Search found 9 matches

by BinarySpike
Thu Jan 26, 2023 1:19 am
Forum: Modding interface requests
Topic: copy-paste by blueprint should trigger an event
Replies: 4
Views: 464

Re: copy-paste by blueprint should trigger an event

Would benefit this mod as well:
Image
by BinarySpike
Sun Jan 22, 2023 11:20 pm
Forum: Modding interface requests
Topic: copy-paste by blueprint should trigger an event
Replies: 4
Views: 464

Re: copy-paste by blueprint should trigger an event

I'm making a mod with signals that are treated as variables in a blueprint. Once the player updates the variables, they get resolved on the entities placed by the blueprint. If the player uses "shift" and places the blueprint, there is currently no easy way to detect what buildings were up...
by BinarySpike
Wed Jan 18, 2023 5:21 am
Forum: Not a bug
Topic: [1.1.76] on_built_entity loses stack on clear_cursor with blueprint
Replies: 3
Views: 191

Re: [1.1.76] on_built_entity loses stack on clear_cursor with blueprint

Rseding91 wrote:
Wed Jan 18, 2023 3:41 am
Thanks for the report however this is working as intended.
Can we get this added to the docs? Maybe, "A reference to the stack this comes from, for example the player's cursor"

Image

Thanks!
by BinarySpike
Wed Jan 18, 2023 2:19 am
Forum: Not a bug
Topic: [1.1.76] on_built_entity loses stack on clear_cursor with blueprint
Replies: 3
Views: 191

[1.1.76] on_built_entity loses stack on clear_cursor with blueprint

Issue Using a blueprint, if you use a `player.clear_cursor()` then subsequent enumerations of the `event.stack` provided by `defines.events.on_built_entity` fail. Example: local counter = 0 script.on_event(defines.events.on_built_entity, function(event) game.print(tostring(counter) .. ": "...
by BinarySpike
Sat Nov 28, 2020 4:45 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.2] When loading 1.1.1 save, some Spidertrons are gone
Replies: 6
Views: 3249

Re: [1.1.2] Spidertrons disappeared upgrading from 1.1.1

I'm having the same issue, I had a conga-line of 4. I lost the middle two.
by BinarySpike
Sun Oct 18, 2020 4:01 pm
Forum: Ideas and Suggestions
Topic: [Train] New wait condition to compliment v1.1 — condition to not skip stations
Replies: 4
Views: 1403

Re: [Train] New wait condition to compliment v1.1 — condition to not skip stations

you want to have conditions for deciding if a train should go to a station in addition to the existing conditions to leave a station Not quite. When you turn off all stations in a train's list—and when it's time for that train to path to that station—it will skip that station. In my case I want the...
by BinarySpike
Sun Oct 18, 2020 4:49 am
Forum: Ideas and Suggestions
Topic: [Train] New wait condition to compliment v1.1 — condition to not skip stations
Replies: 4
Views: 1403

[Train] New wait condition to compliment v1.1 — condition to not skip stations

Trains are my current stumbling block. I can't seem to get a world past 3-4 trains before I get frustrated with trying to make them dynamic. Thankfully, v1.1 is bringing the train limit to train stations. I've started building a "big" train network in my v1.0 world to accommodate the v1.1 ...
by BinarySpike
Sat May 06, 2017 7:24 am
Forum: Maps and Scenarios
Topic: [0.15] Scenario: Island Spawn
Replies: 2
Views: 7218

[0.15] Scenario: Island Spawn

Been working on an Island Spawn scenario which I teased on reddit. Unfortunately the mods thought it was a rule 9 violation :lol: In this scenario you spawn on an island with default resources and some electric poles. The four main resources—iron, copper, coal, and stone "infinitely" spawn...
by BinarySpike
Tue Jun 28, 2016 2:21 am
Forum: Not a bug
Topic: [0.13.0] Spawners spawn far too close
Replies: 25
Views: 12059

[0.13.0] Spawners spawn far too close

See images below for issue.

Started my first non-peaceful game (just launched a rocket on peaceful). I switched to hostile enemies. After a bit, two spawners spawned literally in my base.
Map image
Map image
map.png (30.43 KiB) Viewed 7483 times
In-game image
In-game image
image4.png (388.46 KiB) Viewed 7483 times

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