Search found 56 matches

by Jorn86
Tue Feb 18, 2020 6:03 pm
Forum: Bug Reports
Topic: [0.17.79] Weird Behavior with Biter Pathfinding or something similar.
Replies: 4
Views: 286

Re: [0.17.79] Weird Behavior with Biter Pathfinding or something similar.

I've seen similar behaviour in my Islands World (mod, not the vanilla Island) map. It seems like once biters have decided there's nothing to attack, they are content to just stand around forever even if something to attack does arrive.
by Jorn86
Wed Feb 12, 2020 2:14 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][0.18.6] Current station indicator is off by one
Replies: 4
Views: 361

Re: [0.18.6] Current station indicator is off by one

That's an extensive test! Thanks for making the effort.
by Jorn86
Wed Feb 12, 2020 1:42 pm
Forum: Modding help
Topic: Freeplay remote interface not available in game upgraded from 0.17.79
Replies: 0
Views: 50

Freeplay remote interface not available in game upgraded from 0.17.79

I'm running into this weird issue where a save game created in 0.17.79, will not have access to the freeplay remote interface when loaded in 0.18.4-6. Starting a new game in that version will have access just fine. If I re-save the game in 0.18.6 and then reload, it'll also be fine. Is there somethi...
by Jorn86
Wed Feb 12, 2020 1:04 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][0.18.6] Current station indicator is off by one
Replies: 4
Views: 361

[boskid][0.18.6] Current station indicator is off by one

I have a big stacker at my main base which has stations reading the logistics network content. They all have the same name, and serve as parking for trains with many different items waiting until their load is needed. When I click on one of these stations, it shows a list of all trains with that sta...
by Jorn86
Wed Feb 12, 2020 12:45 pm
Forum: Assigned
Topic: [Oxyd] [0.18.4] Research progress of current tier shows for next queued tier
Replies: 2
Views: 180

Re: [0.18.4] Research progress of current tier shows for next queued tier

The progress is still showing incorrectly in 0.18.6
by Jorn86
Tue Feb 11, 2020 7:59 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.5] Graphics lock up when zooming in on distant areas on map in multiplayer
Replies: 5
Views: 1156

Re: [0.18.5] Graphics lock up when zooming in on distant areas on map in multiplayer

Same exact issue here. I can provide a log if needed. This happens for me and my friend, but my other friend (with a potato for a pc) doesn't have the issue. Update: Only happens under certain conditions. Might be related to the bot building warnings, the allied player that was there, or a specific ...
by Jorn86
Sun Feb 09, 2020 9:45 am
Forum: Assigned
Topic: [Oxyd] [0.18.4] Research progress of current tier shows for next queued tier
Replies: 2
Views: 180

[Oxyd] [0.18.4] Research progress of current tier shows for next queued tier

If I have multiple tiers of the same research queued, the progress of the current tier will show as a green bar on all the next queued tiers too.
See attached screenshot: Mining prod 6 already has progress while researching mining prod 5.
by Jorn86
Sun Jan 12, 2020 7:38 am
Forum: Modding help
Topic: How to move item from inventory to cursor?
Replies: 10
Views: 264

Re: How to move item from inventory to cursor?

That's a good point! Is there something I can do (with the LUA api) to prevent that?
by Jorn86
Fri Jan 10, 2020 8:26 am
Forum: Ideas and Suggestions
Topic: Custom hotkey for using modded capsule
Replies: 2
Views: 122

Re: Custom hotkey for using modded capsule

I've already got a workaround for that: If you bind a lua action to the same key as the custom use capsule action (or currently, the build action), both will trigger. Effectively, that would already work as you describe.

The difference is, your suggestion is not a hack ;)
by Jorn86
Thu Jan 09, 2020 10:00 am
Forum: Ideas and Suggestions
Topic: New Quickbar
Replies: 15
Views: 997

Re: New Quickbar

The new quickbar is *much* better. The only improvement it might need is make it more obvious how to add, change and remove shortcuts. And perhaps a default setup that doesn't get cleared when you start a new game.
by Jorn86
Wed Jan 08, 2020 1:17 pm
Forum: Modding help
Topic: How to check if a station's connected rail segment is free?
Replies: 1
Views: 93

Re: How to check if a station's connected rail segment is free?

I tried putting the signals a lot closer, that actually causes them to be detected. However, that doesn't explain why they aren't detected further out (i.e. if the block is bigger).

Any suggestions would be welcome.
by Jorn86
Wed Jan 08, 2020 9:45 am
Forum: Modding help
Topic: How to check if a station's connected rail segment is free?
Replies: 1
Views: 93

How to check if a station's connected rail segment is free?

I'm trying to check if a rail segment connected to a train stop is unoccupied, so I can safely spawn a train there. So far, I've got: local station = -- some LuaEntity of type 'train-stop' local rail = station.connected_rail -- repeating this next step zero or more times doesn't seem to help rail = ...
by Jorn86
Tue Jan 07, 2020 10:47 pm
Forum: Not a bug
Topic: [0.17.79] Adding a blueprint to a book in the library reorders the entire book
Replies: 4
Views: 198

Re: [0.17.79] Adding a blueprint to a book in the library reorders the entire book

Fair enough, if that would solve / change this behaviour that would be great.
by Jorn86
Tue Jan 07, 2020 8:24 am
Forum: Not a bug
Topic: [0.17.79] LuaPlayer.cursor_ghost allows set to non-placeable item
Replies: 2
Views: 118

Re: [0.17.79] LuaPlayer.cursor_ghost allows set to non-placeable item

I figured that might be the solution :)

As a workaround, I'll check the place_result of the item and only set a ghost if it exists. Would I be missing anything that way?
by Jorn86
Tue Jan 07, 2020 8:22 am
Forum: Not a bug
Topic: [0.17.79] Adding a blueprint to a book in the library reorders the entire book
Replies: 4
Views: 198

Re: [0.17.79] Adding a blueprint to a book in the library reorders the entire book

I understand why they are different, but it's not very nice. If the library logic cannot be fixed easily, perhaps it's better to disallow adding blueprints to books in the library. Now, it's too easy to mess up the order of existing books, and there's no easy way to undo that.
by Jorn86
Mon Jan 06, 2020 7:48 pm
Forum: Not a bug
Topic: [0.17.79] LuaPlayer.cursor_ghost allows set to non-placeable item
Replies: 2
Views: 118

[0.17.79] LuaPlayer.cursor_ghost allows set to non-placeable item

The mod api allows me to make a call like player.cursor_ghost = 'deconstruction-planner' It runs as expected, putting a ghost of the planner in my cursor. Also as expected, planner ghosts don't actually work. However, it doesn't show the ghost icon and there's no indication that the item in cursor i...
by Jorn86
Mon Jan 06, 2020 7:43 pm
Forum: Minor issues
Topic: Multiple recipe for item
Replies: 8
Views: 446

Re: Multiple recipe for item

Deadlock989 wrote:
Sat Jan 04, 2020 10:06 pm
Dron-elektron wrote:
Sat Jan 04, 2020 9:37 pm
Yes, I know that, but this is a potential problem if something suddenly changes in the data reading algorithm. It’s just ideologically wrong...
If it doesn't have any effect whatsoever, how is it a "bug"?
Because clean code matters.
by Jorn86
Mon Jan 06, 2020 7:14 pm
Forum: Modding help
Topic: How to move item from inventory to cursor?
Replies: 10
Views: 264

Re: How to move item from inventory to cursor?

Thanks! I needed to add a

Code: Select all

inventory[i].valid_for_read
check, but otherwise this works perfectly.
by Jorn86
Mon Jan 06, 2020 6:48 pm
Forum: Modding help
Topic: How to move item from inventory to cursor?
Replies: 10
Views: 264

How to move item from inventory to cursor?

I want to move a specific (stack of) item(s) from the player's inventory to their cursor. I would do: local count = inventory.remove{name=item_name, count=game.item_prototypes[item_name].stack_size} if count > 0 then player.cursor_stack.set_stack{name=item_name, count=count} end This works for simpl...
by Jorn86
Mon Jan 06, 2020 12:58 pm
Forum: Ideas and Suggestions
Topic: Custom hotkey for using modded capsule
Replies: 2
Views: 122

Custom hotkey for using modded capsule

What? Allow setting a custom hotkey for using a capsule added by a mod Why? I'm maintaining the Move with the Mouse mod. The way it works, is: * Player presses a custom hotkey that puts a custom capsule item in their cursor * Player uses the build action (default left click) to use the capsule * Mo...

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