Search found 128 matches

by PennyJim
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

Re: [2.0.64] Ghost fast replacing will directly replace entities

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 ...
by PennyJim
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
by PennyJim
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 ...
by PennyJim
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 ...
by PennyJim
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
by PennyJim
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 ...
by PennyJim
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
by PennyJim
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 ...
by PennyJim
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 ...
by PennyJim
Mon May 26, 2025 12:55 pm
Forum: Resolved Requests
Topic: GameViewSettings slightly incorrect defaults
Replies: 4
Views: 771

Re: GameViewSettings slightly incorrect defaults

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.
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.
by PennyJim
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...
by PennyJim
Sun May 25, 2025 8:49 pm
Forum: Implemented mod requests
Topic: On_research_queued event
Replies: 8
Views: 2636

Re: On_research_queued event

PennyJim wrote: Sat Mar 09, 2024 10:19 pm There's on_research_cancelled, which I wish would include the player that cancelled it (if relevant)
Both a bump and mentioning that I've finally actually made this its own request like it should've been:
129022
by PennyJim
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 ...
by PennyJim
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
by PennyJim
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 ...
by PennyJim
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.
by PennyJim
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

curiosity wrote: Thu May 22, 2025 11:19 pm Duplicate of viewtopic.php?t=100481
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...
by PennyJim
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 ...
by PennyJim
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 😅
by PennyJim
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?

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