tue Jul 15, 2025 2:39 pm
- Forum: Mod portal Discussion
- Topic: Give any mod that depends on space-age the space age category
- Replies: 4
- Views: 480
Re: Give any mod that depends on space-age the space age category
+1 I was surprised to realize that hard dependencies didn't pass on the sticker
- Sun Jun 01, 2025 7:44 pm
- Forum: Implemented mod requests
- Topic: Option for LuaRendering to flash like alerts
- Replies: 4
- Views: 682
Option for LuaRendering to flash like alerts
I've had a couple instances of making a LuaRenderObject to specifically mimic a custom alert. Of course combined with adding the custom alert to every player on a force.
A single static sprite isn't the most obvious, nor does it really mimic alerts all that well. I'd like some way to tap into the ...
A single static sprite isn't the most obvious, nor does it really mimic alerts all that well. I'd like some way to tap into the ...
- Thu May 29, 2025 8:42 pm
- Forum: Resolved Requests
- Topic: Inconsistent use of "count" and "amount" in modding api
- Replies: 4
- Views: 856
Re: Inconsistent use of "count" and "amount" in modding api
Not always. Fluids are usually amount, but items are inconsistent. The most prominent example is that minable and placeable_by uses count, while recipe ingredients and products uses amount.
Hence "generally". I see that specific example more as fluid can take decimals and the Ingredient and ...
- Mon May 26, 2025 12:55 pm
- Forum: Resolved Requests
- Topic: GameViewSettings slightly incorrect defaults
- Replies: 4
- Views: 771
Re: GameViewSettings slightly incorrect defaults
I personally think that's clearer. Though you'd probably want to swap the order so it more clearly uses the value of the field if set and uses a default if unset.Therenas wrote: Mon May 26, 2025 8:27 am I could do "`true` or value of `default_show_value`" I guess, but not sure if that's really clearer.
- Mon May 26, 2025 3:00 am
- Forum: Modding interface requests
- Topic: Damage-specific bonus SimpleModifiers
- Replies: 1
- Views: 314
Re: Damage-specific bonus SimpleModifiers
Oh I love this idea. Would encourage actually adding more damage types.
Problem I see with this, is that (afaik) some things that cause damage don't actually have a force associated with them...
Problem I see with this, is that (afaik) some things that cause damage don't actually have a force associated with them...
- Sun May 25, 2025 8:49 pm
- Forum: Implemented mod requests
- Topic: On_research_queued event
- Replies: 8
- Views: 2636
- Sun May 25, 2025 8:48 pm
- Forum: Implemented mod requests
- Topic: Add player to research manipulation events
- Replies: 3
- Views: 616
Add player to research manipulation events
The player is attributed in chat to things like starting(?) or canceling research. I'd prefer if the events also had an optional parameter for the player index so we can do similar things.
In my case, I want to explicitly recreate the chat message so my fake layer on top of chat can be accurate ...
In my case, I want to explicitly recreate the chat message so my fake layer on top of chat can be accurate ...
- Sun May 25, 2025 3:08 am
- Forum: Documentation Improvement Requests
- Topic: option to filter LuaEntity members by entity type
- Replies: 4
- Views: 804
Re: option to filter LuaEntity members by entity type
And please put it in the machine readable api so external programs can do the same
- Fri May 23, 2025 7:26 pm
- Forum: Modding interface requests
- Topic: Add prototype descriptor to error function
- Replies: 8
- Views: 867
Re: Add prototype descriptor to error function
can you explain the proposed error message again?
A way to error with prototype history (like prototype errors) if you're aborting because of a specific prototype.
Like so the Quality mod can also blame other mods, instead of just everyone thinking it's the Quality mod's fault some how. The ...
- Fri May 23, 2025 12:39 pm
- Forum: Modding interface requests
- Topic: Add prototype descriptor to error function
- Replies: 8
- Views: 867
Re: Add prototype descriptor to error function
That's why your mod will be listed as one of the ones at fault even if you're not on the history for that prototype.
I can concede that maybe the error should be specially formatted to provide emphasis on which mod threw it. Meaning this is less of a drop in idea like I was initially thinking.
I can concede that maybe the error should be specially formatted to provide emphasis on which mod threw it. Meaning this is less of a drop in idea like I was initially thinking.
- Thu May 22, 2025 11:23 pm
- Forum: Modding interface requests
- Topic: Support drag to reorder for GUI Elements
- Replies: 9
- Views: 756
Re: Support drag to reorder for GUI Elements
Damnit, I tried looking for other requests. In my defense, mine actually has improvement details to limit the scope of the idea instead of just asking for it...
- Thu May 22, 2025 7:46 pm
- Forum: Modding interface requests
- Topic: Support drag to reorder for GUI Elements
- Replies: 9
- Views: 756
Support drag to reorder for GUI Elements
There's a number of times people want to make a GUI with a fancy drag to reorder list, like replicating the train schedule menu for various other reasons.
I'm imagining it either being a new element like "reorderable-list" or maybe an argument like allow_reorder on the "scroll-pane" , that lets the ...
I'm imagining it either being a new element like "reorderable-list" or maybe an argument like allow_reorder on the "scroll-pane" , that lets the ...
- Wed May 21, 2025 9:11 pm
- Forum: Technical Help
- Topic: [2.0.47] Game stuck in loading screen via uninstalled mod.
- Replies: 7
- Views: 627
Re: [2.0.47] Game stuck in loading screen via uninstalled mod.
Okay I didn't make the connection that the fact that it wasn't installed was a screenshot taken from the computer instead of the steam deck (since the steam deck can't load into a mod manager since that mod freezes startup)
Sorry for guiding them to a bug report when it was in fact not a bug 😅
Sorry for guiding them to a bug report when it was in fact not a bug 😅
- Wed May 21, 2025 8:56 pm
- Forum: Technical Help
- Topic: [2.0.47] Game stuck in loading screen via uninstalled mod.
- Replies: 7
- Views: 627
Re: [2.0.47] Game stuck in loading screen via uninstalled mod.
Seems like the bug might actually be the fact that mod management seems to declare that it's not downloaded?