Search found 154 matches

by mknejp
Thu Nov 03, 2016 9:33 pm
Forum: Mods
Topic: [MOD 0.14.2] Electric vehicles
Replies: 94
Views: 42059

Re: [MOD 0.14.2] Electric vehicles

The regenerative braking module seems to produce far more energy than is required to accelerate. After providing some initial energy I can "charge" the regen and transformer modules by spamming W and S while driving the train. All aboard for free energy! Blame Factorio's weird physics. Th...
by mknejp
Sun Oct 30, 2016 5:43 am
Forum: Mods
Topic: [MOD 0.14.2] Electric vehicles
Replies: 94
Views: 42059

Re: [MOD 0.14.2] Electric vehicles

The errors related to Vehicle Wagons should be fixed in 0.3.5
by mknejp
Wed Oct 26, 2016 6:25 pm
Forum: Modding discussion
Topic: [Solved] Which event should be used for LuaEntity.destroy()?
Replies: 72
Views: 22268

Re: Which event should be used for LuaEntity.destroy()? When?

Besides, The point i am getting at, is that you shouldn't worry about this, Have no on_tick, Don't worry about them being destroyed, because it is highly unlikely In all my fancy mods with creating and destroying entities, i have never had an on_tick checker, And i have never had any complaints abo...
by mknejp
Tue Oct 25, 2016 5:18 pm
Forum: Modding discussion
Topic: [Solved] Which event should be used for LuaEntity.destroy()?
Replies: 72
Views: 22268

Re: Which event should be used for LuaEntity.destroy()? When?

The events would benefit any mod that uses compound entities (concrete lamppost, torches, ks_power, electric vehicles, etc) or wish to create/destroy entities from external mods (creative mode, vehicle wagon, etc). You mention those mods, But in their entire existence i have never seen or heard any...
by mknejp
Sun Oct 23, 2016 11:06 pm
Forum: Mods
Topic: [MOD 0.14.2] Electric vehicles
Replies: 94
Views: 42059

Re: [MOD 0.14.2] Electric vehicles

Hello, I'm the author of the Vehicle Wagon mod, and I & some users have noticed bugs when using both Electric Vehicles and Vehicle Wagon together. Since my mod uses the entity.destroy() method for deleting vehicles, I believe it isn't detected by the tests for invalid entities in your Electric ...
by mknejp
Sun Oct 23, 2016 10:57 pm
Forum: Modding discussion
Topic: [Solved] Which event should be used for LuaEntity.destroy()?
Replies: 72
Views: 22268

Re: Which event should be used for LuaEntity.destroy()? When?

"x" after calling destroy on it is simply a nullptr on the C++ side. The equivalent to "nil" in Lua. You can compare it all day long and it will equal other things that are "nil" but you can't tell *what* it was before it was set to "nil". Which is perfectly ...
by mknejp
Sun Oct 23, 2016 10:16 pm
Forum: Modding discussion
Topic: [Solved] Which event should be used for LuaEntity.destroy()?
Replies: 72
Views: 22268

Re: Which event should be used for LuaEntity.destroy()? When?

Equality checks don't work once an entity is invalid. It will always compare false with any other valid entity or compare true with any other invalid entity regardless of them actually being equal before they got destroyed. That just means it clears out all the invalid entities in one go which is e...
by mknejp
Sun Oct 23, 2016 10:10 pm
Forum: Modding discussion
Topic: [Solved] Which event should be used for LuaEntity.destroy()?
Replies: 72
Views: 22268

Re: Which event should be used for LuaEntity.destroy()? When?

Typically you just assume no other mod should be destroying your entities, such that unless you are calling entity.destroy() on it yourself, you won't need to worry I have a couple mods which use the same thing, spawning entity, listening to on_died/mined etc. for when to destroy its counterpart, a...
by mknejp
Sun Oct 23, 2016 9:58 pm
Forum: Modding discussion
Topic: [Solved] Which event should be used for LuaEntity.destroy()?
Replies: 72
Views: 22268

Re: Which event should be used for LuaEntity.destroy()? When?

There can never be an entity destroyed event because once an entity is destroyed it's no longer valid for any mod to hold a reference to it so an event would be invalid to fire at that point. You just have to check "valid" before you use anything. There are still two things we can do with...
by mknejp
Sun Oct 23, 2016 9:07 pm
Forum: Implemented mod requests
Topic: raise_event() should add .raised = true to table
Replies: 15
Views: 5304

Re: raise_event() should add .raised = true to table

Why is checking .valid so hard? https://www.tt-forums.net/images/smilies/confused.gif Its not in the slightest... if you are doing anything to an entity... check if it is valid first If you are doing something to an entity, the game will have to evaluate it anyway, so checking if its valid adds alm...
by mknejp
Sun Oct 23, 2016 7:52 pm
Forum: Implemented mod requests
Topic: raise_event() should add .raised = true to table
Replies: 15
Views: 5304

Re: raise_event() should add .raised = true to table

There's entity/item/other removal due to mod migration, game version migration, mod removal. There are events to handle these. There's also the core game itself removing entities when things like terrain are built over decoratives (they aren't killed, they're just destroyed) and so on. Eventing for...
by mknejp
Sun Oct 23, 2016 7:32 pm
Forum: Implemented mod requests
Topic: raise_event() should add .raised = true to table
Replies: 15
Views: 5304

Re: raise_event() should add .raised = true to table

Sigh. I wish there were events for when entities get destroyed or created by mods so we don't have to check for validity all the frickin' time. I'll have a look into this. Thanks for letting me know. I don't implement API changes for lazy mod developers. Checking "valid" IS THE CORRECT WA...
by mknejp
Fri Oct 21, 2016 7:25 pm
Forum: News
Topic: Friday Facts #161 - Infinite Research and Blueprint Library
Replies: 105
Views: 50284

Re: Friday Facts #161 - Infinite Research and Blueprint Library

Is there a reason why blueprints use a different button sprite for renaming than train stations which already have a perfectly good edit button?
I never really understood the point of that arrow thing. Always looked like a "repeat" button to me.
rename.png
rename.png (96.88 KiB) Viewed 7232 times
by mknejp
Fri Oct 21, 2016 11:49 am
Forum: Mods
Topic: [MOD 0.14.2] Electric vehicles
Replies: 94
Views: 42059

Re: [MOD 0.14.2] Electric vehicles

It's no so straight forward because there are assumptions around these events, like the player having a free slot in their inventory after building an entity, so you know you can put the item back and so on. And if a mod tracks killed entities than calling these events can skew with statistics and a...
by mknejp
Fri Oct 21, 2016 10:27 am
Forum: Mods
Topic: [MOD 0.14.2] Electric vehicles
Replies: 94
Views: 42059

Re: [MOD 0.14.2] Electric vehicles

Sigh. I wish there were events for when entities get destroyed or created by mods so we don't have to check for validity all the frickin' time. I'll have a look into this. Thanks for letting me know.
by mknejp
Fri Oct 07, 2016 9:33 am
Forum: Mods
Topic: [MOD 0.14.2] Wireless Charging
Replies: 70
Views: 29507

Re: [MOD 0.14.2] Wireless Charging

The sprites of the locomotives are bigger than the area they cover in terms of game mechanics. So yes unfortunately the first locomotive of the train only reliably connects to two stations, the second to three and then it repeats. That's simply because a car is 6 tiles long, but there is a gap betwe...
by mknejp
Sun Oct 02, 2016 4:51 pm
Forum: Won't implement
Topic: Generic entity
Replies: 12
Views: 4013

Re: Generic entity

So you're saying we should utilize all the power of a modern multi-core machine while also saying it is not a good idea to try to implement multithreading to the game? The game utilizes as much of the CPU as it can, but the main game update is a single threaded process. Once it is using 100% of a s...
by mknejp
Sun Oct 02, 2016 4:06 pm
Forum: Mods
Topic: [MOD 0.14] Personal Roboport Switch
Replies: 20
Views: 11608

Re: [MOD 0.14] Personal Roboport Switch

So i just installed the mod i hit the hotkey and i get the prompt but my personal construction bots still work... Am i doing something wrong ? 14.12 So just to clarify your bots only disable while your player character is standing inside the bounds of the target network. If you are standing even a ...
by mknejp
Sun Oct 02, 2016 3:58 pm
Forum: Mods
Topic: [MOD 0.14.2] Wireless Charging
Replies: 70
Views: 29507

Re: [MOD 0.14.2] Wireless Charging

i have hp coil in armor and hp floor station, when train is charging the out of power icon goes away, and battery's charge, when i stand on floor coil the out of power icon continues to flash like it doesn't see me at all. Hm I'm really guessing now because I have no clue what's going on but are yo...
by mknejp
Sun Oct 02, 2016 3:52 pm
Forum: Won't implement
Topic: Generic entity
Replies: 12
Views: 4013

Re: Generic entity

It isn't really about the modding interface. Whether that would change after such a refactoring is an entirely different issue since it would likely break every mod in existence. No I'm wondering about the game itself. I find the notion of dismissing a design that has repeatedly proven itself to be ...

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