Search found 6 matches

by binaryDiv
Thu Feb 20, 2025 11:31 pm
Forum: Resolved for the next release
Topic: [2.0.34] "virtual-signal=signal-ghost" is gone without migration
Replies: 24
Views: 6077

Re: [2.0.34] "virtual-signal=signal-ghost" is gone without migration


I was told:
I didn't expect this and I'm sorry for it but it's probably like 2 people who have this problem


I'm sorry, but "it's probably like 2 people" who are using this virtual signal which has probably existed for years now? That's a bit hard to believe.

It's not some random "Unsorted ...
by binaryDiv
Thu Feb 20, 2025 8:02 pm
Forum: Resolved for the next release
Topic: [2.0.34] "virtual-signal=signal-ghost" is gone without migration
Replies: 24
Views: 6077

Re: [2.0.34] "virtual-signal=signal-ghost" is gone without migration

Is this going to be fixed? The bug report has been moved to "Not a bug" and sadly I didn't see anything about virtual signals in the 2.0.35 changelog.

The reported bug is a breaking change that causes circuit conditions in existing save files that use the removed signal to break, without any ...
by binaryDiv
Sat Feb 08, 2025 4:45 pm
Forum: Releases
Topic: Version 2.0.34
Replies: 45
Views: 12048

Re: Version 2.0.34

I like what you did with the virtual signals, they look much nicer now.

However, I've noticed a (probably accidental) breaking change: The "ghost" virtual signal has been removed and there seems to be no migration to replace it with a different signal when loading a save game. All circuits using ...
by binaryDiv
Sun Feb 02, 2025 6:58 pm
Forum: Won't implement
Topic: Allow changing the hidden field at runtime
Replies: 4
Views: 304

Re: Allow changing the hidden field at runtime

I think this would be really useful!

I'm currently working on a mod that hides military technologies and recipes that aren't useful when playing in peaceful mode. I first thought about disabling (enabled=false) instead of hiding the technologies, which can be done at runtime, but hiding is the much ...
by binaryDiv
Mon Jan 27, 2025 2:47 pm
Forum: Modding interface requests
Topic: Event on_entity_logistic_slot_changed not always triggered
Replies: 3
Views: 212

Re: Event on_entity_logistic_slot_changed not always triggered

Thanks for the quick reply and the explanation.

I understand that with this in mind it's not reasonable to implement every event that someone requests for a relatively specific use case.

I'm wondering if a more generic event would be a good idea, which is raised *after* the settings of an entity ...
by binaryDiv
Mon Jan 27, 2025 1:29 pm
Forum: Modding interface requests
Topic: Event on_entity_logistic_slot_changed not always triggered
Replies: 3
Views: 212

Event on_entity_logistic_slot_changed not always triggered

Hi!

For my mod Find Unfiltered Storage Chest I need to know when the filter of a Storage Chest has changed, so that I can update whether a warning should be shown for the chest.

When the filter is changed by a player via the entity GUI, this triggers the event `on_entity_logistic_slot_changed ...

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