Search found 6 matches
- 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 ...
- 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 ...
The reported bug is a breaking change that causes circuit conditions in existing save files that use the removed signal to break, without any ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...